gecko-dev/servo/components/gfx/paint_context.rs

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Rust
Исходник Ответственный История

Этот файл содержит неоднозначные символы Юникода!

Этот файл содержит неоднозначные символы Юникода, которые могут быть перепутаны с другими в текущей локали. Если это намеренно, можете спокойно проигнорировать это предупреждение. Используйте кнопку Экранировать, чтобы подсветить эти символы.

/* 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/. */
//! Painting of display lists using Moz2D/Azure.
use gfx_traits::color;
use display_list::TextOrientation::{SidewaysLeft, SidewaysRight, Upright};
use display_list::{BLUR_INFLATION_FACTOR, BorderRadii, BoxShadowClipMode, ClippingRegion};
use display_list::{TextDisplayItem};
use filters;
use font_context::FontContext;
use text::TextRun;
use text::glyph::CharIndex;
use azure::azure::AzIntSize;
use azure::azure_hl::{Color, ColorPattern};
use azure::azure_hl::{DrawOptions, DrawSurfaceOptions, DrawTarget, ExtendMode, FilterType};
use azure::azure_hl::{GaussianBlurAttribute, StrokeOptions, SurfaceFormat};
use azure::azure_hl::{GaussianBlurInput, GradientStop, Filter, FilterNode, LinearGradientPattern};
use azure::azure_hl::{JoinStyle, CapStyle};
use azure::azure_hl::{PatternRef, Path, PathBuilder, CompositionOp, AntialiasMode};
use azure::scaled_font::ScaledFont;
use azure::{AzFloat, struct__AzDrawOptions, struct__AzGlyph};
use azure::{struct__AzGlyphBuffer, struct__AzPoint, AzDrawTargetFillGlyphs};
use geom::matrix2d::Matrix2D;
use geom::point::Point2D;
use geom::rect::Rect;
use geom::side_offsets::SideOffsets2D;
use geom::size::Size2D;
use libc::types::common::c99::uint32_t;
use net_traits::image::base::Image;
use png::PixelsByColorType;
use std::default::Default;
use std::f32;
use std::mem;
use std::ptr;
use std::sync::Arc;
use style::computed_values::{border_style, filter, image_rendering, mix_blend_mode};
use util::geometry::{self, Au, MAX_RECT, ZERO_RECT};
use util::opts;
use util::range::Range;
pub struct PaintContext<'a> {
pub draw_target: DrawTarget,
pub font_context: &'a mut Box<FontContext>,
/// The rectangle that this context encompasses in page coordinates.
pub page_rect: Rect<f32>,
/// The rectangle that this context encompasses in screen coordinates (pixels).
pub screen_rect: Rect<usize>,
/// The clipping rect for the stacking context as a whole.
pub clip_rect: Option<Rect<Au>>,
/// The current transient clipping region, if any. A "transient clipping region" is the
/// clipping region used by the last display item. We cache the last value so that we avoid
/// pushing and popping clipping regions unnecessarily.
pub transient_clip: Option<ClippingRegion>,
}
#[derive(Copy, Clone)]
enum Direction {
Top,
Left,
Right,
Bottom
}
#[derive(Copy, Clone)]
enum DashSize {
DottedBorder = 1,
DashedBorder = 3
}
impl<'a> PaintContext<'a> {
pub fn draw_target(&self) -> &DrawTarget {
&self.draw_target
}
pub fn draw_solid_color(&self, bounds: &Rect<Au>, color: Color) {
self.draw_target.make_current();
self.draw_target.fill_rect(&bounds.to_nearest_azure_rect(),
PatternRef::Color(&ColorPattern::new(color)),
None);
}
pub fn draw_border(&self,
bounds: &Rect<Au>,
border: &SideOffsets2D<Au>,
radius: &BorderRadii<Au>,
color: &SideOffsets2D<Color>,
style: &SideOffsets2D<border_style::T>) {
let border = border.to_float_px();
let radius = radius.to_radii_px();
self.draw_border_segment(Direction::Top, bounds, &border, &radius, color, style);
self.draw_border_segment(Direction::Right, bounds, &border, &radius, color, style);
self.draw_border_segment(Direction::Bottom, bounds, &border, &radius, color, style);
self.draw_border_segment(Direction::Left, bounds, &border, &radius, color, style);
}
pub fn draw_line(&self, bounds: &Rect<Au>, color: Color, style: border_style::T) {
self.draw_target.make_current();
self.draw_line_segment(bounds, &Default::default(), color, style);
}
pub fn draw_push_clip(&self, bounds: &Rect<Au>) {
let rect = bounds.to_nearest_azure_rect();
let path_builder = self.draw_target.create_path_builder();
let left_top = Point2D(rect.origin.x, rect.origin.y);
let right_top = Point2D(rect.origin.x + rect.size.width, rect.origin.y);
let left_bottom = Point2D(rect.origin.x, rect.origin.y + rect.size.height);
let right_bottom = Point2D(rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
path_builder.move_to(left_top);
path_builder.line_to(right_top);
path_builder.line_to(right_bottom);
path_builder.line_to(left_bottom);
let path = path_builder.finish();
self.draw_target.push_clip(&path);
}
pub fn draw_pop_clip(&self) {
self.draw_target.pop_clip();
}
pub fn draw_image(&self,
bounds: &Rect<Au>,
image: Arc<Image>,
image_rendering: image_rendering::T) {
let size = Size2D(image.width as i32, image.height as i32);
let (pixel_width, pixels, source_format) = match image.pixels {
PixelsByColorType::RGBA8(ref pixels) => (4, pixels, SurfaceFormat::B8G8R8A8),
PixelsByColorType::K8(ref pixels) => (1, pixels, SurfaceFormat::A8),
PixelsByColorType::RGB8(_) => panic!("RGB8 color type not supported"),
PixelsByColorType::KA8(_) => panic!("KA8 color type not supported"),
};
let stride = image.width * pixel_width;
self.draw_target.make_current();
let draw_target_ref = &self.draw_target;
let azure_surface = draw_target_ref.create_source_surface_from_data(pixels,
size,
stride as i32,
source_format);
let source_rect = Rect(Point2D(0.0, 0.0),
Size2D(image.width as AzFloat, image.height as AzFloat));
let dest_rect = bounds.to_nearest_azure_rect();
// TODO(pcwalton): According to CSS-IMAGES-3 § 5.3, nearest-neighbor interpolation is a
// conforming implementation of `crisp-edges`, but it is not the best we could do.
