зеркало из https://github.com/mozilla/gecko-dev.git
193 строки
6.7 KiB
C++
193 строки
6.7 KiB
C++
/* -*- 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) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Jeff Muizelaar <jmuizelaar@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 <ApplicationServices/ApplicationServices.h>
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#include "2D.h"
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#include "Rect.h"
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#include "PathCG.h"
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#include "SourceSurfaceCG.h"
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namespace mozilla {
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namespace gfx {
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static inline CGAffineTransform
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GfxMatrixToCGAffineTransform(Matrix m)
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{
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CGAffineTransform t;
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t.a = m._11;
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t.b = m._12;
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t.c = m._21;
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t.d = m._22;
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t.tx = m._31;
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t.ty = m._32;
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return t;
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}
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static inline Rect
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CGRectToRect(CGRect rect)
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{
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return Rect(rect.origin.x,
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rect.origin.y,
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rect.size.width,
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rect.size.height);
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}
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static inline void
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SetStrokeOptions(CGContextRef cg, const StrokeOptions &aStrokeOptions)
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{
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switch (aStrokeOptions.mLineCap)
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{
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case CAP_BUTT:
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CGContextSetLineCap(cg, kCGLineCapButt);
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break;
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case CAP_ROUND:
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CGContextSetLineCap(cg, kCGLineCapRound);
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break;
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case CAP_SQUARE:
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CGContextSetLineCap(cg, kCGLineCapSquare);
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break;
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}
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switch (aStrokeOptions.mLineJoin)
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{
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case JOIN_BEVEL:
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CGContextSetLineJoin(cg, kCGLineJoinBevel);
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break;
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case JOIN_ROUND:
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CGContextSetLineJoin(cg, kCGLineJoinRound);
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break;
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case JOIN_MITER:
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case JOIN_MITER_OR_BEVEL:
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CGContextSetLineJoin(cg, kCGLineJoinMiter);
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break;
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}
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CGContextSetLineWidth(cg, aStrokeOptions.mLineWidth);
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CGContextSetMiterLimit(cg, aStrokeOptions.mMiterLimit);
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// XXX: rename mDashLength to dashLength
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if (aStrokeOptions.mDashLength > 1) {
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// we use a regular array instead of a std::vector here because we don't want to leak the <vector> include
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CGFloat *dashes = new CGFloat[aStrokeOptions.mDashLength];
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for (size_t i=0; i<aStrokeOptions.mDashLength; i++) {
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dashes[i] = aStrokeOptions.mDashPattern[i];
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}
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CGContextSetLineDash(cg, aStrokeOptions.mDashOffset, dashes, aStrokeOptions.mDashLength);
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delete[] dashes;
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}
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}
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class DrawTargetCG : public DrawTarget
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{
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public:
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DrawTargetCG();
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virtual ~DrawTargetCG();
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virtual BackendType GetType() const { return BACKEND_COREGRAPHICS; }
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virtual TemporaryRef<SourceSurface> Snapshot();
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virtual void DrawSurface(SourceSurface *aSurface,
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const Rect &aDest,
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const Rect &aSource,
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const DrawSurfaceOptions &aSurfOptions = DrawSurfaceOptions(),
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const DrawOptions &aOptions = DrawOptions());
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virtual void FillRect(const Rect &aRect,
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const Pattern &aPattern,
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const DrawOptions &aOptions = DrawOptions());
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//XXX: why do we take a reference to SurfaceFormat?
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bool Init(const IntSize &aSize, SurfaceFormat&);
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bool Init(CGContextRef cgContext, const IntSize &aSize);
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virtual void Flush() {}
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virtual void DrawSurfaceWithShadow(SourceSurface *, const Point &, const Color &, const Point &, Float, CompositionOp);
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virtual void ClearRect(const Rect &);
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virtual void CopySurface(SourceSurface *, const IntRect&, const IntPoint&);
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virtual void StrokeRect(const Rect &, const Pattern &, const StrokeOptions&, const DrawOptions&);
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virtual void StrokeLine(const Point &, const Point &, const Pattern &, const StrokeOptions &, const DrawOptions &);
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virtual void Stroke(const Path *, const Pattern &, const StrokeOptions &, const DrawOptions &);
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virtual void Fill(const Path *, const Pattern &, const DrawOptions &);
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virtual void FillGlyphs(ScaledFont *, const GlyphBuffer&, const Pattern &, const DrawOptions &);
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virtual void Mask(const Pattern &aSource,
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const Pattern &aMask,
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const DrawOptions &aOptions = DrawOptions());
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virtual void PushClip(const Path *);
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virtual void PushClipRect(const Rect &aRect);
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virtual void PopClip();
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virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromNativeSurface(const NativeSurface&) const { return NULL;}
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virtual TemporaryRef<DrawTarget> CreateSimilarDrawTarget(const IntSize &, SurfaceFormat) const;
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virtual TemporaryRef<PathBuilder> CreatePathBuilder(FillRule) const;
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virtual TemporaryRef<GradientStops> CreateGradientStops(GradientStop *, uint32_t,
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ExtendMode aExtendMode = EXTEND_CLAMP) const;
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virtual void *GetNativeSurface(NativeSurfaceType);
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virtual IntSize GetSize() { return mSize; }
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/* This is for creating good compatible surfaces */
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virtual TemporaryRef<SourceSurface> CreateSourceSurfaceFromData(unsigned char *aData,
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const IntSize &aSize,
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int32_t aStride,
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SurfaceFormat aFormat) const;
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virtual TemporaryRef<SourceSurface> OptimizeSourceSurface(SourceSurface *aSurface) const;
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CGContextRef GetCGContext() {
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return mCg;
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}
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private:
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void MarkChanged();
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IntSize mSize;
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CGColorSpaceRef mColorSpace;
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CGContextRef mCg;
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void *mData;
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SurfaceFormat mFormat;
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RefPtr<SourceSurfaceCGBitmapContext> mSnapshot;
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};
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}
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}
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