blob: 6acb805c78d516aba39f294c5ee91c3dc3db8b7c [file] [log] [blame]
/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "sky/engine/core/rendering/style/ShadowList.h"
#include "sky/engine/platform/geometry/FloatRect.h"
#include "sky/engine/wtf/OwnPtr.h"
namespace blink {
static inline void calculateShadowExtent(const ShadowList* shadowList, float& shadowLeft, float& shadowRight, float& shadowTop, float& shadowBottom)
{
ASSERT(shadowList);
size_t shadowCount = shadowList->shadows().size();
for (size_t i = 0; i < shadowCount; ++i) {
const ShadowData& shadow = shadowList->shadows()[i];
if (shadow.style() == Inset)
continue;
float blurAndSpread = shadow.blur() + shadow.spread();
shadowLeft = std::min(shadow.x() - blurAndSpread, shadowLeft);
shadowRight = std::max(shadow.x() + blurAndSpread, shadowRight);
shadowTop = std::min(shadow.y() - blurAndSpread, shadowTop);
shadowBottom = std::max(shadow.y() + blurAndSpread, shadowBottom);
}
}
void ShadowList::adjustRectForShadow(LayoutRect& rect) const
{
FloatRect floatRect(rect);
adjustRectForShadow(floatRect);
rect = LayoutRect(floatRect);
}
void ShadowList::adjustRectForShadow(FloatRect& rect) const
{
float shadowLeft = 0;
float shadowRight = 0;
float shadowTop = 0;
float shadowBottom = 0;
calculateShadowExtent(this, shadowLeft, shadowRight, shadowTop, shadowBottom);
rect.move(shadowLeft, shadowTop);
rect.setWidth(rect.width() - shadowLeft + shadowRight);
rect.setHeight(rect.height() - shadowTop + shadowBottom);
}
PassRefPtr<ShadowList> ShadowList::blend(const ShadowList* from, const ShadowList* to, double progress)
{
size_t fromLength = from ? from->shadows().size() : 0;
size_t toLength = to ? to->shadows().size() : 0;
if (!fromLength && !toLength)
return nullptr;
ShadowDataVector shadows;
DEFINE_STATIC_LOCAL(ShadowData, defaultShadowData, (FloatPoint(), 0, 0, Normal, Color::transparent));
DEFINE_STATIC_LOCAL(ShadowData, defaultInsetShadowData, (FloatPoint(), 0, 0, Inset, Color::transparent));
size_t maxLength = std::max(fromLength, toLength);
for (size_t i = 0; i < maxLength; ++i) {
const ShadowData* fromShadow = i < fromLength ? &from->shadows()[i] : 0;
const ShadowData* toShadow = i < toLength ? &to->shadows()[i] : 0;
if (!fromShadow)
fromShadow = toShadow->style() == Inset ? &defaultInsetShadowData : &defaultShadowData;
else if (!toShadow)
toShadow = fromShadow->style() == Inset ? &defaultInsetShadowData : &defaultShadowData;
shadows.append(toShadow->blend(*fromShadow, progress));
}
return ShadowList::adopt(shadows);
}
PassOwnPtr<DrawLooperBuilder> ShadowList::createDrawLooper(DrawLooperBuilder::ShadowAlphaMode alphaMode) const
{
OwnPtr<DrawLooperBuilder> drawLooperBuilder = DrawLooperBuilder::create();
for (size_t i = shadows().size(); i--; ) {
const ShadowData& shadow = shadows()[i];
drawLooperBuilder->addShadow(FloatSize(shadow.x(), shadow.y()), shadow.blur(), shadow.color(),
DrawLooperBuilder::ShadowRespectsTransforms, alphaMode);
}
drawLooperBuilder->addUnmodifiedContent();
return drawLooperBuilder.release();
}
} // namespace blink