зеркало из https://github.com/mozilla/gecko-dev.git
1426 строки
65 KiB
Rust
1426 строки
65 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! Painting of display lists using Moz2D/Azure.
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use color;
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use display_list::TextOrientation::{SidewaysLeft, SidewaysRight, Upright};
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use display_list::{BLUR_INFLATION_FACTOR, BorderRadii, BoxShadowClipMode, ClippingRegion};
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use display_list::{TextDisplayItem};
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use filters;
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use font_context::FontContext;
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use text::TextRun;
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use text::glyph::CharIndex;
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use azure::azure::AzIntSize;
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use azure::azure_hl::{Color, ColorPattern};
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use azure::azure_hl::{DrawOptions, DrawSurfaceOptions, DrawTarget, ExtendMode, FilterType};
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use azure::azure_hl::{GaussianBlurAttribute, StrokeOptions, SurfaceFormat};
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use azure::azure_hl::{GaussianBlurInput, GradientStop, Filter, FilterNode, LinearGradientPattern};
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use azure::azure_hl::{JoinStyle, CapStyle};
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use azure::azure_hl::{PatternRef, Path, PathBuilder, CompositionOp};
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use azure::scaled_font::ScaledFont;
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use azure::{AzFloat, struct__AzDrawOptions, struct__AzGlyph};
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use azure::{struct__AzGlyphBuffer, struct__AzPoint, AzDrawTargetFillGlyphs};
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use geom::matrix2d::Matrix2D;
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use geom::point::Point2D;
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use geom::rect::Rect;
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use geom::side_offsets::SideOffsets2D;
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use geom::size::Size2D;
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use libc::types::common::c99::{uint16_t, uint32_t};
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use net_traits::image::base::Image;
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use png::PixelsByColorType;
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use std::default::Default;
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use std::f32;
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use std::mem;
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use std::num::Float;
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use std::ptr;
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use std::sync::Arc;
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use style::computed_values::{border_style, filter, image_rendering, mix_blend_mode};
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use util::geometry::{self, Au, MAX_RECT, ZERO_RECT};
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use util::opts;
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use util::range::Range;
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pub struct PaintContext<'a> {
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pub draw_target: DrawTarget,
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pub font_context: &'a mut Box<FontContext>,
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/// The rectangle that this context encompasses in page coordinates.
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pub page_rect: Rect<f32>,
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/// The rectangle that this context encompasses in screen coordinates (pixels).
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pub screen_rect: Rect<usize>,
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/// The clipping rect for the stacking context as a whole.
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pub clip_rect: Option<Rect<Au>>,
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/// The current transient clipping region, if any. A "transient clipping region" is the
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/// clipping region used by the last display item. We cache the last value so that we avoid
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/// pushing and popping clipping regions unnecessarily.
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pub transient_clip: Option<ClippingRegion>,
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}
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#[derive(Copy, Clone)]
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enum Direction {
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Top,
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Left,
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Right,
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Bottom
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}
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#[derive(Copy, Clone)]
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enum DashSize {
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DottedBorder = 1,
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DashedBorder = 3
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}
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impl<'a> PaintContext<'a> {
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pub fn get_draw_target(&self) -> &DrawTarget {
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&self.draw_target
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}
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pub fn draw_solid_color(&self, bounds: &Rect<Au>, color: Color) {
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self.draw_target.make_current();
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self.draw_target.fill_rect(&bounds.to_azure_rect(),
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PatternRef::Color(&ColorPattern::new(color)),
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None);
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}
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pub fn draw_border(&self,
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bounds: &Rect<Au>,
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border: &SideOffsets2D<Au>,
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radius: &BorderRadii<Au>,
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color: &SideOffsets2D<Color>,
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style: &SideOffsets2D<border_style::T>) {
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let border = border.to_float_px();
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let radius = radius.to_radii_px();
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self.draw_border_segment(Direction::Top, bounds, &border, &radius, color, style);
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self.draw_border_segment(Direction::Right, bounds, &border, &radius, color, style);
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self.draw_border_segment(Direction::Bottom, bounds, &border, &radius, color, style);
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self.draw_border_segment(Direction::Left, bounds, &border, &radius, color, style);
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}
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pub fn draw_line(&self, bounds: &Rect<Au>, color: Color, style: border_style::T) {