// Something like Scale2x would be ideal.
let draw_surface_options = match image_rendering {
image_rendering::T::Auto => DrawSurfaceOptions::new(Filter::Linear, true),
image_rendering::T::CrispEdges | image_rendering::T::Pixelated => {
DrawSurfaceOptions::new(Filter::Point, true)
}
};
let draw_options = DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None);
draw_target_ref.draw_surface(azure_surface,
dest_rect,
source_rect,
draw_surface_options,
draw_options);
}
pub fn clear(&self) {
let pattern = ColorPattern::new(color::transparent());
let rect = Rect(Point2D(self.page_rect.origin.x as AzFloat,
self.page_rect.origin.y as AzFloat),
Size2D(self.screen_rect.size.width as AzFloat,
self.screen_rect.size.height as AzFloat));
let mut draw_options = DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None);
draw_options.set_composition_op(CompositionOp::Source);
self.draw_target.make_current();
self.draw_target.fill_rect(&rect, PatternRef::Color(&pattern), Some(&draw_options));
}
fn draw_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>,
color: &SideOffsets2D<Color>,
style: &SideOffsets2D<border_style::T>) {
let (style_select, color_select) = match direction {
Direction::Top => (style.top, color.top),
Direction::Left => (style.left, color.left),
Direction::Right => (style.right, color.right),
Direction::Bottom => (style.bottom, color.bottom)
};
match style_select {
border_style::T::none | border_style::T::hidden => {}
border_style::T::dotted => {
// FIXME(sammykim): This doesn't work well with dash_pattern and cap_style.
self.draw_dashed_border_segment(direction,
bounds,
border,
color_select,
DashSize::DottedBorder);
}
border_style::T::dashed => {
self.draw_dashed_border_segment(direction,
bounds,
border,
color_select,
DashSize::DashedBorder);
}
border_style::T::solid => {
self.draw_solid_border_segment(direction, bounds, border, radius, color_select);
}
border_style::T::double => {
self.draw_double_border_segment(direction, bounds, border, radius, color_select);
}
border_style::T::groove | border_style::T::ridge => {
self.draw_groove_ridge_border_segment(direction,
bounds,
border,
radius,
color_select,
style_select);
}
border_style::T::inset | border_style::T::outset => {
self.draw_inset_outset_border_segment(direction,
bounds,
border,
radius,
color_select,
style_select);
}
}
}
fn draw_line_segment(&self,
bounds: &Rect<Au>,
radius: &BorderRadii<AzFloat>,
color: Color,
style: border_style::T) {
let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
match style {
border_style::T::none | border_style::T::hidden => {}
border_style::T::dotted => {
self.draw_dashed_border_segment(Direction::Right,
bounds,
&border,
color,
DashSize::DottedBorder);
}
border_style::T::dashed => {
self.draw_dashed_border_segment(Direction::Right,
bounds,
&border,
color,
DashSize::DashedBorder);
}
border_style::T::solid => {
self.draw_solid_border_segment(Direction::Right, bounds, &border, radius, color)
}
border_style::T::double => {
self.draw_double_border_segment(Direction::Right, bounds, &border, radius, color)
}
border_style::T::groove | border_style::T::ridge => {
self.draw_groove_ridge_border_segment(Direction::Right,
bounds,
&border,
radius,
color,
style);
}
border_style::T::inset | border_style::T::outset => {
self.draw_inset_outset_border_segment(Direction::Right,
bounds,
&border,
radius,
color,
style);
}
}
}
fn draw_border_path(&self,
bounds: &Rect<f32>,
direction: Direction,
border: &SideOffsets2D<f32>,
radii: &BorderRadii<AzFloat>,
color: Color) {
let mut path_builder = self.draw_target.create_path_builder();
self.create_border_path_segment(&mut path_builder, bounds, direction, border, radii);
let draw_options = DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None);
self.draw_target.fill(&path_builder.finish(), &ColorPattern::new(color), &draw_options);
}
fn push_rounded_rect_clip(&self, bounds: &Rect<f32>, radii: &BorderRadii<AzFloat>) {
let mut path_builder = self.draw_target.create_path_builder();
self.create_rounded_rect_path(&mut path_builder, bounds, radii);
self.draw_target.push_clip(&path_builder.finish());
}
// The following comment is wonderful, and stolen from
// gecko:gfx/thebes/gfxContext.cpp:RoundedRectangle for reference.
//
// It does not currently apply to the code, but will be extremely useful in
// the future when the below TODO is addressed.
//
// TODO(cgaebel): Switch from arcs to beziers for drawing the corners.
// Then, add http://www.subcide.com/experiments/fail-whale/
// to the reftest suite.
//
// ---------------------------------------------------------------
//
// For CW drawing, this looks like:
//
// ...******0** 1 C
// ****
// *** 2
// **
// *
// *
// 3
// *
// *
//
// Where 0, 1, 2, 3 are the control points of the Bezier curve for
// the corner, and C is the actual corner point.
//
// At the start of the loop, the current point is assumed to be
// the point adjacent to the top left corner on the top
// horizontal. Note that corner indices start at the top left and
// continue clockwise, whereas in our loop i = 0 refers to the top
// right corner.
//
// When going CCW, the control points are swapped, and the first
// corner that's drawn is the top left (along with the top segment).
//
// There is considerable latitude in how one chooses the four
// control points for a Bezier curve approximation to an ellipse.
// For the overall path to be continuous and show no corner at the
// endpoints of the arc, points 0 and 3 must be at the ends of the
// straight segments of the rectangle; points 0, 1, and C must be
// collinear; and points 3, 2, and C must also be collinear. This
// leaves only two free parameters: the ratio of the line segments
// 01 and 0C, and the ratio of the line segments 32 and 3C. See
// the following papers for extensive discussion of how to choose
// these ratios:
//
// Dokken, Tor, et al. "Good approximation of circles by
// curvature-continuous Bezier curves." Computer-Aided
// Geometric Design 7(1990) 33--41.
// Goldapp, Michael. "Approximation of circular arcs by cubic
// polynomials." Computer-Aided Geometric Design 8(1991) 227--238.
// Maisonobe, Luc. "Drawing an elliptical arc using polylines,
// quadratic, or cubic Bezier curves."
// http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf
//
// We follow the approach in section 2 of Goldapp (least-error,
// Hermite-type approximation) and make both ratios equal to
//
// 2 2 + n - sqrt(2n + 28)
// alpha = - * ---------------------
// 3 n - 4
//
// where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ).
//
// This is the result of Goldapp's equation (10b) when the angle
// swept out by the arc is pi/2, and the parameter "a-bar" is the
// expression given immediately below equation (21).
//
// Using this value, the maximum radial error for a circle, as a
// fraction of the radius, is on the order of 0.2 x 10^-3.
// Neither Dokken nor Goldapp discusses error for a general
// ellipse; Maisonobe does, but his choice of control points
// follows different constraints, and Goldapp's expression for
// 'alpha' gives much smaller radial error, even for very flat
// ellipses, than Maisonobe's equivalent.
