mirror of
https://github.com/servo/servo.git
synced 2025-08-03 12:40:06 +01:00
[gfx/style] Implement border-radius.
This patch is a first stab at implementing border-radius. It looks fine as long as the border isn't an ellipse (that might not even parse yet), and the border-widths around a border-radius are the same. Here's a cool screenshot!  r? @pcwalton @SimonSapin
This commit is contained in:
parent
9afdce4405
commit
ffcf0bf394
5 changed files with 436 additions and 85 deletions
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@ -10,7 +10,7 @@ use azure::azure_hl::{LinearGradientPattern, LinearGradientPatternRef, SourceOp,
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use azure::scaled_font::ScaledFont;
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use azure::{AZ_CAP_BUTT, AzFloat, struct__AzDrawOptions, struct__AzGlyph};
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use azure::{struct__AzGlyphBuffer, struct__AzPoint, AzDrawTargetFillGlyphs};
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use display_list::{SidewaysLeft, SidewaysRight, TextDisplayItem, Upright};
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use display_list::{SidewaysLeft, SidewaysRight, TextDisplayItem, Upright, BorderRadii};
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use font_context::FontContext;
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use geom::matrix2d::Matrix2D;
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use geom::point::Point2D;
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@ -24,7 +24,8 @@ use servo_net::image::base::Image;
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use servo_util::geometry::Au;
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use servo_util::opts;
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use servo_util::range::Range;
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use std::num::Zero;
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use std::default::Default;
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use std::num::{Float, FloatMath, Zero};
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use std::ptr;
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use style::computed_values::border_style;
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use sync::Arc;
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@ -67,15 +68,18 @@ impl<'a> RenderContext<'a> {
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pub fn draw_border(&self,
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bounds: &Rect<Au>,
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border: SideOffsets2D<Au>,
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radius: &BorderRadii<Au>,
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color: SideOffsets2D<Color>,
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style: SideOffsets2D<border_style::T>) {
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let border = border.to_float_px();
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let radius = radius.to_radii_px();
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self.draw_target.make_current();
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self.draw_border_segment(Top, bounds, border, color, style);
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self.draw_border_segment(Right, bounds, border, color, style);
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self.draw_border_segment(Bottom, bounds, border, color, style);
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self.draw_border_segment(Left, bounds, border, color, style);
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self.draw_border_segment(Top, bounds, border, &radius, color, style);
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self.draw_border_segment(Right, bounds, border, &radius, color, style);
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self.draw_border_segment(Bottom, bounds, border, &radius, color, style);
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self.draw_border_segment(Left, bounds, border, &radius, color, style);
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}
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pub fn draw_line(&self,
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@ -84,7 +88,7 @@ impl<'a> RenderContext<'a> {
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style: border_style::T) {
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self.draw_target.make_current();
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self.draw_line_segment(bounds, color, style);
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self.draw_line_segment(bounds, &Default::default(), color, style);
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}
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pub fn draw_push_clip(&self, bounds: &Rect<Au>) {
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@ -149,7 +153,7 @@ impl<'a> RenderContext<'a> {
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self.draw_target.fill_rect(&rect, ColorPatternRef(&pattern), Some(&draw_options));
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}
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fn draw_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: SideOffsets2D<Color>, style: SideOffsets2D<border_style::T>) {
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fn draw_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: SideOffsets2D<Color>, style: SideOffsets2D<border_style::T>) {
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let (style_select, color_select) = match direction {
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Top => (style.top, color.top),
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Left => (style.left, color.left),
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@ -170,24 +174,24 @@ impl<'a> RenderContext<'a> {
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self.draw_dashed_border_segment(direction, bounds, border, color_select, DashedBorder);
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}
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border_style::solid => {
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self.draw_solid_border_segment(direction,bounds,border,color_select);
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self.draw_solid_border_segment(direction,bounds,border,radius,color_select);
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}
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border_style::double => {
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self.draw_double_border_segment(direction, bounds, border, color_select);
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self.draw_double_border_segment(direction, bounds, border, radius, color_select);
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}
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border_style::groove | border_style::ridge => {
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self.draw_groove_ridge_border_segment(direction, bounds, border, color_select, style_select);
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self.draw_groove_ridge_border_segment(direction, bounds, border, radius, color_select, style_select);
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}
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border_style::inset | border_style::outset => {
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self.draw_inset_outset_border_segment(direction, bounds, border, style_select, color_select);
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self.draw_inset_outset_border_segment(direction, bounds, border, radius, color_select, style_select);
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}
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}
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}
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fn draw_line_segment(&self, bounds: &Rect<Au>, color: Color, style: border_style::T) {
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fn draw_line_segment(&self, bounds: &Rect<Au>, radius: &BorderRadii<AzFloat>, color: Color, style: border_style::T) {
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let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
