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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.alpha()) { | 58 if (!m_color.isValid() || !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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