зеркало из https://github.com/mozilla/gecko-dev.git
396 строки
12 KiB
C++
396 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* 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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#include "PathD2D.h"
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#include "HelpersD2D.h"
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#include <math.h>
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#include "DrawTargetD2D1.h"
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#include "Logging.h"
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namespace mozilla {
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namespace gfx {
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// This class exists as a wrapper for ID2D1SimplifiedGeometry sink, it allows
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// a geometry to be duplicated into a geometry sink, while removing the final
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// figure end and thus allowing a figure that was implicitly closed to be
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// continued.
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class OpeningGeometrySink : public ID2D1SimplifiedGeometrySink {
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public:
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explicit OpeningGeometrySink(ID2D1SimplifiedGeometrySink* aSink)
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: mSink(aSink), mNeedsFigureEnded(false) {}
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HRESULT STDMETHODCALLTYPE QueryInterface(const IID& aIID, void** aPtr) {
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if (!aPtr) {
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return E_POINTER;
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}
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if (aIID == IID_IUnknown) {
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*aPtr = static_cast<IUnknown*>(this);
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return S_OK;
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} else if (aIID == IID_ID2D1SimplifiedGeometrySink) {
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*aPtr = static_cast<ID2D1SimplifiedGeometrySink*>(this);
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return S_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG STDMETHODCALLTYPE AddRef() { return 1; }
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ULONG STDMETHODCALLTYPE Release() { return 1; }
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// We ignore SetFillMode, the copier will decide.
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STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode) {
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EnsureFigureEnded();
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return;
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}
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STDMETHOD_(void, BeginFigure)
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(D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin) {
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EnsureFigureEnded();
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return mSink->BeginFigure(aPoint, aBegin);
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}
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STDMETHOD_(void, AddLines)(const D2D1_POINT_2F* aLines, UINT aCount) {
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EnsureFigureEnded();
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return mSink->AddLines(aLines, aCount);
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}
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STDMETHOD_(void, AddBeziers)
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(const D2D1_BEZIER_SEGMENT* aSegments, UINT aCount) {
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EnsureFigureEnded();
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return mSink->AddBeziers(aSegments, aCount);
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}
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STDMETHOD(Close)() { /* Should never be called! */
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return S_OK;
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}
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STDMETHOD_(void, SetSegmentFlags)(D2D1_PATH_SEGMENT aFlags) {
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return mSink->SetSegmentFlags(aFlags);
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}
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// This function is special - it's the reason this class exists.
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// It needs to intercept the very last endfigure. So that a user can
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// continue writing to this sink as if they never stopped.
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STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd) {
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if (aEnd == D2D1_FIGURE_END_CLOSED) {
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return mSink->EndFigure(aEnd);
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} else {
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mNeedsFigureEnded = true;
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}
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}
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private:
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void EnsureFigureEnded() {
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if (mNeedsFigureEnded) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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mNeedsFigureEnded = false;
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}
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}
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ID2D1SimplifiedGeometrySink* mSink;
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bool mNeedsFigureEnded;
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};
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PathBuilderD2D::~PathBuilderD2D() {}
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void PathBuilderD2D::MoveTo(const Point& aPoint) {
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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mFigureActive = false;
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}
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EnsureActive(aPoint);
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mCurrentPoint = aPoint;
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}
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void PathBuilderD2D::LineTo(const Point& aPoint) {
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EnsureActive(aPoint);
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mSink->AddLine(D2DPoint(aPoint));
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mCurrentPoint = aPoint;
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}
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void PathBuilderD2D::BezierTo(const Point& aCP1, const Point& aCP2,
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const Point& aCP3) {
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EnsureActive(aCP1);
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mSink->AddBezier(
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D2D1::BezierSegment(D2DPoint(aCP1), D2DPoint(aCP2), D2DPoint(aCP3)));
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mCurrentPoint = aCP3;
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}
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void PathBuilderD2D::QuadraticBezierTo(const Point& aCP1, const Point& aCP2) {
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EnsureActive(aCP1);
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mSink->AddQuadraticBezier(
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D2D1::QuadraticBezierSegment(D2DPoint(aCP1), D2DPoint(aCP2)));
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mCurrentPoint = aCP2;
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}
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void PathBuilderD2D::Close() {
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_CLOSED);
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mFigureActive = false;
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EnsureActive(mBeginPoint);
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}
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}
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void PathBuilderD2D::Arc(const Point& aOrigin, Float aRadius, Float aStartAngle,
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Float aEndAngle, bool aAntiClockwise) {
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MOZ_ASSERT(aRadius >= 0);
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if (aAntiClockwise && aStartAngle < aEndAngle) {
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// D2D does things a little differently, and draws the arc by specifying an
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// beginning and an end point. This means the circle will be the wrong way
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// around if the start angle is smaller than the end angle. It might seem
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// tempting to invert aAntiClockwise but that would change the sweeping
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// direction of the arc so instead we exchange start/begin.