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match style{
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match style {
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border_style::none | border_style::hidden => {}
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border_style::dotted => {
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self.draw_dashed_border_segment(Right, bounds, border, color, DottedBorder);
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@ -196,61 +200,231 @@ impl<'a> RenderContext<'a> {
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self.draw_dashed_border_segment(Right, bounds, border, color, DashedBorder);
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}
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border_style::solid => {
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self.draw_solid_border_segment(Right,bounds,border,color);
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self.draw_solid_border_segment(Right, bounds, border, radius, color);
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}
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border_style::double => {
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self.draw_double_border_segment(Right, bounds, border, color);
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self.draw_double_border_segment(Right, bounds, border, radius, color);
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}
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border_style::groove | border_style::ridge => {
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self.draw_groove_ridge_border_segment(Right, bounds, border, color, style);
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self.draw_groove_ridge_border_segment(Right, bounds, border, radius, color, style);
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}
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border_style::inset | border_style::outset => {
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self.draw_inset_outset_border_segment(Right, bounds, border, style, color);
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self.draw_inset_outset_border_segment(Right, bounds, border, radius, color, style);
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}
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}
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}
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// The following comment is wonderful, and stolen from
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// gecko:gfx/thebes/gfxContext.cpp:RoundedRectangle for reference.
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//
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// It does not currently apply to the code, but will be extremely useful in
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// the future when the below TODO is addressed.
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//
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// TODO(cgaebel): Switch from arcs to beziers for drawing the corners.
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// Then, add http://www.subcide.com/experiments/fail-whale/
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// to the reftest suite.
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//
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// ---------------------------------------------------------------
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//
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// For CW drawing, this looks like:
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//
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// ...******0** 1 C
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// ****
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// *** 2
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// **
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// *
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// *
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// 3
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// *
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// *
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//
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// Where 0, 1, 2, 3 are the control points of the Bezier curve for
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// the corner, and C is the actual corner point.
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//
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// At the start of the loop, the current point is assumed to be
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// the point adjacent to the top left corner on the top
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// horizontal. Note that corner indices start at the top left and
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// continue clockwise, whereas in our loop i = 0 refers to the top
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// right corner.
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//
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// When going CCW, the control points are swapped, and the first
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// corner that's drawn is the top left (along with the top segment).
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//
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// There is considerable latitude in how one chooses the four
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// control points for a Bezier curve approximation to an ellipse.
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// For the overall path to be continuous and show no corner at the
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// endpoints of the arc, points 0 and 3 must be at the ends of the
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// straight segments of the rectangle; points 0, 1, and C must be
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// collinear; and points 3, 2, and C must also be collinear. This
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// leaves only two free parameters: the ratio of the line segments
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// 01 and 0C, and the ratio of the line segments 32 and 3C. See
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// the following papers for extensive discussion of how to choose
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// these ratios:
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//
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// Dokken, Tor, et al. "Good approximation of circles by
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// curvature-continuous Bezier curves." Computer-Aided
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// Geometric Design 7(1990) 33--41.
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// Goldapp, Michael. "Approximation of circular arcs by cubic
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// polynomials." Computer-Aided Geometric Design 8(1991) 227--238.
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// Maisonobe, Luc. "Drawing an elliptical arc using polylines,
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// quadratic, or cubic Bezier curves."
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// http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf
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//
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// We follow the approach in section 2 of Goldapp (least-error,
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// Hermite-type approximation) and make both ratios equal to
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//
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// 2 2 + n - sqrt(2n + 28)
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// alpha = - * ---------------------
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// 3 n - 4
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//
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// where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ).
