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Side by Side Diff: Source/core/platform/graphics/ShadowBlur.cpp

Issue 20061003: Move isValid/isCurrentColor from Color to StyleColor (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 7 years, 5 months ago
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1 /* 1 /*
2 * Copyright (C) 2011 Apple Inc. All rights reserved. 2 * Copyright (C) 2011 Apple Inc. All rights reserved.
3 * Copyright (C) 2010 Sencha, Inc. All rights reserved. 3 * Copyright (C) 2010 Sencha, Inc. All rights reserved.
4 * Copyright (C) 2010 Igalia S.L. All rights reserved. 4 * Copyright (C) 2010 Igalia S.L. All rights reserved.
5 * Copyright (C) Research In Motion Limited 2011. All rights reserved. 5 * Copyright (C) Research In Motion Limited 2011. All rights reserved.
6 * 6 *
7 * Redistribution and use in source and binary forms, with or without 7 * Redistribution and use in source and binary forms, with or without
8 * modification, are permitted provided that the following conditions 8 * modification, are permitted provided that the following conditions
9 * are met: 9 * are met:
10 * 1. Redistributions of source code must retain the above copyright 10 * 1. Redistributions of source code must retain the above copyright
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48 { 48 {
49 updateShadowBlurValues(); 49 updateShadowBlurValues();
50 } 50 }
51 51
52 void ShadowBlur::updateShadowBlurValues() 52 void ShadowBlur::updateShadowBlurValues()
53 { 53 {
54 // Limit blur radius to 128 to avoid lots of very expensive blurring. 54 // Limit blur radius to 128 to avoid lots of very expensive blurring.
55 m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128)); 55 m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128));
56 56
57 // The type of shadow is decided by the blur radius, shadow offset, and shad ow color. 57 // The type of shadow is decided by the blur radius, shadow offset, and shad ow color.
58 if (!m_color.isValid() || !m_color.alpha()) { 58 if (!m_color.alpha()) {
59 // Can't paint the shadow with invalid or invisible color. 59 // Can't paint the shadow with invalid or invisible color.
60 m_type = NoShadow; 60 m_type = NoShadow;
61 } else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) { 61 } else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) {
62 // Shadow is always blurred, even the offset is zero. 62 // Shadow is always blurred, even the offset is zero.
63 m_type = BlurShadow; 63 m_type = BlurShadow;
64 } else if (!m_offset.width() && !m_offset.height()) { 64 } else if (!m_offset.width() && !m_offset.height()) {
65 // Without blur and zero offset means the shadow is fully hidden. 65 // Without blur and zero offset means the shadow is fully hidden.
66 m_type = NoShadow; 66 m_type = NoShadow;
67 } else 67 } else
68 m_type = SolidShadow; 68 m_type = SolidShadow;
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188 188
189 if (!m_blurRadius.height()) 189 if (!m_blurRadius.height())
190 break; 190 break;
191 191
192 if (m_blurRadius.width() != m_blurRadius.height()) 192 if (m_blurRadius.width() != m_blurRadius.height())
193 calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransfor ms); 193 calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransfor ms);
194 } 194 }
195 } 195 }
196 196
197 } // namespace WebCore 197 } // namespace WebCore
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