gecko-dev/gfx/2d/DrawTargetCG.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Jeff Muizelaar <jmuizelaar@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "DrawTargetCG.h"
#include "SourceSurfaceCG.h"
#include "Rect.h"
#include "ScaledFontMac.h"
#include "Tools.h"
#include <vector>
//CG_EXTERN void CGContextSetCompositeOperation (CGContextRef, PrivateCGCompositeMode);
// A private API that Cairo has been using for a long time
CG_EXTERN void CGContextSetCTM(CGContextRef, CGAffineTransform);
namespace mozilla {
namespace gfx {
static CGRect RectToCGRect(Rect r)
{
return CGRectMake(r.x, r.y, r.width, r.height);
}
static CGRect IntRectToCGRect(IntRect r)
{
return CGRectMake(r.x, r.y, r.width, r.height);
}
CGBlendMode ToBlendMode(CompositionOp op)
{
CGBlendMode mode;
switch (op) {
case OP_OVER:
mode = kCGBlendModeNormal;
break;
case OP_ADD:
mode = kCGBlendModePlusLighter;
break;
case OP_ATOP:
mode = kCGBlendModeSourceAtop;
break;
case OP_OUT:
mode = kCGBlendModeSourceOut;
break;
case OP_IN:
mode = kCGBlendModeSourceIn;
break;
case OP_SOURCE:
mode = kCGBlendModeCopy;
break;
case OP_DEST_IN:
mode = kCGBlendModeDestinationIn;
break;
case OP_DEST_OUT:
mode = kCGBlendModeDestinationOut;
break;
case OP_DEST_OVER:
mode = kCGBlendModeDestinationOver;
break;
case OP_DEST_ATOP:
mode = kCGBlendModeDestinationAtop;
break;
case OP_XOR:
mode = kCGBlendModeXOR;
break;
/*
case OP_CLEAR:
mode = kCGBlendModeClear;
break;*/
default:
mode = kCGBlendModeNormal;
}
return mode;
}
DrawTargetCG::DrawTargetCG() : mSnapshot(NULL)
{
}
DrawTargetCG::~DrawTargetCG()
{
MarkChanged();
// We need to conditionally release these because Init can fail without initializing these.
if (mColorSpace)
CGColorSpaceRelease(mColorSpace);
if (mCg)
CGContextRelease(mCg);
free(mData);
}
TemporaryRef<SourceSurface>
DrawTargetCG::Snapshot()
{
if (!mSnapshot) {
mSnapshot = new SourceSurfaceCGBitmapContext(this);
}
return mSnapshot;
}
TemporaryRef<DrawTarget>
DrawTargetCG::CreateSimilarDrawTarget(const IntSize &aSize, SurfaceFormat aFormat) const
{
// XXX: in thebes we use CGLayers to do this kind of thing. It probably makes sense
// to add that in somehow, but at a higher level
RefPtr<DrawTargetCG> newTarget = new DrawTargetCG();
if (newTarget->Init(aSize, aFormat)) {
return newTarget;
} else {
return NULL;
}
}
TemporaryRef<SourceSurface>
DrawTargetCG::CreateSourceSurfaceFromData(unsigned char *aData,
const IntSize &aSize,
int32_t aStride,
SurfaceFormat aFormat) const
{
RefPtr<SourceSurfaceCG> newSurf = new SourceSurfaceCG();
if (!newSurf->InitFromData(aData, aSize, aStride, aFormat)) {
return NULL;
}
return newSurf;
}
static CGImageRef
GetImageFromSourceSurface(SourceSurface *aSurface)
{
if (aSurface->GetType() == SURFACE_COREGRAPHICS_IMAGE)
return static_cast<SourceSurfaceCG*>(aSurface)->GetImage();
else if (aSurface->GetType() == SURFACE_COREGRAPHICS_CGCONTEXT)
return static_cast<SourceSurfaceCGBitmapContext*>(aSurface)->GetImage();
else if (aSurface->GetType() == SURFACE_DATA)
return static_cast<DataSourceSurfaceCG*>(aSurface)->GetImage();
abort();
}
TemporaryRef<SourceSurface>
DrawTargetCG::OptimizeSourceSurface(SourceSurface *aSurface) const
{
return NULL;
}
class UnboundnessFixer
{
CGRect mClipBounds;
CGLayerRef mLayer;
CGContextRef mCg;
public:
UnboundnessFixer() : mCg(NULL) {}
CGContextRef Check(CGContextRef baseCg, CompositionOp blend)
{
if (!IsOperatorBoundByMask(blend)) {
mClipBounds = CGContextGetClipBoundingBox(baseCg);
// TransparencyLayers aren't blended using the blend mode so
// we are forced to use CGLayers
//XXX: The size here is in default user space units, of the layer relative to the graphics context.
