gecko-dev/layout/svg/SVGContextPaint.cpp

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9.3 KiB
C++
Исходник Обычный вид История

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "SVGContextPaint.h"
#include "gfxContext.h"
#include "mozilla/gfx/2D.h"
#include "nsIDocument.h"
#include "nsSVGPaintServerFrame.h"
#include "nsSVGEffects.h"
#include "nsSVGPaintServerFrame.h"
using namespace mozilla::gfx;
namespace mozilla {
/**
* Stores in |aTargetPaint| information on how to reconstruct the current
* fill or stroke pattern. Will also set the paint opacity to transparent if
* the paint is set to "none".
* @param aOuterContextPaint pattern information from the outer text context
* @param aTargetPaint where to store the current pattern information
* @param aFillOrStroke member pointer to the paint we are setting up
* @param aProperty the frame property descriptor of the fill or stroke paint
* server frame
*/
static void
SetupInheritablePaint(const DrawTarget* aDrawTarget,
const gfxMatrix& aContextMatrix,
nsIFrame* aFrame,
float& aOpacity,
SVGContextPaint* aOuterContextPaint,
SVGContextPaintImpl::Paint& aTargetPaint,
nsStyleSVGPaint nsStyleSVG::*aFillOrStroke,
nsSVGEffects::PaintingPropertyDescriptor aProperty)
{
const nsStyleSVG *style = aFrame->StyleSVG();
nsSVGPaintServerFrame *ps =
nsSVGEffects::GetPaintServer(aFrame, aFillOrStroke, aProperty);
if (ps) {
RefPtr<gfxPattern> pattern =
ps->GetPaintServerPattern(aFrame, aDrawTarget, aContextMatrix,
aFillOrStroke, aOpacity);
if (pattern) {
aTargetPaint.SetPaintServer(aFrame, aContextMatrix, ps);
return;
}
}
if (aOuterContextPaint) {
RefPtr<gfxPattern> pattern;
switch ((style->*aFillOrStroke).Type()) {
case eStyleSVGPaintType_ContextFill:
pattern = aOuterContextPaint->GetFillPattern(aDrawTarget, aOpacity,
aContextMatrix);
break;
case eStyleSVGPaintType_ContextStroke:
pattern = aOuterContextPaint->GetStrokePattern(aDrawTarget, aOpacity,
aContextMatrix);
break;
default:
;
}
if (pattern) {
aTargetPaint.SetContextPaint(aOuterContextPaint, (style->*aFillOrStroke).Type());
return;
}
}
nscolor color =
nsSVGUtils::GetFallbackOrPaintColor(aFrame->StyleContext(), aFillOrStroke);
aTargetPaint.SetColor(color);
}
DrawMode
SVGContextPaintImpl::Init(const DrawTarget* aDrawTarget,
const gfxMatrix& aContextMatrix,
nsIFrame* aFrame,
SVGContextPaint* aOuterContextPaint)
{
DrawMode toDraw = DrawMode(0);
const nsStyleSVG *style = aFrame->StyleSVG();
// fill:
if (style->mFill.Type() == eStyleSVGPaintType_None) {
SetFillOpacity(0.0f);
} else {
float opacity = nsSVGUtils::GetOpacity(style->FillOpacitySource(),
style->mFillOpacity,
aOuterContextPaint);
SetupInheritablePaint(aDrawTarget, aContextMatrix, aFrame,
opacity, aOuterContextPaint,
mFillPaint, &nsStyleSVG::mFill,
nsSVGEffects::FillProperty());
SetFillOpacity(opacity);
toDraw |= DrawMode::GLYPH_FILL;
}
// stroke:
if (style->mStroke.Type() == eStyleSVGPaintType_None) {
SetStrokeOpacity(0.0f);
} else {
float opacity = nsSVGUtils::GetOpacity(style->StrokeOpacitySource(),
style->mStrokeOpacity,
aOuterContextPaint);
SetupInheritablePaint(aDrawTarget, aContextMatrix, aFrame,
opacity, aOuterContextPaint,
mStrokePaint, &nsStyleSVG::mStroke,
nsSVGEffects::StrokeProperty());
SetStrokeOpacity(opacity);
toDraw |= DrawMode::GLYPH_STROKE;
}
return toDraw;
}
void
SVGContextPaint::InitStrokeGeometry(gfxContext* aContext,
float devUnitsPerSVGUnit)
{
mStrokeWidth = aContext->CurrentLineWidth() / devUnitsPerSVGUnit;
aContext->CurrentDash(mDashes, &mDashOffset);
for (uint32_t i = 0; i < mDashes.Length(); i++) {
mDashes[i] /= devUnitsPerSVGUnit;
}
mDashOffset /= devUnitsPerSVGUnit;
}
/* static */ SVGContextPaint*
SVGContextPaint::GetContextPaint(nsIContent* aContent)
{
nsIDocument* ownerDoc = aContent->OwnerDoc();
if (!ownerDoc->IsBeingUsedAsImage()) {
return nullptr;
}
return static_cast<SVGContextPaint*>(
ownerDoc->GetProperty(nsGkAtoms::svgContextPaint));
}
already_AddRefed<gfxPattern>
SVGContextPaintImpl::GetFillPattern(const DrawTarget* aDrawTarget,
float aOpacity,
const gfxMatrix& aCTM)
{
return mFillPaint.GetPattern(aDrawTarget, aOpacity, &nsStyleSVG::mFill, aCTM);
}
already_AddRefed<gfxPattern>
SVGContextPaintImpl::GetStrokePattern(const DrawTarget* aDrawTarget,
float aOpacity,
const gfxMatrix& aCTM)
{
return mStrokePaint.GetPattern(aDrawTarget, aOpacity, &nsStyleSVG::mStroke, aCTM);
}
already_AddRefed<gfxPattern>
SVGContextPaintImpl::Paint::GetPattern(const DrawTarget* aDrawTarget,
float aOpacity,
nsStyleSVGPaint nsStyleSVG::*aFillOrStroke,
const gfxMatrix& aCTM)
{
RefPtr<gfxPattern> pattern;
if (mPatternCache.Get(aOpacity, getter_AddRefs(pattern))) {
// Set the pattern matrix just in case it was messed with by a previous
// caller. We should get the same matrix each time a pattern is constructed
// so this should be fine.