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//
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// This is the result of Goldapp's equation (10b) when the angle
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// swept out by the arc is pi/2, and the parameter "a-bar" is the
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// expression given immediately below equation (21).
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//
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// Using this value, the maximum radial error for a circle, as a
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// fraction of the radius, is on the order of 0.2 x 10^-3.
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// Neither Dokken nor Goldapp discusses error for a general
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// ellipse; Maisonobe does, but his choice of control points
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// follows different constraints, and Goldapp's expression for
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// 'alpha' gives much smaller radial error, even for very flat
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// ellipses, than Maisonobe's equivalent.
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//
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// For the various corners and for each axis, the sign of this
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// constant changes, or it might be 0 -- it's multiplied by the
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// appropriate multiplier from the list before using.
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#[allow(non_snake_case)]
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fn draw_border_path(&self,
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bounds: Rect<f32>,
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bounds: &Rect<f32>,
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direction: Direction,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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color: Color) {
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let left_top = bounds.origin;
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let right_top = left_top + Point2D(bounds.size.width, 0.0);
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let left_bottom = left_top + Point2D(0.0, bounds.size.height);
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let right_bottom = left_top + Point2D(bounds.size.width, bounds.size.height);
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// T = top, B = bottom, L = left, R = right
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let box_TL = bounds.origin;
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let box_TR = box_TL + Point2D(bounds.size.width, 0.0);
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let box_BL = box_TL + Point2D(0.0, bounds.size.height);
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let box_BR = box_TL + Point2D(bounds.size.width, bounds.size.height);
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let draw_opts = DrawOptions::new(1.0, 0);
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let path_builder = self.draw_target.create_path_builder();
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match direction {
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Top => {
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path_builder.move_to(left_top);
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path_builder.line_to(right_top);
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path_builder.line_to(right_top + Point2D(-border.right, border.top));
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path_builder.line_to(left_top + Point2D(border.left, border.top));
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}
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Left => {
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path_builder.move_to(left_top);
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path_builder.line_to(left_top + Point2D(border.left, border.top));
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path_builder.line_to(left_bottom + Point2D(border.left, -border.bottom));
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path_builder.line_to(left_bottom);
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}
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Right => {
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path_builder.move_to(right_top);
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path_builder.line_to(right_bottom);
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path_builder.line_to(right_bottom + Point2D(-border.right, -border.bottom));
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path_builder.line_to(right_top + Point2D(-border.right, border.top));
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}
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Bottom => {
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path_builder.move_to(left_bottom);
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path_builder.line_to(left_bottom + Point2D(border.left, -border.bottom));
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path_builder.line_to(right_bottom + Point2D(-border.right, -border.bottom));
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path_builder.line_to(right_bottom);
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}
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}
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let path = path_builder.finish();
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self.draw_target.fill(&path, &ColorPattern::new(color), &draw_opts);
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}
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let rad_R: AzFloat = 0.;
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let rad_BR = rad_R + Float::frac_pi_4();
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let rad_B = rad_BR + Float::frac_pi_4();
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let rad_BL = rad_B + Float::frac_pi_4();
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let rad_L = rad_BL + Float::frac_pi_4();
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let rad_TL = rad_L + Float::frac_pi_4();
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let rad_T = rad_TL + Float::frac_pi_4();
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let rad_TR = rad_T + Float::frac_pi_4();
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match direction {
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Top => {
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let edge_TL = box_TL + Point2D(radius.top_left.max(border.left), 0.);
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let edge_TR = box_TR + Point2D(-radius.top_right.max(border.right), 0.);
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let edge_BR = edge_TR + Point2D(0., border.top);
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let edge_BL = edge_TL + Point2D(0., border.top);
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path_builder.move_to(edge_TL);
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path_builder.line_to(edge_TR);
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// the origin is the center of the arcs we're about to draw.
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let origin = edge_TR + Point2D((border.right - radius.top_right).max(0.), radius.top_right);
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// the elbow is the inside of the border's curve.