// is the clip bounds still correct if, for example, we have a scale applied to the context?
mLayer = CGLayerCreateWithContext(baseCg, mClipBounds.size, NULL);
//XXX: if the size is 0x0 we get a NULL CGContext back from GetContext
mCg = CGLayerGetContext(mLayer);
// CGContext's default to have the origin at the bottom left
// so flip it to the top left and adjust for the origin
// of the layer
CGContextTranslateCTM(mCg, -mClipBounds.origin.x, mClipBounds.origin.y + mClipBounds.size.height);
CGContextScaleCTM(mCg, 1, -1);
return mCg;
} else {
return baseCg;
}
}
void Fix(CGContextRef baseCg)
{
if (mCg) {
CGContextTranslateCTM(baseCg, 0, mClipBounds.size.height);
CGContextScaleCTM(baseCg, 1, -1);
mClipBounds.origin.y *= -1;
CGContextDrawLayerAtPoint(baseCg, mClipBounds.origin, mLayer);
CGContextRelease(mCg);
}
}
};
void
DrawTargetCG::DrawSurface(SourceSurface *aSurface,
const Rect &aDest,
const Rect &aSource,
const DrawSurfaceOptions &aSurfOptions,
const DrawOptions &aDrawOptions)
{
MarkChanged();
CGImageRef image;
CGImageRef subimage = NULL;
CGContextSaveGState(mCg);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(cg, aDrawOptions.mAlpha);
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
image = GetImageFromSourceSurface(aSurface);
/* we have two options here:
* - create a subimage -- this is slower
* - fancy things with clip and different dest rects */
{
subimage = CGImageCreateWithImageInRect(image, RectToCGRect(aSource));
image = subimage;
}
CGContextScaleCTM(cg, 1, -1);
CGRect flippedRect = CGRectMake(aDest.x, -(aDest.y + aDest.height),
aDest.width, aDest.height);
//XXX: we should implement this for patterns too
if (aSurfOptions.mFilter == FILTER_POINT)
CGContextSetInterpolationQuality(cg, kCGInterpolationNone);
CGContextDrawImage(cg, flippedRect, image);
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
CGImageRelease(subimage);
}
static CGColorRef ColorToCGColor(CGColorSpaceRef aColorSpace, const Color& aColor)
{
CGFloat components[4] = {aColor.r, aColor.g, aColor.b, aColor.a};
return CGColorCreate(aColorSpace, components);
}
class GradientStopsCG : public GradientStops
{
public:
//XXX: The skia backend uses a vector and passes in aNumStops. It should do better
GradientStopsCG(GradientStop* aStops, uint32_t aNumStops, ExtendMode aExtendMode)
{
//XXX: do the stops need to be in any particular order?