//
// For the various corners and for each axis, the sign of this
// constant changes, or it might be 0 -- it's multiplied by the
// appropriate multiplier from the list before using.
#[allow(non_snake_case)]
fn create_border_path_segment(&self,
path_builder: &mut PathBuilder,
bounds: &Rect<f32>,
direction: Direction,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>) {
// T = top, B = bottom, L = left, R = right
let box_TL = bounds.origin;
let box_TR = box_TL + Point2D(bounds.size.width, 0.0);
let box_BL = box_TL + Point2D(0.0, bounds.size.height);
let box_BR = box_TL + Point2D(bounds.size.width, bounds.size.height);
let rad_R: AzFloat = 0.;
let rad_BR = rad_R + f32::consts::FRAC_PI_4;
let rad_B = rad_BR + f32::consts::FRAC_PI_4;
let rad_BL = rad_B + f32::consts::FRAC_PI_4;
let rad_L = rad_BL + f32::consts::FRAC_PI_4;
let rad_TL = rad_L + f32::consts::FRAC_PI_4;
let rad_T = rad_TL + f32::consts::FRAC_PI_4;
let rad_TR = rad_T + f32::consts::FRAC_PI_4;
fn dx(x: AzFloat) -> Point2D<AzFloat> {
Point2D(x, 0.)
}
fn dy(y: AzFloat) -> Point2D<AzFloat> {
Point2D(0., y)
}
fn dx_if(cond: bool, dx: AzFloat) -> Point2D<AzFloat> {
Point2D(if cond { dx } else { 0. }, 0.)
}
fn dy_if(cond: bool, dy: AzFloat) -> Point2D<AzFloat> {
Point2D(0., if cond { dy } else { 0. })
}
match direction {
Direction::Top => {
let edge_TL = box_TL + dx(radius.top_left.max(border.left));
let edge_TR = box_TR + dx(-radius.top_right.max(border.right));
let edge_BR = edge_TR + dy(border.top);
let edge_BL = edge_TL + dy(border.top);
let corner_TL = edge_TL + dx_if(radius.top_left == 0., -border.left);
let corner_TR = edge_TR + dx_if(radius.top_right == 0., border.right);
path_builder.move_to(corner_TL);
path_builder.line_to(corner_TR);
if radius.top_right != 0. {
// the origin is the center of the arcs we're about to draw.
let origin = edge_TR + Point2D((border.right - radius.top_right).max(0.),
radius.top_right);
// the elbow is the inside of the border's curve.
let distance_to_elbow = (radius.top_right - border.top).max(0.);
path_builder.arc(origin, radius.top_right, rad_T, rad_TR, false);
path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
}
path_builder.line_to(edge_BR);
path_builder.line_to(edge_BL);
if radius.top_left != 0. {
let origin = edge_TL + Point2D(-(border.left - radius.top_left).max(0.),
radius.top_left);
let distance_to_elbow = (radius.top_left - border.top).max(0.);
path_builder.arc(origin, distance_to_elbow, rad_T, rad_TL, true);
path_builder.arc(origin, radius.top_left, rad_TL, rad_T, false);
}
}
Direction::Left => {
let edge_TL = box_TL + dy(radius.top_left.max(border.top));
let edge_BL = box_BL + dy(-radius.bottom_left.max(border.bottom));
let edge_TR = edge_TL + dx(border.left);
let edge_BR = edge_BL + dx(border.left);
let corner_TL = edge_TL + dy_if(radius.top_left == 0., -border.top);
let corner_BL = edge_BL + dy_if(radius.bottom_left == 0., border.bottom);
path_builder.move_to(corner_BL);
path_builder.line_to(corner_TL);
if radius.top_left != 0. {
let origin = edge_TL + Point2D(radius.top_left,
-(border.top - radius.top_left).max(0.));
let distance_to_elbow = (radius.top_left - border.left).max(0.);
path_builder.arc(origin, radius.top_left, rad_L, rad_TL, false);
path_builder.arc(origin, distance_to_elbow, rad_TL, rad_L, true);
}
path_builder.line_to(edge_TR);
path_builder.line_to(edge_BR);
if radius.bottom_left != 0. {
let origin = edge_BL +
Point2D(radius.bottom_left,
(border.bottom - radius.bottom_left).max(0.));
let distance_to_elbow = (radius.bottom_left - border.left).max(0.);
path_builder.arc(origin, distance_to_elbow, rad_L, rad_BL, true);
path_builder.arc(origin, radius.bottom_left, rad_BL, rad_L, false);
}
}
Direction::Right => {
let edge_TR = box_TR + dy(radius.top_right.max(border.top));
let edge_BR = box_BR + dy(-radius.bottom_right.max(border.bottom));
let edge_TL = edge_TR + dx(-border.right);
let edge_BL = edge_BR + dx(-border.right);
let corner_TR = edge_TR + dy_if(radius.top_right == 0., -border.top);
let corner_BR = edge_BR + dy_if(radius.bottom_right == 0., border.bottom);
path_builder.move_to(edge_BL);
path_builder.line_to(edge_TL);
if radius.top_right != 0. {
let origin = edge_TR + Point2D(-radius.top_right,
-(border.top - radius.top_right).max(0.));
let distance_to_elbow = (radius.top_right - border.right).max(0.);
path_builder.arc(origin, distance_to_elbow, rad_R, rad_TR, true);
path_builder.arc(origin, radius.top_right, rad_TR, rad_R, false);
}
path_builder.line_to(corner_TR);
path_builder.line_to(corner_BR);
if radius.bottom_right != 0. {
let origin = edge_BR +
Point2D(-radius.bottom_right,
(border.bottom - radius.bottom_right).max(0.));
let distance_to_elbow = (radius.bottom_right - border.right).max(0.);
path_builder.arc(origin, radius.bottom_right, rad_R, rad_BR, false);
path_builder.arc(origin, distance_to_elbow, rad_BR, rad_R, true);
}
}
Direction::Bottom => {
let edge_BL = box_BL + dx(radius.bottom_left.max(border.left));
let edge_BR = box_BR + dx(-radius.bottom_right.max(border.right));
let edge_TL = edge_BL + dy(-border.bottom);
let edge_TR = edge_BR + dy(-border.bottom);
let corner_BR = edge_BR + dx_if(radius.bottom_right == 0., border.right);
let corner_BL = edge_BL + dx_if(radius.bottom_left == 0., -border.left);
path_builder.move_to(edge_TL);
path_builder.line_to(edge_TR);
if radius.bottom_right != 0. {
let origin = edge_BR + Point2D((border.right - radius.bottom_right).max(0.),
-radius.bottom_right);
let distance_to_elbow = (radius.bottom_right - border.bottom).max(0.);
path_builder.arc(origin, distance_to_elbow, rad_B, rad_BR, true);
path_builder.arc(origin, radius.bottom_right, rad_BR, rad_B, false);
}
path_builder.line_to(corner_BR);
path_builder.line_to(corner_BL);
if radius.bottom_left != 0. {
let origin = edge_BL - Point2D((border.left - radius.bottom_left).max(0.),
radius.bottom_left);
let distance_to_elbow = (radius.bottom_left - border.bottom).max(0.);
path_builder.arc(origin, radius.bottom_left, rad_B, rad_BL, false);
path_builder.arc(origin, distance_to_elbow, rad_BL, rad_B, true);
}
}
}
}
/// Creates a path representing the given rounded rectangle.