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let distance_to_elbow = (radius.top_right - border.top).max(0.);
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path_builder.arc(origin, radius.top_right, rad_T, rad_TR, false);
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path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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let origin = edge_TL + Point2D(-(border.left - radius.top_left).max(0.), radius.top_left);
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let distance_to_elbow = (radius.top_left - border.top).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_T, rad_TL, true);
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path_builder.arc(origin, radius.top_left, rad_TL, rad_T, false);
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}
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Left => {
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let edge_TL = box_TL + Point2D(0., radius.top_left.max(border.top));
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let edge_BL = box_BL + Point2D(0., -radius.bottom_left.max(border.bottom));
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let edge_TR = edge_TL + Point2D(border.left, 0.);
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let edge_BR = edge_BL + Point2D(border.left, 0.);
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path_builder.move_to(edge_BL);
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path_builder.line_to(edge_TL);
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let origin = edge_TL + Point2D(radius.top_left, -(border.top - radius.top_left).max(0.));
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let distance_to_elbow = (radius.top_left - border.left).max(0.);
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path_builder.arc(origin, radius.top_left, rad_L, rad_TL, false);
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path_builder.arc(origin, distance_to_elbow, rad_TL, rad_L, true);
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path_builder.line_to(edge_TR);
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path_builder.line_to(edge_BR);
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let origin = edge_BL + Point2D(radius.bottom_left, (border.bottom - radius.bottom_left).max(0.));
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let distance_to_elbow = (radius.bottom_left - border.left).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_L, rad_BL, true);
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path_builder.arc(origin, radius.bottom_left, rad_BL, rad_L, false);
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}
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Right => {
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let edge_TR = box_TR + Point2D(0., radius.top_right.max(border.top));
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let edge_BR = box_BR + Point2D(0., -radius.bottom_right.max(border.bottom));
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let edge_TL = edge_TR + Point2D(-border.right, 0.);
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let edge_BL = edge_BR + Point2D(-border.right, 0.);
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path_builder.move_to(edge_BL);
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path_builder.line_to(edge_TL);
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let origin = edge_TR + Point2D(-radius.top_right, -(border.top - radius.top_right).max(0.));
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let distance_to_elbow = (radius.top_right - border.right).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_R, rad_TR, true);
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path_builder.arc(origin, radius.top_right, rad_TR, rad_R, false);
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path_builder.line_to(edge_TR);
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path_builder.line_to(edge_BR);
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let origin = edge_BR + Point2D(-radius.bottom_right, (border.bottom - radius.bottom_right).max(0.));
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let distance_to_elbow = (radius.bottom_right - border.right).max(0.);
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path_builder.arc(origin, radius.bottom_right, rad_R, rad_BR, false);
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path_builder.arc(origin, distance_to_elbow, rad_BR, rad_R, true);
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}
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Bottom => {
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let edge_BL = box_BL + Point2D(radius.bottom_left.max(border.left), 0.);
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let edge_BR = box_BR + Point2D(-radius.bottom_right.max(border.right), 0.);
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let edge_TL = edge_BL + Point2D(0., -border.bottom);
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let edge_TR = edge_BR + Point2D(0., -border.bottom);
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path_builder.move_to(edge_TL);
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path_builder.line_to(edge_TR);
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let origin = edge_BR + Point2D((border.right - radius.bottom_right).max(0.), -radius.bottom_right);
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let distance_to_elbow = (radius.bottom_right - border.bottom).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_B, rad_BR, true);
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path_builder.arc(origin, radius.bottom_right, rad_BR, rad_B, false);
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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let origin = edge_BL - Point2D((border.left - radius.bottom_left).max(0.), radius.bottom_left);
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let distance_to_elbow = (radius.bottom_left - border.bottom).max(0.);
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path_builder.arc(origin, radius.bottom_left, rad_B, rad_BL, false);
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path_builder.arc(origin, distance_to_elbow, rad_BL, rad_B, true);
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}
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}
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let path = path_builder.finish();
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self.draw_target.fill(&path, &ColorPattern::new(color), &draw_opts);
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}
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fn draw_dashed_border_segment(&self,
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direction: Direction,
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@ -312,9 +486,9 @@ impl<'a> RenderContext<'a> {
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&draw_opts);
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}
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fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: Color) {
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fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
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let rect = bounds.to_azure_rect();
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self.draw_border_path(rect, direction, border, color);
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self.draw_border_path(&rect, direction, border, radius, color);
|
||||
}
|
||||
|
||||
fn get_scaled_bounds(&self,
|
||||
|
@ -337,22 +511,23 @@ impl<'a> RenderContext<'a> {
|
|||
return Color::new(color.r * scale_factor, color.g * scale_factor, color.b * scale_factor, color.a);
|
||||
}
|
||||
|
||||
fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, color: Color) {
|
||||
fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
|
||||
let scaled_border = SideOffsets2D::new((1.0/3.0) * border.top,
|
||||
(1.0/3.0) * border.right,
|
||||
(1.0/3.0) * border.bottom,
|
||||
(1.0/3.0) * border.left);
|
||||
let inner_scaled_bounds = self.get_scaled_bounds(bounds, border, 2.0/3.0);
|
||||
// draw the outer portion of the double border.