// what should we do about the color space here? we certainly shouldn't be
// recreating it all the time
std::vector<CGFloat> colors;
std::vector<CGFloat> offsets;
colors.reserve(aNumStops*4);
offsets.reserve(aNumStops);
for (uint32_t i = 0; i < aNumStops; i++) {
colors.push_back(aStops[i].color.r);
colors.push_back(aStops[i].color.g);
colors.push_back(aStops[i].color.b);
colors.push_back(aStops[i].color.a);
offsets.push_back(aStops[i].offset);
}
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
mGradient = CGGradientCreateWithColorComponents(colorSpace,
&colors.front(),
&offsets.front(),
aNumStops);
CGColorSpaceRelease(colorSpace);
}
virtual ~GradientStopsCG() {
CGGradientRelease(mGradient);
}
BackendType GetBackendType() const { return BACKEND_COREGRAPHICS; }
CGGradientRef mGradient;
};
TemporaryRef<GradientStops>
DrawTargetCG::CreateGradientStops(GradientStop *aStops, uint32_t aNumStops,
ExtendMode aExtendMode) const
{
return new GradientStopsCG(aStops, aNumStops, aExtendMode);
}
static void
DrawGradient(CGContextRef cg, const Pattern &aPattern)
{
if (aPattern.GetType() == PATTERN_LINEAR_GRADIENT) {
const LinearGradientPattern& pat = static_cast<const LinearGradientPattern&>(aPattern);
GradientStopsCG *stops = static_cast<GradientStopsCG*>(pat.mStops.get());
// XXX: we should take the m out of the properties of LinearGradientPatterns
CGPoint startPoint = { pat.mBegin.x, pat.mBegin.y };
CGPoint endPoint = { pat.mEnd.x, pat.mEnd.y };
// Canvas spec states that we should avoid drawing degenerate gradients (XXX: should this be in common code?)
//if (startPoint.x == endPoint.x && startPoint.y == endPoint.y)
// return;
CGContextDrawLinearGradient(cg, stops->mGradient, startPoint, endPoint,
kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation);
} else if (aPattern.GetType() == PATTERN_RADIAL_GRADIENT) {
const RadialGradientPattern& pat = static_cast<const RadialGradientPattern&>(aPattern);
GradientStopsCG *stops = static_cast<GradientStopsCG*>(pat.mStops.get());
// XXX: we should take the m out of the properties of RadialGradientPatterns
CGPoint startCenter = { pat.mCenter1.x, pat.mCenter1.y };
CGFloat startRadius = pat.mRadius1;
CGPoint endCenter = { pat.mCenter2.x, pat.mCenter2.y };
CGFloat endRadius = pat.mRadius2;
//XXX: are there degenerate radial gradients that we should avoid drawing?
CGContextDrawRadialGradient(cg, stops->mGradient, startCenter, startRadius, endCenter, endRadius,
kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation);
} else {
assert(0);
}
}
static void
drawPattern(void *info, CGContextRef context)
{
CGImageRef image = static_cast<CGImageRef>(info);
CGRect rect = {{0, 0},
{static_cast<CGFloat>(CGImageGetWidth(image)),
static_cast<CGFloat>(CGImageGetHeight(image))}};
CGContextDrawImage(context, rect, image);
}
static void
releaseInfo(void *info)
{
CGImageRef image = static_cast<CGImageRef>(info);
CGImageRelease(image);
}
CGPatternCallbacks patternCallbacks = {
0,
drawPattern,
releaseInfo
};
static bool
isGradient(const Pattern &aPattern)
{
return aPattern.GetType() == PATTERN_LINEAR_GRADIENT || aPattern.GetType() == PATTERN_RADIAL_GRADIENT;
}
/* CoreGraphics patterns ignore the userspace transform so
* we need to multiply it in */
static CGPatternRef
CreateCGPattern(const Pattern &aPattern, CGAffineTransform aUserSpace)
{
const SurfacePattern& pat = static_cast<const SurfacePattern&>(aPattern);
// XXX: is .get correct here?