///
/// TODO(pcwalton): Should we unify with the code above? It doesn't seem immediately obvious
/// how to do that (especially without regressing performance) unless we have some way to
/// efficiently intersect or union paths, since different border styles/colors can force us to
/// slice through the rounded corners. My first attempt to unify with the above code resulted
/// in making a mess of it, and the simplicity of this code path is appealing, so it may not
/// be worth it… In any case, revisit this decision when we support elliptical radii.
fn create_rounded_rect_path(&self,
path_builder: &mut PathBuilder,
bounds: &Rect<f32>,
radii: &BorderRadii<AzFloat>) {
// +----------+
// / 1 2 \
// + 8 3 +
// | |
// + 7 4 +
// \ 6 5 /
// +----------+
path_builder.move_to(Point2D(bounds.origin.x + radii.top_left, bounds.origin.y)); // 1
path_builder.line_to(Point2D(bounds.max_x() - radii.top_right, bounds.origin.y)); // 2
path_builder.arc(Point2D(bounds.max_x() - radii.top_right,
bounds.origin.y + radii.top_right),
radii.top_right,
1.5f32 * f32::consts::FRAC_PI_2,
f32::consts::PI_2,
false); // 3
path_builder.line_to(Point2D(bounds.max_x(), bounds.max_y() - radii.bottom_right)); // 4
path_builder.arc(Point2D(bounds.max_x() - radii.bottom_right,
bounds.max_y() - radii.bottom_right),
radii.bottom_right,
0.0,
f32::consts::FRAC_PI_2,
false); // 5
path_builder.line_to(Point2D(bounds.origin.x + radii.bottom_left, bounds.max_y())); // 6
path_builder.arc(Point2D(bounds.origin.x + radii.bottom_left,
bounds.max_y() - radii.bottom_left),
radii.bottom_left,
f32::consts::FRAC_PI_2,
f32::consts::PI,
false); // 7
path_builder.line_to(Point2D(bounds.origin.x, bounds.origin.y + radii.top_left)); // 8
path_builder.arc(Point2D(bounds.origin.x + radii.top_left,
bounds.origin.y + radii.top_left),
radii.top_left,
f32::consts::PI,
1.5f32 * f32::consts::FRAC_PI_2,
false); // 1
}
fn draw_dashed_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
color: Color,
dash_size: DashSize) {
let rect = bounds.to_nearest_azure_rect();
let draw_opts = DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None);
let border_width = match direction {
Direction::Top => border.top,
Direction::Left => border.left,
Direction::Right => border.right,
Direction::Bottom => border.bottom
};
let dash_pattern = [border_width * (dash_size as i32) as AzFloat,
border_width * (dash_size as i32) as AzFloat];
let stroke_opts = StrokeOptions::new(border_width as AzFloat,
JoinStyle::MiterOrBevel,
CapStyle::Butt,
10 as AzFloat,
&dash_pattern);
let (start, end) = match direction {
Direction::Top => {
let y = rect.origin.y + border.top * 0.5;
let start = Point2D(rect.origin.x, y);
let end = Point2D(rect.origin.x + rect.size.width, y);
(start, end)
}
Direction::Left => {
let x = rect.origin.x + border.left * 0.5;
let start = Point2D(x, rect.origin.y + rect.size.height);
let end = Point2D(x, rect.origin.y + border.top);
(start, end)
}
Direction::Right => {
let x = rect.origin.x + rect.size.width - border.right * 0.5;
let start = Point2D(x, rect.origin.y);
let end = Point2D(x, rect.origin.y + rect.size.height);
(start, end)
}
Direction::Bottom => {
let y = rect.origin.y + rect.size.height - border.bottom * 0.5;
let start = Point2D(rect.origin.x + rect.size.width, y);
let end = Point2D(rect.origin.x + border.left, y);
(start, end)
}
};
self.draw_target.stroke_line(start,
end,
&ColorPattern::new(color),
&stroke_opts,
&draw_opts);
}
fn draw_solid_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>,
color: Color) {
let rect = bounds.to_nearest_azure_rect();
self.draw_border_path(&rect, direction, border, radius, color);
}
fn compute_scaled_bounds(&self,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
shrink_factor: f32) -> Rect<f32> {
let rect = bounds.to_nearest_azure_rect();
let scaled_border = SideOffsets2D::new(shrink_factor * border.top,
shrink_factor * border.right,
shrink_factor * border.bottom,
shrink_factor * border.left);
let left_top = Point2D(rect.origin.x, rect.origin.y);
let scaled_left_top = left_top + Point2D(scaled_border.left,
scaled_border.top);
return Rect(scaled_left_top,
Size2D(rect.size.width - 2.0 * scaled_border.right,
rect.size.height - 2.0 * scaled_border.bottom));
}
fn scale_color(&self, color: Color, scale_factor: f32) -> Color {
return color::new(color.r * scale_factor,
color.g * scale_factor,
color.b * scale_factor,
color.a);
}
fn draw_double_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>,
color: Color) {
let scaled_border = SideOffsets2D::new((1.0/3.0) * border.top,
(1.0/3.0) * border.right,
(1.0/3.0) * border.bottom,
(1.0/3.0) * border.left);
let inner_scaled_bounds = self.compute_scaled_bounds(bounds, border, 2.0/3.0);
// draw the outer portion of the double border.
self.draw_solid_border_segment(direction, bounds, &scaled_border, radius, color);
// draw the inner portion of the double border.
self.draw_border_path(&inner_scaled_bounds, direction, &scaled_border, radius, color);
}
fn draw_groove_ridge_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>,
color: Color,
style: border_style::T) {
// original bounds as a Rect<f32>, with no scaling.