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Float oldStart = aStartAngle;
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aStartAngle = aEndAngle;
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aEndAngle = oldStart;
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}
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// XXX - Workaround for now, D2D does not appear to do the desired thing when
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// the angle sweeps a complete circle.
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bool fullCircle = false;
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if (aEndAngle - aStartAngle >= 2 * M_PI) {
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fullCircle = true;
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aEndAngle = Float(aStartAngle + M_PI * 1.9999);
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} else if (aStartAngle - aEndAngle >= 2 * M_PI) {
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fullCircle = true;
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aStartAngle = Float(aEndAngle + M_PI * 1.9999);
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}
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Point startPoint;
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startPoint.x = aOrigin.x + aRadius * cos(aStartAngle);
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startPoint.y = aOrigin.y + aRadius * sin(aStartAngle);
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if (!mFigureActive) {
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EnsureActive(startPoint);
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} else {
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mSink->AddLine(D2DPoint(startPoint));
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}
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Point endPoint;
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endPoint.x = aOrigin.x + aRadius * cosf(aEndAngle);
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endPoint.y = aOrigin.y + aRadius * sinf(aEndAngle);
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D2D1_ARC_SIZE arcSize = D2D1_ARC_SIZE_SMALL;
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D2D1_SWEEP_DIRECTION direction = aAntiClockwise
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? D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE
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: D2D1_SWEEP_DIRECTION_CLOCKWISE;
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// if startPoint and endPoint of our circle are too close there are D2D issues
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// with drawing the circle as a single arc
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const Float kEpsilon = 1e-5f;
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if (!fullCircle || (std::abs(startPoint.x - endPoint.x) +
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std::abs(startPoint.y - endPoint.y) >
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kEpsilon)) {
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if (aAntiClockwise) {
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if (aStartAngle - aEndAngle > M_PI) {
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arcSize = D2D1_ARC_SIZE_LARGE;
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}
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} else {
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if (aEndAngle - aStartAngle > M_PI) {
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arcSize = D2D1_ARC_SIZE_LARGE;
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}
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}
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(endPoint),
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D2D1::SizeF(aRadius, aRadius), 0.0f,
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direction, arcSize));
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} else {
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// our first workaround attempt didn't work, so instead draw the circle as
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// two half-circles
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Float midAngle = aEndAngle > aStartAngle ? Float(aStartAngle + M_PI)
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: Float(aEndAngle + M_PI);
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Point midPoint;
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midPoint.x = aOrigin.x + aRadius * cosf(midAngle);
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midPoint.y = aOrigin.y + aRadius * sinf(midAngle);
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(midPoint),
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D2D1::SizeF(aRadius, aRadius), 0.0f,
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direction, arcSize));
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// if the adjusted endPoint computed above is used here and endPoint !=
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// startPoint then this half of the circle won't render...