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self.draw_target.make_current();
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self.draw_line_segment(bounds, &Default::default(), color, style);
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}
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pub fn draw_push_clip(&self, bounds: &Rect<Au>) {
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let rect = bounds.to_azure_rect();
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let path_builder = self.draw_target.create_path_builder();
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let left_top = Point2D(rect.origin.x, rect.origin.y);
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let right_top = Point2D(rect.origin.x + rect.size.width, rect.origin.y);
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let left_bottom = Point2D(rect.origin.x, rect.origin.y + rect.size.height);
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let right_bottom = Point2D(rect.origin.x + rect.size.width,
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rect.origin.y + rect.size.height);
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path_builder.move_to(left_top);
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path_builder.line_to(right_top);
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path_builder.line_to(right_bottom);
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path_builder.line_to(left_bottom);
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let path = path_builder.finish();
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self.draw_target.push_clip(&path);
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}
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pub fn draw_pop_clip(&self) {
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self.draw_target.pop_clip();
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}
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pub fn draw_image(&self,
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bounds: &Rect<Au>,
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image: Arc<Image>,
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image_rendering: image_rendering::T) {
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let size = Size2D(image.width as i32, image.height as i32);
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let (pixel_width, pixels, source_format) = match image.pixels {
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PixelsByColorType::RGBA8(ref pixels) => (4, pixels, SurfaceFormat::B8G8R8A8),
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PixelsByColorType::K8(ref pixels) => (1, pixels, SurfaceFormat::A8),
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PixelsByColorType::RGB8(_) => panic!("RGB8 color type not supported"),
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PixelsByColorType::KA8(_) => panic!("KA8 color type not supported"),
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};
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let stride = image.width * pixel_width;
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self.draw_target.make_current();
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let draw_target_ref = &self.draw_target;
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let azure_surface = draw_target_ref.create_source_surface_from_data(pixels,
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size,
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stride as i32,
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source_format);
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let source_rect = Rect(Point2D(0.0, 0.0),
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Size2D(image.width as AzFloat, image.height as AzFloat));
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let dest_rect = bounds.to_azure_rect();
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// TODO(pcwalton): According to CSS-IMAGES-3 § 5.3, nearest-neighbor interpolation is a
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// conforming implementation of `crisp-edges`, but it is not the best we could do.
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// Something like Scale2x would be ideal.
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let draw_surface_options = match image_rendering {
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image_rendering::T::Auto => DrawSurfaceOptions::new(Filter::Linear, true),
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image_rendering::T::CrispEdges | image_rendering::T::Pixelated => {
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DrawSurfaceOptions::new(Filter::Point, true)
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}
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};
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let draw_options = DrawOptions::new(1.0, 0);
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draw_target_ref.draw_surface(azure_surface,
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dest_rect,
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source_rect,
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draw_surface_options,
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draw_options);
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}
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pub fn clear(&self) {
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let pattern = ColorPattern::new(color::transparent());
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let rect = Rect(Point2D(self.page_rect.origin.x as AzFloat,
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self.page_rect.origin.y as AzFloat),
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Size2D(self.screen_rect.size.width as AzFloat,
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self.screen_rect.size.height as AzFloat));
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let mut draw_options = DrawOptions::new(1.0, 0);
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draw_options.set_composition_op(CompositionOp::Source);
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self.draw_target.make_current();
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self.draw_target.fill_rect(&rect, PatternRef::Color(&pattern), Some(&draw_options));
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}
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fn draw_border_segment(&self,
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direction: Direction,
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bounds: &Rect<Au>,
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border: &SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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color: &SideOffsets2D<Color>,
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style: &SideOffsets2D<border_style::T>) {
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let (style_select, color_select) = match direction {
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Direction::Top => (style.top, color.top),
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Direction::Left => (style.left, color.left),
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Direction::Right => (style.right, color.right),
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Direction::Bottom => (style.bottom, color.bottom)
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};
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match style_select {
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border_style::T::none | border_style::T::hidden => {}
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border_style::T::dotted => {
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// FIXME(sammykim): This doesn't work well with dash_pattern and cap_style.
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self.draw_dashed_border_segment(direction,
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bounds,
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border,
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color_select,
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DashSize::DottedBorder);
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}
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border_style::T::dashed => {
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self.draw_dashed_border_segment(direction,
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bounds,
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border,
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color_select,
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DashSize::DashedBorder);
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}
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border_style::T::solid => {
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self.draw_solid_border_segment(direction, bounds, border, radius, color_select);
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}
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border_style::T::double => {
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self.draw_double_border_segment(direction, bounds, border, radius, color_select);
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}
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border_style::T::groove | border_style::T::ridge => {
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self.draw_groove_ridge_border_segment(direction,
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bounds,
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border,
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radius,
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color_select,
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style_select);
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}
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border_style::T::inset | border_style::T::outset => {
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self.draw_inset_outset_border_segment(direction,
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bounds,
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border,
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radius,
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color_select,
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style_select);
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}
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}
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}
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fn draw_line_segment(&self,
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bounds: &Rect<Au>,
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radius: &BorderRadii<AzFloat>,
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color: Color,
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style: border_style::T) {
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let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
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match style {
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border_style::T::none | border_style::T::hidden => {}
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border_style::T::dotted => {
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self.draw_dashed_border_segment(Direction::Right,
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bounds,
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&border,
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color,
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DashSize::DottedBorder);
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}
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border_style::T::dashed => {
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self.draw_dashed_border_segment(Direction::Right,
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bounds,
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&border,
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color,
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DashSize::DashedBorder);
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}
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border_style::T::solid => {
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self.draw_solid_border_segment(Direction::Right, bounds, &border, radius, color)
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}
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border_style::T::double => {
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self.draw_double_border_segment(Direction::Right, bounds, &border, radius, color)
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}
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border_style::T::groove | border_style::T::ridge => {
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self.draw_groove_ridge_border_segment(Direction::Right,
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bounds,
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&border,
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radius,
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color,
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style);
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}
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border_style::T::inset | border_style::T::outset => {
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self.draw_inset_outset_border_segment(Direction::Right,
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bounds,
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&border,
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radius,
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color,
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style);
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}
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}
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}
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fn draw_border_path(&self,
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bounds: &Rect<f32>,
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direction: Direction,
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border: &SideOffsets2D<f32>,
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radii: &BorderRadii<AzFloat>,
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color: Color) {
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let mut path_builder = self.draw_target.create_path_builder();
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self.create_border_path_segment(&mut path_builder, bounds, direction, border, radii);
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let draw_options = DrawOptions::new(1.0, 0);
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self.draw_target.fill(&path_builder.finish(), &ColorPattern::new(color), &draw_options);
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}
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fn push_rounded_rect_clip(&self, bounds: &Rect<f32>, radii: &BorderRadii<AzFloat>) {
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let mut path_builder = self.draw_target.create_path_builder();
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self.create_rounded_rect_path(&mut path_builder, bounds, radii);
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self.draw_target.push_clip(&path_builder.finish());
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}
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// The following comment is wonderful, and stolen from
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// gecko:gfx/thebes/gfxContext.cpp:RoundedRectangle for reference.
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//
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// It does not currently apply to the code, but will be extremely useful in
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// the future when the below TODO is addressed.
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//
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// TODO(cgaebel): Switch from arcs to beziers for drawing the corners.
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// Then, add http://www.subcide.com/experiments/fail-whale/
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// to the reftest suite.
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//
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// ---------------------------------------------------------------
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//
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// For CW drawing, this looks like:
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//
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// ...******0** 1 C
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// ****
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// *** 2
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// **
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// *
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// *
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// 3
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// *
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// *
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//
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// Where 0, 1, 2, 3 are the control points of the Bezier curve for
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// the corner, and C is the actual corner point.
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//
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// At the start of the loop, the current point is assumed to be
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// the point adjacent to the top left corner on the top
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// horizontal. Note that corner indices start at the top left and
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// continue clockwise, whereas in our loop i = 0 refers to the top
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// right corner.
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//
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// When going CCW, the control points are swapped, and the first
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// corner that's drawn is the top left (along with the top segment).
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//
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// There is considerable latitude in how one chooses the four
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// control points for a Bezier curve approximation to an ellipse.