let original_bounds = self.compute_scaled_bounds(bounds, border, 0.0);
// shrink the bounds by 1/2 of the border, leaving the innermost 1/2 of the border
let inner_scaled_bounds = self.compute_scaled_bounds(bounds, border, 0.5);
let scaled_border = SideOffsets2D::new(0.5 * border.top,
0.5 * border.right,
0.5 * border.bottom,
0.5 * border.left);
let is_groove = match style {
border_style::T::groove => true,
border_style::T::ridge => false,
_ => panic!("invalid border style")
};
let mut lighter_color;
let mut darker_color = color::black();
if color != darker_color {
darker_color = self.scale_color(color, if is_groove { 1.0/3.0 } else { 2.0/3.0 });
lighter_color = color;
} else {
// You can't scale black color (i.e. 'scaled = 0 * scale', equals black).
darker_color = color::new(0.3, 0.3, 0.3, color.a);
lighter_color = color::new(0.7, 0.7, 0.7, color.a);
}
let (outer_color, inner_color) = match (direction, is_groove) {
(Direction::Top, true) | (Direction::Left, true) |
(Direction::Right, false) | (Direction::Bottom, false) => {
(darker_color, lighter_color)
}
(Direction::Top, false) | (Direction::Left, false) |
(Direction::Right, true) | (Direction::Bottom, true) => (lighter_color, darker_color),
};
// outer portion of the border
self.draw_border_path(&original_bounds, direction, &scaled_border, radius, outer_color);
// inner portion of the border
self.draw_border_path(&inner_scaled_bounds,
direction,
&scaled_border,
radius,
inner_color);
}
fn draw_inset_outset_border_segment(&self,
direction: Direction,
bounds: &Rect<Au>,
border: &SideOffsets2D<f32>,
radius: &BorderRadii<AzFloat>,
color: Color,
style: border_style::T) {
let is_inset = match style {
border_style::T::inset => true,
border_style::T::outset => false,
_ => panic!("invalid border style")
};
// original bounds as a Rect<f32>
let original_bounds = self.compute_scaled_bounds(bounds, border, 0.0);
// You can't scale black color (i.e. 'scaled = 0 * scale', equals black).
let mut scaled_color = color::black();
if color != scaled_color {
scaled_color = match direction {
Direction::Top | Direction::Left => {
self.scale_color(color, if is_inset { 2.0/3.0 } else { 1.0 })
}
Direction::Right | Direction::Bottom => {
self.scale_color(color, if is_inset { 1.0 } else { 2.0/3.0 })
}
};
} else {
scaled_color = match direction {
Direction::Top | Direction::Left => {
if is_inset {
color::new(0.3, 0.3, 0.3, color.a)
} else {
color::new(0.7, 0.7, 0.7, color.a)
}
}
Direction::Right | Direction::Bottom => {
if is_inset {
color::new(0.7, 0.7, 0.7, color.a)
} else {
color::new(0.3, 0.3, 0.3, color.a)
}
}
};
}
self.draw_border_path(&original_bounds, direction, border, radius, scaled_color);
}
/// Draws the given text display item into the current context.
pub fn draw_text(&mut self, text: &TextDisplayItem) {
let draw_target_transform = self.draw_target.get_transform();
// Optimization: Dont set a transform matrix for upright text, and pass a start point to
// `draw_text_into_context`.
//
// For sideways text, its easier to do the rotation such that its center (the baselines
// start point) is at (0, 0) coordinates.
let baseline_origin = match text.orientation {
Upright => text.baseline_origin,
SidewaysLeft => {
let x = text.baseline_origin.x.to_f32_px();
let y = text.baseline_origin.y.to_f32_px();
self.draw_target.set_transform(&draw_target_transform.mul(&Matrix2D::new(0., -1.,
1., 0.,
x, y)));
Point2D::zero()
}
SidewaysRight => {
let x = text.baseline_origin.x.to_f32_px();
let y = text.baseline_origin.y.to_f32_px();
self.draw_target.set_transform(&draw_target_transform.mul(&Matrix2D::new(0., 1.,
-1., 0.,
x, y)));
Point2D::zero()
}
};
// Draw the text.
let temporary_draw_target =
self.create_draw_target_for_blur_if_necessary(&text.base.bounds, text.blur_radius);
{
// FIXME(https://github.com/rust-lang/rust/issues/23338)
let font = self.font_context.get_paint_font_from_template(
&text.text_run.font_template, text.text_run.actual_pt_size);
font
.borrow()
.draw_text(&temporary_draw_target.draw_target,
&*text.text_run,
&text.range,
baseline_origin,
text.text_color,
opts::get().enable_text_antialiasing);
}
// Blur, if necessary.
self.blur_if_necessary(temporary_draw_target, text.blur_radius);
// Undo the transform, only when we did one.
if text.orientation != Upright {
self.draw_target.set_transform(&draw_target_transform)
}
}
/// Draws a linear gradient in the given boundaries from the given start point to the given end
/// point with the given stops.
pub fn draw_linear_gradient(&self,
bounds: &Rect<Au>,
start_point: &Point2D<Au>,
end_point: &Point2D<Au>,
stops: &[GradientStop]) {
self.draw_target.make_current();
let stops = self.draw_target.create_gradient_stops(stops, ExtendMode::Clamp);
let pattern = LinearGradientPattern::new(&start_point.to_nearest_azure_point(),
&end_point.to_nearest_azure_point(),
stops,
&Matrix2D::identity());
self.draw_target.fill_rect(&bounds.to_nearest_azure_rect(),
PatternRef::LinearGradient(&pattern),
None);
}
pub fn get_or_create_temporary_draw_target(&mut self,
filters: &filter::T,
blend_mode: mix_blend_mode::T)
-> DrawTarget {
// Determine if we need a temporary draw target.
if !filters::temporary_draw_target_needed_for_style_filters(filters) &&
blend_mode == mix_blend_mode::T::normal {
// Reuse the draw target, but remove the transient clip. If we don't do the latter,
// we'll be in a state whereby the paint subcontext thinks it has no transient clip
// (see `StackingContext::optimize_and_draw_into_context`) but it actually does,
// resulting in a situation whereby display items are seemingly randomly clipped out.
self.remove_transient_clip_if_applicable();
return self.draw_target.clone()
}
// FIXME(pcwalton): This surface might be bigger than necessary and waste memory.
let size = self.draw_target.get_size(); //Az size.
let mut size = Size2D(size.width, size.height); //Geom::Size.