pattern->SetMatrix(aCTM * mPatternMatrix);
return pattern.forget();
}
switch (mPaintType) {
case eStyleSVGPaintType_None:
pattern = new gfxPattern(Color());
mPatternMatrix = gfxMatrix();
break;
case eStyleSVGPaintType_Color: {
Color color = Color::FromABGR(mPaintDefinition.mColor);
color.a *= aOpacity;
pattern = new gfxPattern(color);
mPatternMatrix = gfxMatrix();
break;
}
case eStyleSVGPaintType_Server:
pattern = mPaintDefinition.mPaintServerFrame->GetPaintServerPattern(mFrame,
aDrawTarget,
mContextMatrix,
aFillOrStroke,
aOpacity);
{
// m maps original-user-space to pattern space
gfxMatrix m = pattern->GetMatrix();
gfxMatrix deviceToOriginalUserSpace = mContextMatrix;
if (!deviceToOriginalUserSpace.Invert()) {
return nullptr;
}
// mPatternMatrix maps device space to pattern space via original user space
mPatternMatrix = deviceToOriginalUserSpace * m;
}
pattern->SetMatrix(aCTM * mPatternMatrix);
break;
case eStyleSVGPaintType_ContextFill:
pattern = mPaintDefinition.mContextPaint->GetFillPattern(aDrawTarget,
aOpacity, aCTM);
// Don't cache this. mContextPaint will have cached it anyway. If we
// cache it, we'll have to compute mPatternMatrix, which is annoying.
return pattern.forget();
case eStyleSVGPaintType_ContextStroke:
pattern = mPaintDefinition.mContextPaint->GetStrokePattern(aDrawTarget,
aOpacity, aCTM);
// Don't cache this. mContextPaint will have cached it anyway. If we
// cache it, we'll have to compute mPatternMatrix, which is annoying.
return pattern.forget();
default:
MOZ_ASSERT(false, "invalid paint type");
return nullptr;
}
mPatternCache.Put(aOpacity, pattern);
return pattern.forget();
}
AutoSetRestoreSVGContextPaint::AutoSetRestoreSVGContextPaint(
SVGContextPaint* aContextPaint,
nsIDocument* aSVGDocument)
: mSVGDocument(aSVGDocument)
, mOuterContextPaint(aSVGDocument->GetProperty(nsGkAtoms::svgContextPaint))
{
// The way that we supply context paint is to temporarily set the context
// paint on the owner document of the SVG that we're painting while it's
// being painted.
MOZ_ASSERT(aContextPaint);
MOZ_ASSERT(aSVGDocument->IsBeingUsedAsImage(),
"SVGContextPaint::GetContextPaint assumes this");
if (mOuterContextPaint) {
mSVGDocument->UnsetProperty(nsGkAtoms::svgContextPaint);
}
DebugOnly<nsresult> res =
mSVGDocument->SetProperty(nsGkAtoms::svgContextPaint, aContextPaint);
NS_WARNING_ASSERTION(NS_SUCCEEDED(res), "Failed to set context paint");
}
AutoSetRestoreSVGContextPaint::~AutoSetRestoreSVGContextPaint()
{
mSVGDocument->UnsetProperty(nsGkAtoms::svgContextPaint);
if (mOuterContextPaint) {
DebugOnly<nsresult> res =
mSVGDocument->SetProperty(nsGkAtoms::svgContextPaint, mOuterContextPaint);
NS_WARNING_ASSERTION(NS_SUCCEEDED(res), "Failed to restore context paint");
}
}
} // namespace mozilla