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// For the overall path to be continuous and show no corner at the
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// endpoints of the arc, points 0 and 3 must be at the ends of the
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// straight segments of the rectangle; points 0, 1, and C must be
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// collinear; and points 3, 2, and C must also be collinear. This
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// leaves only two free parameters: the ratio of the line segments
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// 01 and 0C, and the ratio of the line segments 32 and 3C. See
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// the following papers for extensive discussion of how to choose
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// these ratios:
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//
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// Dokken, Tor, et al. "Good approximation of circles by
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// curvature-continuous Bezier curves." Computer-Aided
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// Geometric Design 7(1990) 33--41.
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// Goldapp, Michael. "Approximation of circular arcs by cubic
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// polynomials." Computer-Aided Geometric Design 8(1991) 227--238.
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// Maisonobe, Luc. "Drawing an elliptical arc using polylines,
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// quadratic, or cubic Bezier curves."
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// http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf
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//
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// We follow the approach in section 2 of Goldapp (least-error,
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// Hermite-type approximation) and make both ratios equal to
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//
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// 2 2 + n - sqrt(2n + 28)
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// alpha = - * ---------------------
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// 3 n - 4
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//
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// where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ).
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//
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// This is the result of Goldapp's equation (10b) when the angle
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// swept out by the arc is pi/2, and the parameter "a-bar" is the
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// expression given immediately below equation (21).
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//
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// Using this value, the maximum radial error for a circle, as a
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// fraction of the radius, is on the order of 0.2 x 10^-3.
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// Neither Dokken nor Goldapp discusses error for a general
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// ellipse; Maisonobe does, but his choice of control points
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// follows different constraints, and Goldapp's expression for
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// 'alpha' gives much smaller radial error, even for very flat
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// ellipses, than Maisonobe's equivalent.
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//
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// For the various corners and for each axis, the sign of this
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// constant changes, or it might be 0 -- it's multiplied by the
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// appropriate multiplier from the list before using.
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#[allow(non_snake_case)]
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fn create_border_path_segment(&self,
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path_builder: &mut PathBuilder,
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bounds: &Rect<f32>,
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direction: Direction,
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border: &SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>) {
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// T = top, B = bottom, L = left, R = right
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let box_TL = bounds.origin;
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let box_TR = box_TL + Point2D(bounds.size.width, 0.0);
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let box_BL = box_TL + Point2D(0.0, bounds.size.height);
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let box_BR = box_TL + Point2D(bounds.size.width, bounds.size.height);
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let rad_R: AzFloat = 0.;
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let rad_BR = rad_R + f32::consts::FRAC_PI_4;
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let rad_B = rad_BR + f32::consts::FRAC_PI_4;
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let rad_BL = rad_B + f32::consts::FRAC_PI_4;
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let rad_L = rad_BL + f32::consts::FRAC_PI_4;
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let rad_TL = rad_L + f32::consts::FRAC_PI_4;
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let rad_T = rad_TL + f32::consts::FRAC_PI_4;
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let rad_TR = rad_T + f32::consts::FRAC_PI_4;
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fn dx(x: AzFloat) -> Point2D<AzFloat> {
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Point2D(x, 0.)
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}
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fn dy(y: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., y)
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}
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fn dx_if(cond: bool, dx: AzFloat) -> Point2D<AzFloat> {
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Point2D(if cond { dx } else { 0. }, 0.)
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}
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fn dy_if(cond: bool, dy: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., if cond { dy } else { 0. })
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}
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match direction {
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Direction::Top => {
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let edge_TL = box_TL + dx(radius.top_left.max(border.left));
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let edge_TR = box_TR + dx(-radius.top_right.max(border.right));
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let edge_BR = edge_TR + dy(border.top);
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let edge_BL = edge_TL + dy(border.top);
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let corner_TL = edge_TL + dx_if(radius.top_left == 0., -border.left);
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let corner_TR = edge_TR + dx_if(radius.top_right == 0., border.right);
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path_builder.move_to(corner_TL);
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path_builder.line_to(corner_TR);
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if radius.top_right != 0. {
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// the origin is the center of the arcs we're about to draw.
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let origin = edge_TR + Point2D((border.right - radius.top_right).max(0.),
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radius.top_right);
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// the elbow is the inside of the border's curve.
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let distance_to_elbow = (radius.top_right - border.top).max(0.);
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path_builder.arc(origin, radius.top_right, rad_T, rad_TR, false);
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path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
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}
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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if radius.top_left != 0. {
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let origin = edge_TL + Point2D(-(border.left - radius.top_left).max(0.),
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radius.top_left);
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let distance_to_elbow = (radius.top_left - border.top).max(0.);
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|
||
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_azure_rect();
|
||
let draw_opts = DrawOptions::new(1 as AzFloat, 0 as uint16_t);
|
||
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_azure_rect();
|
||
self.draw_border_path(&rect, direction, border, radius, color);
|
||
}
|
||
|
||
fn get_scaled_bounds(&self,
|
||
bounds: &Rect<Au>,
|
||
border: &SideOffsets2D<f32>,
|
||
shrink_factor: f32) -> Rect<f32> {
|
||
let rect = bounds.to_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.get_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.get_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.get_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.get_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: Don’t set a transform matrix for upright text, and pass a start point to
|
||
// `draw_text_into_context`.
|
||
//
|
||
// For sideways text, it’s easier to do the rotation such that its center (the baseline’s
|
||
// 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_subpx() as AzFloat;
|
||
let y = text.baseline_origin.y.to_subpx() as AzFloat;
|
||
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_subpx() as AzFloat;
|
||
let y = text.baseline_origin.y.to_subpx() as AzFloat;
|
||
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_azure_point(),
|
||
&end_point.to_azure_point(),
|
||
stops,
|
||
&Matrix2D::identity());
|
||
self.draw_target.fill_rect(&bounds.to_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, 0);
|
||
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, 0));
|
||
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_subpx() 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_azure_rect(),
|
||
&complex_region.radii.to_radii_px())
|
||
}
|
||
self.transient_clip = Some(clip_region)
|
||
}
|
||
}
|
||
|
||
pub trait ToAzurePoint {
|
||
fn to_azure_point(&self) -> Point2D<AzFloat>;
|
||
fn to_subpx_azure_point(&self) -> Point2D<AzFloat>;
|
||
}
|
||
|
||
impl ToAzurePoint for Point2D<Au> {
|
||
fn to_azure_point(&self) -> Point2D<AzFloat> {
|
||
Point2D(self.x.to_nearest_px() as AzFloat, self.y.to_nearest_px() as AzFloat)
|
||
}
|
||
fn to_subpx_azure_point(&self) -> Point2D<AzFloat> {
|
||
Point2D(self.x.to_subpx() as AzFloat, self.y.to_subpx() as AzFloat)
|
||
}
|
||
}
|
||
|
||
pub trait ToAzureRect {
|
||
fn to_azure_rect(&self) -> Rect<AzFloat>;
|
||
fn to_subpx_azure_rect(&self) -> Rect<AzFloat>;
|
||
}
|
||
|
||
impl ToAzureRect for Rect<Au> {
|
||
fn to_azure_rect(&self) -> Rect<AzFloat> {
|
||
Rect(self.origin.to_azure_point(), Size2D(self.size.width.to_nearest_px() as AzFloat,
|
||
self.size.height.to_nearest_px() as AzFloat))
|
||
|
||
}
|
||
fn to_subpx_azure_rect(&self) -> Rect<AzFloat> {
|
||
Rect(self.origin.to_subpx_azure_point(), Size2D(self.size.width.to_subpx() as AzFloat,
|
||
self.size.height.to_subpx() as AzFloat))
|
||
}
|
||
}
|
||
|
||
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 fields = if antialias {
|
||
0x0200
|
||
} else {
|
||
0
|
||
};
|
||
|
||
let mut options = struct__AzDrawOptions {
|
||
mAlpha: 1f64 as AzFloat,
|
||
fields: fields,
|
||
};
|
||
|
||
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_subpx() as AzFloat,
|
||
y: (origin.y + glyph_offset.y).to_subpx() as AzFloat
|
||
}
|
||
};
|
||
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_azure_rect(), inner_rect.to_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_azure_point());
|
||
path_builder.line_to(Point2D(rect.max_x(), rect.origin.y).to_azure_point());
|
||
path_builder.line_to(Point2D(rect.max_x(), rect.max_y()).to_azure_point());
|
||
path_builder.line_to(Point2D(rect.origin.x, rect.max_y()).to_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_subpx_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, 0));
|
||
main_draw_target.set_transform(&main_draw_target_transform);
|
||
|
||
}
|
||
}
|
||
|