CGImageRef image = GetImageFromSourceSurface(pat.mSurface.get());
CGFloat xStep, yStep;
switch (pat.mExtendMode) {
case EXTEND_CLAMP:
// The 1 << 22 comes from Webkit see Pattern::createPlatformPattern() in PatternCG.cpp for more info
xStep = static_cast<CGFloat>(1 << 22);
yStep = static_cast<CGFloat>(1 << 22);
break;
case EXTEND_REFLECT:
assert(0);
case EXTEND_REPEAT:
xStep = static_cast<CGFloat>(CGImageGetWidth(image));
yStep = static_cast<CGFloat>(CGImageGetHeight(image));
// webkit uses wkCGPatternCreateWithImageAndTransform a wrapper around CGPatternCreateWithImage2
// this is done to avoid pixel-cracking along pattern boundaries
// (see https://bugs.webkit.org/show_bug.cgi?id=53055)
// typedef enum {
// wkPatternTilingNoDistortion,
// wkPatternTilingConstantSpacingMinimalDistortion,
// wkPatternTilingConstantSpacing
// } wkPatternTiling;
// extern CGPatternRef (*wkCGPatternCreateWithImageAndTransform)(CGImageRef, CGAffineTransform, int);
}
//XXX: We should be using CGContextDrawTiledImage when we can. Even though it
// creates a pattern, it seems to go down a faster path than using a delegate
// like we do below
CGRect bounds = {
{0, 0,},
{static_cast<CGFloat>(CGImageGetWidth(image)), static_cast<CGFloat>(CGImageGetHeight(image))}
};
CGAffineTransform transform = CGAffineTransformConcat(CGAffineTransformMakeScale(1, -1), aUserSpace);
transform = CGAffineTransformTranslate(transform, 0, -static_cast<float>(CGImageGetHeight(image)));
return CGPatternCreate(CGImageRetain(image), bounds, transform, xStep, yStep, kCGPatternTilingConstantSpacing,
true, &patternCallbacks);
}
static void
SetFillFromPattern(CGContextRef cg, CGColorSpaceRef aColorSpace, const Pattern &aPattern)
{
assert(!isGradient(aPattern));
if (aPattern.GetType() == PATTERN_COLOR) {
const Color& color = static_cast<const ColorPattern&>(aPattern).mColor;
//XXX: we should cache colors
CGColorRef cgcolor = ColorToCGColor(aColorSpace, color);
CGContextSetFillColorWithColor(cg, cgcolor);
CGColorRelease(cgcolor);
} else if (aPattern.GetType() == PATTERN_SURFACE) {
CGColorSpaceRef patternSpace;
patternSpace = CGColorSpaceCreatePattern (NULL);
CGContextSetFillColorSpace(cg, patternSpace);
CGColorSpaceRelease(patternSpace);
CGPatternRef pattern = CreateCGPattern(aPattern, CGContextGetCTM(cg));
CGFloat alpha = 1.;
CGContextSetFillPattern(cg, pattern, &alpha);
CGPatternRelease(pattern);
}
}
static void
SetStrokeFromPattern(CGContextRef cg, CGColorSpaceRef aColorSpace, const Pattern &aPattern)
{
assert(!isGradient(aPattern));
if (aPattern.GetType() == PATTERN_COLOR) {
const Color& color = static_cast<const ColorPattern&>(aPattern).mColor;
//XXX: we should cache colors
CGColorRef cgcolor = ColorToCGColor(aColorSpace, color);
CGContextSetStrokeColorWithColor(cg, cgcolor);
CGColorRelease(cgcolor);
} else if (aPattern.GetType() == PATTERN_SURFACE) {
CGColorSpaceRef patternSpace;
patternSpace = CGColorSpaceCreatePattern (NULL);
CGContextSetStrokeColorSpace(cg, patternSpace);
CGColorSpaceRelease(patternSpace);
CGPatternRef pattern = CreateCGPattern(aPattern, CGContextGetCTM(cg));
CGFloat alpha = 1.;
CGContextSetStrokePattern(cg, pattern, &alpha);
CGPatternRelease(pattern);
}
}
void
DrawTargetCG::FillRect(const Rect &aRect,
const Pattern &aPattern,
const DrawOptions &aDrawOptions)
{
MarkChanged();
CGContextSaveGState(mCg);
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(mCg, aDrawOptions.mAlpha);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
if (isGradient(aPattern)) {
CGContextClipToRect(cg, RectToCGRect(aRect));
DrawGradient(cg, aPattern);
} else {
SetFillFromPattern(cg, mColorSpace, aPattern);
CGContextFillRect(cg, RectToCGRect(aRect));
}
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::StrokeLine(const Point &p1, const Point &p2, const Pattern &aPattern, const StrokeOptions &aStrokeOptions, const DrawOptions &aDrawOptions)
{
MarkChanged();
CGContextSaveGState(mCg);
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(mCg, aDrawOptions.mAlpha);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
CGContextBeginPath(cg);
CGContextMoveToPoint(cg, p1.x, p1.y);
CGContextAddLineToPoint(cg, p2.x, p2.y);
SetStrokeOptions(cg, aStrokeOptions);
if (isGradient(aPattern)) {
CGContextReplacePathWithStrokedPath(cg);
//XXX: should we use EO clip here?