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(startPoint),
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D2D1::SizeF(aRadius, aRadius), 0.0f,
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direction, arcSize));
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}
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mCurrentPoint = endPoint;
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}
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void PathBuilderD2D::EnsureActive(const Point& aPoint) {
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if (!mFigureActive) {
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mSink->BeginFigure(D2DPoint(aPoint), D2D1_FIGURE_BEGIN_FILLED);
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mBeginPoint = aPoint;
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mFigureActive = true;
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}
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}
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already_AddRefed<Path> PathBuilderD2D::Finish() {
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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}
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HRESULT hr = mSink->Close();
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if (FAILED(hr)) {
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gfxCriticalNote << "Failed to close PathSink. Code: " << hexa(hr);
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return nullptr;
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}
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return MakeAndAddRef<PathD2D>(mGeometry, mFigureActive, mCurrentPoint,
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mFillRule, mBackendType);
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}
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already_AddRefed<PathBuilder> PathD2D::CopyToBuilder(FillRule aFillRule) const {
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return TransformedCopyToBuilder(Matrix(), aFillRule);
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}
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already_AddRefed<PathBuilder> PathD2D::TransformedCopyToBuilder(
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const Matrix& aTransform, FillRule aFillRule) const {
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RefPtr<ID2D1PathGeometry> path;
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HRESULT hr =
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DrawTargetD2D1::factory()->CreatePathGeometry(getter_AddRefs(path));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create PathGeometry. Code: " << hexa(hr);
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return nullptr;
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}
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RefPtr<ID2D1GeometrySink> sink;
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hr = path->Open(getter_AddRefs(sink));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to open Geometry for writing. Code: " << hexa(hr);
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return nullptr;
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}
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if (aFillRule == FillRule::FILL_WINDING) {
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sink->SetFillMode(D2D1_FILL_MODE_WINDING);
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}
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if (mEndedActive) {
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OpeningGeometrySink wrapSink(sink);
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hr = mGeometry->Simplify(
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D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2DMatrix(aTransform), &wrapSink);
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} else {
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hr = mGeometry->Simplify(
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D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2DMatrix(aTransform), sink);
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}
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if (FAILED(hr)) {
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gfxWarning() << "Failed to simplify PathGeometry to tranformed copy. Code: "
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<< hexa(hr) << " Active: " << mEndedActive;
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return nullptr;
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}
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RefPtr<PathBuilderD2D> pathBuilder =
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new PathBuilderD2D(sink, path, aFillRule, mBackendType);
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pathBuilder->mCurrentPoint = aTransform.TransformPoint(mEndPoint);
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if (mEndedActive) {
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pathBuilder->mFigureActive = true;
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}
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return pathBuilder.forget();
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}
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void PathD2D::StreamToSink(PathSink* aSink) const {
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HRESULT hr;
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StreamingGeometrySink sink(aSink);
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hr = mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2D1::IdentityMatrix(), &sink);
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if (FAILED(hr)) {
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gfxWarning() << "Failed to stream D2D path to sink. Code: " << hexa(hr);
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return;
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}
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}
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bool PathD2D::ContainsPoint(const Point& aPoint,
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const Matrix& aTransform) const {
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if (!aTransform.Determinant()) {
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// If the transform is not invertible, then don't consider point inside.
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return false;
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}
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BOOL result;
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HRESULT hr = mGeometry->FillContainsPoint(
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D2DPoint(aPoint), D2DMatrix(aTransform), 0.001f, &result);
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if (FAILED(hr)) {
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// Log
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return false;
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}
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return !!result;
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}
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bool PathD2D::StrokeContainsPoint(const StrokeOptions& aStrokeOptions,
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const Point& aPoint,
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const Matrix& aTransform) const {
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if (!aTransform.Determinant()) {
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// If the transform is not invertible, then don't consider point inside.
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return false;
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}
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BOOL result;
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RefPtr<ID2D1StrokeStyle> strokeStyle =
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CreateStrokeStyleForOptions(aStrokeOptions);
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HRESULT hr = mGeometry->StrokeContainsPoint(
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D2DPoint(aPoint), aStrokeOptions.mLineWidth, strokeStyle,
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D2DMatrix(aTransform), &result);
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if (FAILED(hr)) {
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// Log
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return false;
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}
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return !!result;
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}
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Rect PathD2D::GetBounds(const Matrix& aTransform) const {
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D2D1_RECT_F d2dBounds;
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HRESULT hr = mGeometry->GetBounds(D2DMatrix(aTransform), &d2dBounds);
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Rect bounds = ToRect(d2dBounds);
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if (FAILED(hr) || !bounds.IsFinite()) {
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gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
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return Rect();
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}
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return bounds;
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}
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Rect PathD2D::GetStrokedBounds(const StrokeOptions& aStrokeOptions,
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const Matrix& aTransform) const {
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D2D1_RECT_F d2dBounds;
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RefPtr<ID2D1StrokeStyle> strokeStyle =
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CreateStrokeStyleForOptions(aStrokeOptions);
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HRESULT hr =
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mGeometry->GetWidenedBounds(aStrokeOptions.mLineWidth, strokeStyle,
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D2DMatrix(aTransform), &d2dBounds);
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Rect bounds = ToRect(d2dBounds);
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if (FAILED(hr) || !bounds.IsFinite()) {
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gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
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return Rect();
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}
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return bounds;
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}
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} // namespace gfx
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} // namespace mozilla
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