// Pre-calculate if there is a blur expansion need.
let accum_blur = filters::calculate_accumulated_blur(filters);
let mut matrix = self.draw_target.get_transform();
if accum_blur > Au(0) {
// Set the correct size.
let side_inflation = accum_blur * BLUR_INFLATION_FACTOR;
size = Size2D(size.width + (side_inflation.to_nearest_px() * 2) as i32,
size.height + (side_inflation.to_nearest_px() * 2) as i32);
// Calculate the transform matrix.
let old_transform = self.draw_target.get_transform();
let inflated_size = Rect(Point2D(0.0, 0.0), Size2D(size.width as AzFloat,
size.height as AzFloat));
let temporary_draw_target_bounds = old_transform.transform_rect(&inflated_size);
matrix = Matrix2D::identity().translate(
-temporary_draw_target_bounds.origin.x as AzFloat,
-temporary_draw_target_bounds.origin.y as AzFloat).mul(&old_transform);
}
let temporary_draw_target =
self.draw_target.create_similar_draw_target(&size, self.draw_target.get_format());
temporary_draw_target.set_transform(&matrix);
temporary_draw_target
}
/// If we created a temporary draw target, then draw it to the main draw target. This is called
/// after doing all the painting, and the temporary draw target must not be used afterward.
pub fn draw_temporary_draw_target_if_necessary(&mut self,
temporary_draw_target: &DrawTarget,
filters: &filter::T,
blend_mode: mix_blend_mode::T) {
if (*temporary_draw_target) == self.draw_target {
// We're directly painting to the surface; nothing to do.
return
}
// Set up transforms.
let old_transform = self.draw_target.get_transform();
self.draw_target.set_transform(&Matrix2D::identity());
let rect = Rect(Point2D(0.0, 0.0), self.draw_target.get_size().to_azure_size());
let rect_temporary = Rect(Point2D(0.0, 0.0), temporary_draw_target.get_size().to_azure_size());
// Create the Azure filter pipeline.
let mut accum_blur = Au(0);
let (filter_node, opacity) = filters::create_filters(&self.draw_target,
temporary_draw_target,
filters,
&mut accum_blur);
// Perform the blit operation.
let mut draw_options = DrawOptions::new(opacity, CompositionOp::Over, AntialiasMode::None);
draw_options.set_composition_op(blend_mode.to_azure_composition_op());
// If there is a blur expansion, shift the transform and update the size.
if accum_blur > Au(0) {
// Remove both the transient clip and the stacking context clip, because we may need to
// draw outside the stacking context's clip.
self.remove_transient_clip_if_applicable();
self.pop_clip_if_applicable();
debug!("######### use expanded Rect.");
self.draw_target.draw_filter(&filter_node, &rect_temporary, &rect_temporary.origin, draw_options);
self.push_clip_if_applicable();
} else {
debug!("######### use regular Rect.");
self.draw_target.draw_filter(&filter_node, &rect, &rect.origin, draw_options);
}
self.draw_target.set_transform(&old_transform);
}
/// Draws a box shadow with the given boundaries, color, offset, blur radius, and spread
/// radius. `box_bounds` represents the boundaries of the box.
pub fn draw_box_shadow(&mut self,
box_bounds: &Rect<Au>,
offset: &Point2D<Au>,
color: Color,
blur_radius: Au,
spread_radius: Au,
clip_mode: BoxShadowClipMode) {
// Remove both the transient clip and the stacking context clip, because we may need to
// draw outside the stacking context's clip.
self.remove_transient_clip_if_applicable();
self.pop_clip_if_applicable();
// If we have blur, create a new draw target.
let shadow_bounds = box_bounds.translate(offset).inflate(spread_radius, spread_radius);
let side_inflation = blur_radius * BLUR_INFLATION_FACTOR;
let inflated_shadow_bounds = shadow_bounds.inflate(side_inflation, side_inflation);
let temporary_draw_target =
self.create_draw_target_for_blur_if_necessary(&inflated_shadow_bounds, blur_radius);
let path;
match clip_mode {
BoxShadowClipMode::Inset => {
path = temporary_draw_target.draw_target
.create_rectangular_border_path(&MAX_RECT,
&shadow_bounds);
self.draw_target.push_clip(&self.draw_target.create_rectangular_path(box_bounds))
}
BoxShadowClipMode::Outset => {
path = temporary_draw_target.draw_target.create_rectangular_path(&shadow_bounds);
self.draw_target.push_clip(&self.draw_target
.create_rectangular_border_path(&MAX_RECT,
box_bounds))
}
BoxShadowClipMode::None => {
path = temporary_draw_target.draw_target.create_rectangular_path(&shadow_bounds)
}
}
// Draw the shadow, and blur if we need to.
temporary_draw_target.draw_target.fill(&path,
&ColorPattern::new(color),
&DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None));
self.blur_if_necessary(temporary_draw_target, blur_radius);
// Undo the draw target's clip if we need to, and push back the stacking context clip.
if clip_mode != BoxShadowClipMode::None {
self.draw_target.pop_clip()
}
self.push_clip_if_applicable();
}
/// If we have blur, create a new draw target that's the same size as this tile, but with
/// enough space around the edges to hold the entire blur. (If we don't do the latter, then
/// there will be seams between tiles.)
fn create_draw_target_for_blur_if_necessary(&self, box_bounds: &Rect<Au>, blur_radius: Au)
-> TemporaryDrawTarget {
if blur_radius == Au(0) {
return TemporaryDrawTarget::from_main_draw_target(&self.draw_target)
}
// Intersect display item bounds with the tile bounds inflated by blur radius to get the
// smallest possible rectangle that encompasses all the paint.
let side_inflation = blur_radius * BLUR_INFLATION_FACTOR;
let tile_box_bounds =
geometry::f32_rect_to_au_rect(self.page_rect).intersection(box_bounds)
.unwrap_or(ZERO_RECT)
.inflate(side_inflation, side_inflation);
TemporaryDrawTarget::from_bounds(&self.draw_target, &tile_box_bounds)
}
/// Performs a blur using the draw target created in
/// `create_draw_target_for_blur_if_necessary`.
fn blur_if_necessary(&self, temporary_draw_target: TemporaryDrawTarget, blur_radius: Au) {
if blur_radius == Au(0) {
return
}
let blur_filter = self.draw_target.create_filter(FilterType::GaussianBlur);
blur_filter.set_attribute(GaussianBlurAttribute::StdDeviation(blur_radius.to_f64_px() as
AzFloat));
blur_filter.set_input(GaussianBlurInput, &temporary_draw_target.draw_target.snapshot());
temporary_draw_target.draw_filter(&self.draw_target, blur_filter);
}
pub fn push_clip_if_applicable(&self) {
if let Some(ref clip_rect) = self.clip_rect {
self.draw_push_clip(clip_rect)
}
}
pub fn pop_clip_if_applicable(&self) {
if self.clip_rect.is_some() {
self.draw_pop_clip()
}
}
pub fn remove_transient_clip_if_applicable(&mut self) {
if let Some(old_transient_clip) = mem::replace(&mut self.transient_clip, None) {
for _ in old_transient_clip.complex.iter() {
self.draw_pop_clip()
}
self.draw_pop_clip()
}
}
/// Sets a new transient clipping region. Automatically calls
/// `remove_transient_clip_if_applicable()` first.
pub fn push_transient_clip(&mut self, clip_region: ClippingRegion) {
self.remove_transient_clip_if_applicable();
self.draw_push_clip(&clip_region.main);
for complex_region in clip_region.complex.iter() {
// FIXME(pcwalton): Actually draw a rounded rect.
self.push_rounded_rect_clip(&complex_region.rect.to_nearest_azure_rect(),
&complex_region.radii.to_radii_px())
}
self.transient_clip = Some(clip_region)
}
}
pub trait ToAzurePoint {
fn to_nearest_azure_point(&self) -> Point2D<AzFloat>;
fn to_azure_point(&self) -> Point2D<AzFloat>;
}
impl ToAzurePoint for Point2D<Au> {
fn to_nearest_azure_point(&self) -> Point2D<AzFloat> {
Point2D(self.x.to_nearest_px() as AzFloat, self.y.to_nearest_px() as AzFloat)
}
fn to_azure_point(&self) -> Point2D<AzFloat> {
Point2D(self.x.to_f32_px(), self.y.to_f32_px())
}
}
pub trait ToAzureRect {
fn to_nearest_azure_rect(&self) -> Rect<AzFloat>;
fn to_azure_rect(&self) -> Rect<AzFloat>;
}
impl ToAzureRect for Rect<Au> {
fn to_nearest_azure_rect(&self) -> Rect<AzFloat> {
Rect(self.origin.to_nearest_azure_point(), Size2D(self.size.width.to_nearest_px() as AzFloat,
self.size.height.to_nearest_px() as AzFloat))
}
fn to_azure_rect(&self) -> Rect<AzFloat> {
Rect(self.origin.to_azure_point(), Size2D(self.size.width.to_f32_px(),
self.size.height.to_f32_px()))
}
}
pub trait ToAzureSize {
fn to_azure_size(&self) -> Size2D<AzFloat>;
}
impl ToAzureSize for AzIntSize {
fn to_azure_size(&self) -> Size2D<AzFloat> {
Size2D(self.width as AzFloat, self.height as AzFloat)
}
}
trait ToAzureIntSize {
fn to_azure_int_size(&self) -> Size2D<i32>;
}
impl ToAzureIntSize for Size2D<Au> {
fn to_azure_int_size(&self) -> Size2D<i32> {
Size2D(self.width.to_nearest_px() as i32, self.height.to_nearest_px() as i32)
}
}
impl ToAzureIntSize for Size2D<AzFloat> {
fn to_azure_int_size(&self) -> Size2D<i32> {
Size2D(self.width as i32, self.height as i32)
}
}
impl ToAzureIntSize for Size2D<i32> {
fn to_azure_int_size(&self) -> Size2D<i32> {
Size2D(self.width, self.height)
}
}
trait ToSideOffsetsPx {
fn to_float_px(&self) -> SideOffsets2D<AzFloat>;
}
impl ToSideOffsetsPx for SideOffsets2D<Au> {
fn to_float_px(&self) -> SideOffsets2D<AzFloat> {
SideOffsets2D::new(self.top.to_nearest_px() as AzFloat,
self.right.to_nearest_px() as AzFloat,
self.bottom.to_nearest_px() as AzFloat,
self.left.to_nearest_px() as AzFloat)
}
}
trait ToRadiiPx {
fn to_radii_px(&self) -> BorderRadii<AzFloat>;
}
impl ToRadiiPx for BorderRadii<Au> {
fn to_radii_px(&self) -> BorderRadii<AzFloat> {
fn to_nearest_px(x: Au) -> AzFloat {
x.to_nearest_px() as AzFloat
}
BorderRadii {
top_left: to_nearest_px(self.top_left),
top_right: to_nearest_px(self.top_right),
bottom_left: to_nearest_px(self.bottom_left),
bottom_right: to_nearest_px(self.bottom_right),
}
}
}
trait ScaledFontExtensionMethods {
fn draw_text(&self,
draw_target: &DrawTarget,
run: &Box<TextRun>,
range: &Range<CharIndex>,
baseline_origin: Point2D<Au>,
color: Color,
antialias: bool);
}
impl ScaledFontExtensionMethods for ScaledFont {
fn draw_text(&self,
draw_target: &DrawTarget,
run: &Box<TextRun>,
range: &Range<CharIndex>,
baseline_origin: Point2D<Au>,
color: Color,
antialias: bool) {
let pattern = ColorPattern::new(color);
let azure_pattern = pattern.azure_color_pattern;
assert!(!azure_pattern.is_null());
let mut options = struct__AzDrawOptions {
mAlpha: 1f64 as AzFloat,
mCompositionOp: CompositionOp::Over as u8,
mAntialiasMode: if antialias { AntialiasMode::Subpixel as u8 }
else { AntialiasMode::None as u8 }
};
let mut origin = baseline_origin.clone();
let mut azglyphs = vec!();
azglyphs.reserve(range.length().to_usize());
for slice in run.natural_word_slices_in_range(range) {
for (_i, glyph) in slice.glyphs.iter_glyphs_for_char_range(&slice.range) {
let glyph_advance = glyph.advance();
let glyph_offset = glyph.offset().unwrap_or(Point2D::zero());
let azglyph = struct__AzGlyph {
mIndex: glyph.id() as uint32_t,
mPosition: struct__AzPoint {
x: (origin.x + glyph_offset.x).to_f32_px(),
y: (origin.y + glyph_offset.y).to_f32_px(),
}
};
origin = Point2D(origin.x + glyph_advance, origin.y);
azglyphs.push(azglyph)
};
}
let azglyph_buf_len = azglyphs.len();
if azglyph_buf_len == 0 { return; } // Otherwise the Quartz backend will assert.
let mut glyphbuf = struct__AzGlyphBuffer {
mGlyphs: azglyphs.as_mut_ptr(),
mNumGlyphs: azglyph_buf_len as uint32_t
};
unsafe {
// TODO(Issue #64): this call needs to move into azure_hl.rs
AzDrawTargetFillGlyphs(draw_target.azure_draw_target,
self.get_ref(),
&mut glyphbuf,
azure_pattern,
&mut options,
ptr::null_mut());
}
}
}
trait DrawTargetExtensions {
/// Creates and returns a path that represents a rectangular border. Like this:
///
/// ```text
/// +--------------------------------+
/// |################################|
/// |#######+---------------------+##|
/// |#######| |##|
/// |#######+---------------------+##|
/// |################################|
/// +--------------------------------+
/// ```
fn create_rectangular_border_path<T>(&self, outer_rect: &T, inner_rect: &T)
-> Path
where T: ToAzureRect;
/// Creates and returns a path that represents a rectangle.
fn create_rectangular_path(&self, rect: &Rect<Au>) -> Path;
}
impl DrawTargetExtensions for DrawTarget {
fn create_rectangular_border_path<T>(&self, outer_rect: &T, inner_rect: &T)
-> Path
where T: ToAzureRect {
// +-----------+
// |2 |1
// | |
// | +---+---+
// | |9 |6 |5, 10
// | | | |
// | +---+ |
// | 8 7 |
// | |
// +-----------+
// 3 4
let (outer_rect, inner_rect) = (outer_rect.to_nearest_azure_rect(), inner_rect.to_nearest_azure_rect());
let path_builder = self.create_path_builder();
path_builder.move_to(Point2D(outer_rect.max_x(), outer_rect.origin.y)); // 1
path_builder.line_to(Point2D(outer_rect.origin.x, outer_rect.origin.y)); // 2
path_builder.line_to(Point2D(outer_rect.origin.x, outer_rect.max_y())); // 3
path_builder.line_to(Point2D(outer_rect.max_x(), outer_rect.max_y())); // 4
path_builder.line_to(Point2D(outer_rect.max_x(), inner_rect.origin.y)); // 5
path_builder.line_to(Point2D(inner_rect.max_x(), inner_rect.origin.y)); // 6
path_builder.line_to(Point2D(inner_rect.max_x(), inner_rect.max_y())); // 7
path_builder.line_to(Point2D(inner_rect.origin.x, inner_rect.max_y())); // 8
path_builder.line_to(inner_rect.origin); // 9
path_builder.line_to(Point2D(outer_rect.max_x(), inner_rect.origin.y)); // 10
path_builder.finish()
}
fn create_rectangular_path(&self, rect: &Rect<Au>) -> Path {
let path_builder = self.create_path_builder();
path_builder.move_to(rect.origin.to_nearest_azure_point());
path_builder.line_to(Point2D(rect.max_x(), rect.origin.y).to_nearest_azure_point());
path_builder.line_to(Point2D(rect.max_x(), rect.max_y()).to_nearest_azure_point());
path_builder.line_to(Point2D(rect.origin.x, rect.max_y()).to_nearest_azure_point());
path_builder.finish()
}
}
/// Converts a CSS blend mode (per CSS-COMPOSITING) to an Azure `CompositionOp`.
trait ToAzureCompositionOp {
/// Converts a CSS blend mode (per CSS-COMPOSITING) to an Azure `CompositionOp`.
fn to_azure_composition_op(&self) -> CompositionOp;
}
impl ToAzureCompositionOp for mix_blend_mode::T {
fn to_azure_composition_op(&self) -> CompositionOp {
match *self {
mix_blend_mode::T::normal => CompositionOp::Over,
mix_blend_mode::T::multiply => CompositionOp::Multiply,
mix_blend_mode::T::screen => CompositionOp::Screen,
mix_blend_mode::T::overlay => CompositionOp::Overlay,
mix_blend_mode::T::darken => CompositionOp::Darken,
mix_blend_mode::T::lighten => CompositionOp::Lighten,
mix_blend_mode::T::color_dodge => CompositionOp::ColorDodge,
mix_blend_mode::T::color_burn => CompositionOp::ColorBurn,
mix_blend_mode::T::hard_light => CompositionOp::HardLight,
mix_blend_mode::T::soft_light => CompositionOp::SoftLight,
mix_blend_mode::T::difference => CompositionOp::Difference,
mix_blend_mode::T::exclusion => CompositionOp::Exclusion,
mix_blend_mode::T::hue => CompositionOp::Hue,
mix_blend_mode::T::saturation => CompositionOp::Saturation,
mix_blend_mode::T::color => CompositionOp::Color,
mix_blend_mode::T::luminosity => CompositionOp::Luminosity,
}
}
}
/// Represents a temporary drawing surface. Some operations that perform complex compositing
/// operations need this.
struct TemporaryDrawTarget {
/// The draw target.
draw_target: DrawTarget,
/// The distance from the top left of the main draw target to the top left of this temporary
/// draw target.
offset: Point2D<AzFloat>,
}
impl TemporaryDrawTarget {
/// Creates a temporary draw target that simply draws to the main draw target.
fn from_main_draw_target(main_draw_target: &DrawTarget) -> TemporaryDrawTarget {
TemporaryDrawTarget {
draw_target: main_draw_target.clone(),
offset: Point2D(0.0, 0.0),
}
}
/// Creates a temporary draw target large enough to encompass the given bounding rect in page
/// coordinates. The temporary draw target will have the same transform as the tile we're
/// drawing to.
fn from_bounds(main_draw_target: &DrawTarget, bounds: &Rect<Au>) -> TemporaryDrawTarget {
let draw_target_transform = main_draw_target.get_transform();
let temporary_draw_target_bounds =
draw_target_transform.transform_rect(&bounds.to_azure_rect());
let temporary_draw_target_size =
Size2D(temporary_draw_target_bounds.size.width.ceil() as i32,
temporary_draw_target_bounds.size.height.ceil() as i32);
let temporary_draw_target =
main_draw_target.create_similar_draw_target(&temporary_draw_target_size,
main_draw_target.get_format());
let matrix =
Matrix2D::identity().translate(-temporary_draw_target_bounds.origin.x as AzFloat,
-temporary_draw_target_bounds.origin.y as AzFloat)
.mul(&draw_target_transform);
temporary_draw_target.set_transform(&matrix);
TemporaryDrawTarget {
draw_target: temporary_draw_target,
offset: temporary_draw_target_bounds.origin,
}
}
/// Composites this temporary draw target onto the main surface, with the given Azure filter.
fn draw_filter(self, main_draw_target: &DrawTarget, filter: FilterNode) {
let main_draw_target_transform = main_draw_target.get_transform();
let temporary_draw_target_size = self.draw_target.get_size();
let temporary_draw_target_size = Size2D(temporary_draw_target_size.width as AzFloat,
temporary_draw_target_size.height as AzFloat);
// Blit the blur onto the tile. We undo the transforms here because we want to directly
// stack the temporary draw target onto the tile.
main_draw_target.set_transform(&Matrix2D::identity());
main_draw_target.draw_filter(&filter,
&Rect(Point2D(0.0, 0.0), temporary_draw_target_size),
&self.offset,
DrawOptions::new(1.0, CompositionOp::Over, AntialiasMode::None));
main_draw_target.set_transform(&main_draw_target_transform);
}
}