CGContextClip(cg);
DrawGradient(cg, aPattern);
} else {
SetStrokeFromPattern(cg, mColorSpace, aPattern);
CGContextStrokePath(cg);
}
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::StrokeRect(const Rect &aRect,
const Pattern &aPattern,
const StrokeOptions &aStrokeOptions,
const DrawOptions &aDrawOptions)
{
MarkChanged();
CGContextSaveGState(mCg);
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(mCg, aDrawOptions.mAlpha);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
// we don't need to set all of the stroke state because
// it doesn't apply when stroking rects
switch (aStrokeOptions.mLineJoin)
{
case JOIN_BEVEL:
CGContextSetLineJoin(cg, kCGLineJoinBevel);
break;
case JOIN_ROUND:
CGContextSetLineJoin(cg, kCGLineJoinRound);
break;
case JOIN_MITER:
case JOIN_MITER_OR_BEVEL:
CGContextSetLineJoin(cg, kCGLineJoinMiter);
break;
}
CGContextSetLineWidth(cg, aStrokeOptions.mLineWidth);
if (isGradient(aPattern)) {
// There's no CGContextClipStrokeRect so we do it by hand
CGContextBeginPath(cg);
CGContextAddRect(cg, RectToCGRect(aRect));
CGContextReplacePathWithStrokedPath(cg);
//XXX: should we use EO clip here?
CGContextClip(cg);
DrawGradient(cg, aPattern);
} else {
SetStrokeFromPattern(cg, mColorSpace, aPattern);
CGContextStrokeRect(cg, RectToCGRect(aRect));
}
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::ClearRect(const Rect &aRect)
{
MarkChanged();
CGContextSaveGState(mCg);
CGContextConcatCTM(mCg, GfxMatrixToCGAffineTransform(mTransform));
CGContextClearRect(mCg, RectToCGRect(aRect));
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::Stroke(const Path *aPath, const Pattern &aPattern, const StrokeOptions &aStrokeOptions, const DrawOptions &aDrawOptions)
{
MarkChanged();
CGContextSaveGState(mCg);
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(mCg, aDrawOptions.mAlpha);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
CGContextBeginPath(cg);
assert(aPath->GetBackendType() == BACKEND_COREGRAPHICS);
const PathCG *cgPath = static_cast<const PathCG*>(aPath);
CGContextAddPath(cg, cgPath->GetPath());
SetStrokeOptions(cg, aStrokeOptions);
if (isGradient(aPattern)) {
CGContextReplacePathWithStrokedPath(cg);
//XXX: should we use EO clip here?