|
||||
self.draw_solid_border_segment(direction, bounds, scaled_border, color);
|
||||
self.draw_solid_border_segment(direction, bounds, scaled_border, radius, color);
|
||||
// draw the inner portion of the double border.
|
||||
self.draw_border_path(inner_scaled_bounds, direction, scaled_border, color);
|
||||
self.draw_border_path(&inner_scaled_bounds, direction, scaled_border, radius, color);
|
||||
}
|
||||
|
||||
fn draw_groove_ridge_border_segment(&self,
|
||||
direction: Direction,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
radius: &BorderRadii<AzFloat>,
|
||||
color: Color,
|
||||
style: border_style::T) {
|
||||
// original bounds as a Rect<f32>, with no scaling.
|
||||
|
@ -374,17 +549,18 @@ impl<'a> RenderContext<'a> {
|
|||
(Top, false) | (Left, false) | (Right, true) | (Bottom, true) => (color, darker_color)
|
||||
};
|
||||
// outer portion of the border
|
||||
self.draw_border_path(original_bounds, direction, scaled_border, outer_color);
|
||||
self.draw_border_path(&original_bounds, direction, scaled_border, radius, outer_color);
|
||||
// inner portion of the border
|
||||
self.draw_border_path(inner_scaled_bounds, direction, scaled_border, inner_color);
|
||||
self.draw_border_path(&inner_scaled_bounds, direction, scaled_border, radius, inner_color);
|
||||
}
|
||||
|
||||
fn draw_inset_outset_border_segment(&self,
|
||||
direction: Direction,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
style: border_style::T,
|
||||
color: Color) {
|
||||
radius: &BorderRadii<AzFloat>,
|
||||
color: Color,
|
||||
style: border_style::T) {
|
||||
let is_inset = match style {
|
||||
border_style::inset => true,
|
||||
border_style::outset => false,
|
||||
|
@ -398,7 +574,7 @@ impl<'a> RenderContext<'a> {
|
|||
Left => self.scale_color(color, if is_inset { 1.0/6.0 } else { 0.5 }),
|
||||
Right | Bottom => self.scale_color(color, if is_inset { 1.0 } else { 2.0/3.0 })
|
||||
};
|
||||
self.draw_border_path(original_bounds, direction, border, scaled_color);
|
||||
self.draw_border_path(&original_bounds, direction, border, radius, scaled_color);
|
||||
}
|
||||
|
||||
pub fn draw_text(&mut self,
|
||||
|
@ -502,6 +678,21 @@ impl ToSideOffsetsPx for SideOffsets2D<Au> {
|
|||
}
|
||||
}
|
||||
|
||||
trait ToRadiiPx {
|
||||
fn to_radii_px(&self) -> BorderRadii<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToRadiiPx for BorderRadii<Au> {
|
||||
fn to_radii_px(&self) -> BorderRadii<AzFloat> {
|
||||
BorderRadii {
|
||||
top_left: self.top_left.to_nearest_px() as AzFloat,
|
||||
top_right: self.top_right.to_nearest_px() as AzFloat,
|
||||
bottom_left: self.bottom_left.to_nearest_px() as AzFloat,
|
||||
bottom_right: self.bottom_right.to_nearest_px() as AzFloat,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trait ScaledFontExtensionMethods {
|
||||
fn draw_text_into_context(&self,
|
||||
rctx: &RenderContext,
|
||||
|
@ -575,4 +766,3 @@ impl ScaledFontExtensionMethods for ScaledFont {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue