зеркало из https://github.com/mozilla/gecko-dev.git
274 строки
7.6 KiB
C++
274 строки
7.6 KiB
C++
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "PathCG.h"
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#include <math.h>
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#include "DrawTargetCG.h"
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#include "Logging.h"
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namespace mozilla {
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namespace gfx {
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PathBuilderCG::~PathBuilderCG()
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{
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CGPathRelease(mCGPath);
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}
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void
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PathBuilderCG::MoveTo(const Point &aPoint)
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{
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CGPathMoveToPoint(mCGPath, NULL, aPoint.x, aPoint.y);
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}
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void
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PathBuilderCG::LineTo(const Point &aPoint)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aPoint);
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else
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CGPathAddLineToPoint(mCGPath, NULL, aPoint.x, aPoint.y);
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}
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void
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PathBuilderCG::BezierTo(const Point &aCP1,
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const Point &aCP2,
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const Point &aCP3)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aCP1);
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else
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CGPathAddCurveToPoint(mCGPath, NULL,
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aCP1.x, aCP1.y,
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aCP2.x, aCP2.y,
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aCP3.x, aCP3.y);
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}
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void
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PathBuilderCG::QuadraticBezierTo(const Point &aCP1,
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const Point &aCP2)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aCP1);
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else
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CGPathAddQuadCurveToPoint(mCGPath, NULL,
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aCP1.x, aCP1.y,
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aCP2.x, aCP2.y);
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}
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void
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PathBuilderCG::Close()
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{
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if (!CGPathIsEmpty(mCGPath))
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CGPathCloseSubpath(mCGPath);
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}
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void
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PathBuilderCG::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle,
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Float aEndAngle, bool aAntiClockwise)
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{
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}
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Point
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PathBuilderCG::CurrentPoint() const
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{
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CGPoint pt = CGPathGetCurrentPoint(mCGPath);
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Point ret(pt.x, pt.y);
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return ret;
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}
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void
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PathBuilderCG::EnsureActive(const Point &aPoint)
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{
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}
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TemporaryRef<Path>
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PathBuilderCG::Finish()
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{
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RefPtr<PathCG> path = new PathCG(mCGPath, mFillRule);
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return path;
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}
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TemporaryRef<PathBuilder>
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PathCG::CopyToBuilder(FillRule aFillRule) const
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{
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CGMutablePathRef path = CGPathCreateMutableCopy(mPath);
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RefPtr<PathBuilderCG> builder = new PathBuilderCG(path, aFillRule);
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return builder;
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}
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TemporaryRef<PathBuilder>
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PathCG::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const
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{
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// 10.7 adds CGPathCreateMutableCopyByTransformingPath it might be faster than doing
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// this by hand
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struct TransformApplier {
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CGMutablePathRef path;
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CGAffineTransform transform;
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static void
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TranformCGPathApplierFunc(void *vinfo, const CGPathElement *element)
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{
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TransformApplier *info = reinterpret_cast<TransformApplier*>(vinfo);
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switch (element->type) {
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case kCGPathElementMoveToPoint:
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{
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CGPoint pt = element->points[0];
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CGPathMoveToPoint(info->path, &info->transform, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddLineToPoint:
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{
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CGPoint pt = element->points[0];
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CGPathAddLineToPoint(info->path, &info->transform, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddQuadCurveToPoint:
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{
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CGPoint pt = element->points[0];
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CGPoint cpt = element->points[1];
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CGPathAddQuadCurveToPoint(info->path, &info->transform, cpt.x, cpt.y, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddCurveToPoint:
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{
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CGPoint pt = element->points[0];
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CGPoint cpt1 = element->points[1];
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CGPoint cpt2 = element->points[2];
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CGPathAddCurveToPoint(info->path, &info->transform, cpt1.x, cpt1.y, cpt2.x, cpt2.y, pt.x, pt.y);
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break;
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}
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case kCGPathElementCloseSubpath:
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{
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CGPathCloseSubpath(info->path);
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break;
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}
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}
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}
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};
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TransformApplier ta;
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ta.path = CGPathCreateMutable();
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ta.transform = GfxMatrixToCGAffineTransform(aTransform);
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CGPathApply(mPath, &ta, TransformApplier::TranformCGPathApplierFunc);
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RefPtr<PathBuilderCG> builder = new PathBuilderCG(ta.path, aFillRule);
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return builder;
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}
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bool
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PathCG::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const
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{
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Matrix inverse = aTransform;
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inverse.Invert();
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Point transformedPoint = inverse*aPoint;
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// We could probably drop the input transform and just transform the point at the caller?
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CGPoint point = {transformedPoint.x, transformedPoint.y};
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// The transform parameter of CGPathContainsPoint doesn't seem to work properly on OS X 10.5
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// so we transform aPoint ourselves.
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return CGPathContainsPoint(mPath, NULL, point, mFillRule == FILL_EVEN_ODD);
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}
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static size_t
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PutBytesNull(void *info, const void *buffer, size_t count)
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{
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return count;
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}
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/* The idea of a scratch context comes from WebKit */
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static CGContextRef
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CreateScratchContext()
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{
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CGDataConsumerCallbacks callbacks = {PutBytesNull, NULL};
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CGDataConsumerRef consumer = CGDataConsumerCreate(NULL, &callbacks);
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CGContextRef cg = CGPDFContextCreate(consumer, NULL, NULL);
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CGDataConsumerRelease(consumer);
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return cg;
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}
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static CGContextRef
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ScratchContext()
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{
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static CGContextRef cg = CreateScratchContext();
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return cg;
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}
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//XXX: what should these functions return for an empty path?
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// currently they return CGRectNull {inf,inf, 0, 0}
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Rect
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PathCG::GetBounds(const Matrix &aTransform) const
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{
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//XXX: are these bounds tight enough
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Rect bounds = CGRectToRect(CGPathGetBoundingBox(mPath));
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//XXX: curretnly this returns the bounds of the transformed bounds
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// this is strictly looser than the bounds of the transformed path
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return aTransform.TransformBounds(bounds);
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}
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Rect
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PathCG::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
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const Matrix &aTransform) const
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{
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// 10.7 has CGPathCreateCopyByStrokingPath which we could use
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// instead of this scratch context business
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CGContextRef cg = ScratchContext();
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CGContextSaveGState(cg);
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CGContextBeginPath(cg);
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CGContextAddPath(cg, mPath);
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SetStrokeOptions(cg, aStrokeOptions);
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CGContextReplacePathWithStrokedPath(cg);
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Rect bounds = CGRectToRect(CGContextGetPathBoundingBox(cg));
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CGContextRestoreGState(cg);
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return aTransform.TransformBounds(bounds);
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}
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}
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}
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