CGContextClip(cg);
DrawGradient(cg, aPattern);
} else {
CGContextBeginPath(cg);
// XXX: we could put fill mode into the path fill rule if we wanted
const PathCG *cgPath = static_cast<const PathCG*>(aPath);
CGContextAddPath(cg, cgPath->GetPath());
SetStrokeFromPattern(cg, mColorSpace, aPattern);
CGContextStrokePath(cg);
}
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::Fill(const Path *aPath, const Pattern &aPattern, const DrawOptions &aDrawOptions)
{
MarkChanged();
assert(aPath->GetBackendType() == BACKEND_COREGRAPHICS);
CGContextSaveGState(mCg);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(cg, aDrawOptions.mAlpha);
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
CGContextBeginPath(cg);
// XXX: we could put fill mode into the path fill rule if we wanted
const PathCG *cgPath = static_cast<const PathCG*>(aPath);
if (isGradient(aPattern)) {
// setup a clip to draw the gradient through
if (CGPathIsEmpty(cgPath->GetPath())) {
// Adding an empty path will cause us not to clip
// so clip everything explicitly
CGContextClipToRect(mCg, CGRectZero);
} else {
CGContextAddPath(cg, cgPath->GetPath());
if (cgPath->GetFillRule() == FILL_EVEN_ODD)
CGContextEOClip(mCg);
else
CGContextClip(mCg);
}
DrawGradient(cg, aPattern);
} else {
CGContextAddPath(cg, cgPath->GetPath());
SetFillFromPattern(cg, mColorSpace, aPattern);
if (cgPath->GetFillRule() == FILL_EVEN_ODD)
CGContextEOFillPath(cg);
else
CGContextFillPath(cg);
}
fixer.Fix(mCg);
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::FillGlyphs(ScaledFont *aFont, const GlyphBuffer &aBuffer, const Pattern &aPattern, const DrawOptions &aDrawOptions)
{
MarkChanged();
assert(aBuffer.mNumGlyphs);
CGContextSaveGState(mCg);
CGContextSetBlendMode(mCg, ToBlendMode(aDrawOptions.mCompositionOp));
UnboundnessFixer fixer;
CGContextRef cg = fixer.Check(mCg, aDrawOptions.mCompositionOp);
CGContextSetAlpha(cg, aDrawOptions.mAlpha);
CGContextConcatCTM(cg, GfxMatrixToCGAffineTransform(mTransform));
ScaledFontMac* cgFont = static_cast<ScaledFontMac*>(aFont);
CGContextSetFont(cg, cgFont->mFont);
CGContextSetFontSize(cg, cgFont->mSize);
//XXX: we should use a stack vector here when we have a class like that
std::vector<CGGlyph> glyphs;
std::vector<CGPoint> positions;
glyphs.resize(aBuffer.mNumGlyphs);
positions.resize(aBuffer.mNumGlyphs);
CGFloat xprev = aBuffer.mGlyphs[0].mPosition.x;
CGFloat yprev = aBuffer.mGlyphs[0].mPosition.y;
CGContextSetTextPosition(cg, xprev, yprev);
// Handle the flip
CGAffineTransform matrix = CGAffineTransformMakeScale(1, -1);//CGAffineTransformMake(1, 0, 0, -1, 0, -mSize.height);
// "Note that the text matrix is not a part of the graphics state"
CGContextSetTextMatrix(cg, matrix);
for (unsigned int i = 0; i < aBuffer.mNumGlyphs; i++) {
glyphs[i] = aBuffer.mGlyphs[i].mIndex;
// XXX: CGPointMake might not be inlined
positions[i] = CGPointMake(aBuffer.mGlyphs[i].mPosition.x,
-aBuffer.mGlyphs[i].mPosition.y);
}
//XXX: CGContextShowGlyphsAtPositions is 10.5+ for older versions use CGContextShowGlyphsWithAdvances
if (isGradient(aPattern)) {
CGContextSetTextDrawingMode(cg, kCGTextClip);
CGContextShowGlyphsAtPositions(cg, &glyphs.front(), &positions.front(), aBuffer.mNumGlyphs);
DrawGradient(cg, aPattern);
} else {
//XXX: with CoreGraphics we can stroke text directly instead of going
// through GetPath. It would be nice to add support for using that
CGContextSetTextDrawingMode(cg, kCGTextFill);
SetFillFromPattern(cg, mColorSpace, aPattern);
CGContextShowGlyphsAtPositions(cg, &glyphs.front(), &positions.front(), aBuffer.mNumGlyphs);
}
fixer.Fix(mCg);
CGContextRestoreGState(cg);
}
extern "C" {
void
CGContextResetClip(CGContextRef);
};
void
DrawTargetCG::CopySurface(SourceSurface *aSurface,
const IntRect& aSourceRect,
const IntPoint &aDestination)
{
MarkChanged();
CGImageRef image;
CGImageRef subimage = NULL;
if (aSurface->GetType() == SURFACE_COREGRAPHICS_IMAGE) {
image = GetImageFromSourceSurface(aSurface);
/* we have two options here:
* - create a subimage -- this is slower
* - fancy things with clip and different dest rects */
{
subimage = CGImageCreateWithImageInRect(image, IntRectToCGRect(aSourceRect));
image = subimage;
}
// XXX: it might be more efficient for us to do the copy directly if we have access to the bits
CGContextSaveGState(mCg);
// CopySurface ignores the clip, so we need to use private API to temporarily reset it
CGContextResetClip(mCg);
CGContextSetBlendMode(mCg, kCGBlendModeCopy);
CGContextScaleCTM(mCg, 1, -1);
CGRect flippedRect = CGRectMake(aDestination.x, -(aDestination.y + aSourceRect.height),
aSourceRect.width, aSourceRect.height);
CGContextDrawImage(mCg, flippedRect, image);
CGContextRestoreGState(mCg);
CGImageRelease(subimage);
}
}
void
DrawTargetCG::DrawSurfaceWithShadow(SourceSurface *aSurface, const Point &aDest, const Color &aColor, const Point &aOffset, Float aSigma, CompositionOp aOperator)
{
MarkChanged();
CGImageRef image;
CGImageRef subimage = NULL;
image = GetImageFromSourceSurface(aSurface);
IntSize size = aSurface->GetSize();
CGContextSaveGState(mCg);
//XXX do we need to do the fixup here?
CGContextSetBlendMode(mCg, ToBlendMode(aOperator));
CGContextScaleCTM(mCg, 1, -1);
CGRect flippedRect = CGRectMake(aDest.x, -(aDest.y + size.height),
size.width, size.height);
CGColorRef color = ColorToCGColor(mColorSpace, aColor);
CGSize offset = {aOffset.x, -aOffset.y};
// CoreGraphics needs twice sigma as it's amount of blur
CGContextSetShadowWithColor(mCg, offset, 2*aSigma, color);
CGColorRelease(color);
CGContextDrawImage(mCg, flippedRect, image);
CGContextRestoreGState(mCg);
CGImageRelease(subimage);
}
bool
DrawTargetCG::Init(CGContextRef cgContext, const IntSize &aSize)
{
// XXX: we should come up with some consistent semantics for dealing
// with zero area drawtargets
if (aSize.width == 0 || aSize.height == 0) {
mColorSpace = NULL;
mCg = NULL;
mData = NULL;
return false;
}
//XXX: handle SurfaceFormat
//XXX: we'd be better off reusing the Colorspace across draw targets
mColorSpace = CGColorSpaceCreateDeviceRGB();
mSize = aSize;
mCg = cgContext;
mData = NULL;
assert(mCg);
// CGContext's default to have the origin at the bottom left
// so flip it to the top left
CGContextTranslateCTM(mCg, 0, mSize.height);
CGContextScaleCTM(mCg, 1, -1);
//XXX: set correct format
mFormat = FORMAT_B8G8R8A8;
return true;
}
bool
DrawTargetCG::Init(const IntSize &aSize, SurfaceFormat &)
{
// XXX: we should come up with some consistent semantics for dealing
// with zero area drawtargets
if (aSize.width == 0 || aSize.height == 0) {
mColorSpace = NULL;
mCg = NULL;
mData = NULL;
return false;
}
//XXX: handle SurfaceFormat
//XXX: we'd be better off reusing the Colorspace across draw targets
mColorSpace = CGColorSpaceCreateDeviceRGB();
mSize = aSize;
int bitsPerComponent = 8;
int stride = mSize.width*4;
CGBitmapInfo bitinfo;
bitinfo = kCGBitmapByteOrder32Host | kCGImageAlphaPremultipliedFirst;
// XXX: currently we allocate ourselves so that we can easily return a gfxImageSurface
// we might not need to later if once we don't need to support gfxImageSurface
//XXX: currently Init implicitly clears, that can often be a waste of time
mData = calloc(mSize.height * stride, 1);
// XXX: what should we do if this fails?
mCg = CGBitmapContextCreate (mData,
mSize.width,
mSize.height,
bitsPerComponent,
stride,
mColorSpace,
bitinfo);
assert(mCg);
// CGContext's default to have the origin at the bottom left
// so flip it to the top left
CGContextTranslateCTM(mCg, 0, mSize.height);
CGContextScaleCTM(mCg, 1, -1);
// See Bug 722164 for performance details
// Medium or higher quality lead to expensive interpolation
// for canvas we want to use low quality interpolation
// to have competitive performance with other canvas
// implementation.
// XXX: Create input parameter to control interpolation and
// use the default for content.
CGContextSetInterpolationQuality(mCg, kCGInterpolationLow);
//XXX: set correct format
mFormat = FORMAT_B8G8R8A8;
return true;
}
TemporaryRef<PathBuilder>
DrawTargetCG::CreatePathBuilder(FillRule aFillRule) const
{
RefPtr<PathBuilderCG> pb = new PathBuilderCG(aFillRule);
return pb;
}
void*
DrawTargetCG::GetNativeSurface(NativeSurfaceType aType)
{
if (aType == NATIVE_SURFACE_CGCONTEXT) {
return mCg;
} else {
return NULL;
}
}
void
DrawTargetCG::Mask(const Pattern &aSource,
const Pattern &aMask,
const DrawOptions &aDrawOptions)
{
MarkChanged();
CGContextSaveGState(mCg);
if (isGradient(aMask)) {
assert(0);
} else {
if (aMask.GetType() == PATTERN_COLOR) {
DrawOptions drawOptions(aDrawOptions);
const Color& color = static_cast<const ColorPattern&>(aMask).mColor;
drawOptions.mAlpha *= color.a;
assert(0);
// XXX: we need to get a rect that when transformed covers the entire surface
//Rect
//FillRect(rect, aSource, drawOptions);
} else if (aMask.GetType() == PATTERN_SURFACE) {
const SurfacePattern& pat = static_cast<const SurfacePattern&>(aMask);
CGImageRef mask = GetImageFromSourceSurface(pat.mSurface.get());
Rect rect(0,0, CGImageGetWidth(mask), CGImageGetHeight(mask));
// XXX: probably we need to do some flipping of the image or something
CGContextClipToMask(mCg, RectToCGRect(rect), mask);
FillRect(rect, aSource, aDrawOptions);
}
}
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::PushClipRect(const Rect &aRect)
{
CGContextSaveGState(mCg);
/* We go through a bit of trouble to temporarilly set the transform
* while we add the path */
CGAffineTransform previousTransform = CGContextGetCTM(mCg);
CGContextConcatCTM(mCg, GfxMatrixToCGAffineTransform(mTransform));
CGContextClipToRect(mCg, RectToCGRect(aRect));
CGContextSetCTM(mCg, previousTransform);
}
void
DrawTargetCG::PushClip(const Path *aPath)
{
CGContextSaveGState(mCg);
CGContextBeginPath(mCg);
assert(aPath->GetBackendType() == BACKEND_COREGRAPHICS);
const PathCG *cgPath = static_cast<const PathCG*>(aPath);
// Weirdly, CoreGraphics clips empty paths as all shown
// but emtpy rects as all clipped. We detect this situation and
// workaround it appropriately
if (CGPathIsEmpty(cgPath->GetPath())) {
// XXX: should we return here?
CGContextClipToRect(mCg, CGRectZero);
}
/* We go through a bit of trouble to temporarilly set the transform
* while we add the path. XXX: this could be improved if we keep
* the CTM as resident state on the DrawTarget. */
CGContextSaveGState(mCg);
CGContextConcatCTM(mCg, GfxMatrixToCGAffineTransform(mTransform));
CGContextAddPath(mCg, cgPath->GetPath());
CGContextRestoreGState(mCg);
if (cgPath->GetFillRule() == FILL_EVEN_ODD)
CGContextEOClip(mCg);
else
CGContextClip(mCg);
}
void
DrawTargetCG::PopClip()
{
CGContextRestoreGState(mCg);
}
void
DrawTargetCG::MarkChanged()
{
if (mSnapshot) {
if (mSnapshot->refCount() > 1) {
// We only need to worry about snapshots that someone else knows about
mSnapshot->DrawTargetWillChange();
}
mSnapshot = NULL;
}
}
}
}