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/*
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012 Apple Inc. All rights reserved.
* Copyright (C) 2008 Eric Seidel <eric@webkit.org>
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#define _USE_MATH_DEFINES 1
#include "config.h"
#include "GraphicsContextCG.h"
#include "AffineTransform.h"
#include "FloatConversion.h"
#include "GraphicsContextPlatformPrivateCG.h"
#include "ImageBuffer.h"
#include "ImageOrientation.h"
#include "KURL.h"
#include "Path.h"
#include "Pattern.h"
#include "ShadowBlur.h"
#include "SubimageCacheWithTimer.h"
#include "Timer.h"
#include <CoreGraphics/CoreGraphics.h>
#include <wtf/MathExtras.h>
#include <wtf/OwnArrayPtr.h>
#include <wtf/RetainPtr.h>
#if PLATFORM(MAC)
#include "WebCoreSystemInterface.h"
#endif
#if PLATFORM(WIN)
#include <WebKitSystemInterface/WebKitSystemInterface.h>
#endif
extern "C" {
CG_EXTERN void CGContextSetCTM(CGContextRef, CGAffineTransform);
CG_EXTERN CGAffineTransform CGContextGetBaseCTM(CGContextRef);
};
using namespace std;
// FIXME: The following using declaration should be in <wtf/HashFunctions.h>.
using WTF::pairIntHash;
// FIXME: The following using declaration should be in <wtf/HashTraits.h>.
using WTF::GenericHashTraits;
namespace WebCore {
static void setCGFillColor(CGContextRef context, const Color& color, ColorSpace colorSpace)
{
CGContextSetFillColorWithColor(context, cachedCGColor(color, colorSpace));
}
static void setCGStrokeColor(CGContextRef context, const Color& color, ColorSpace colorSpace)
{
CGContextSetStrokeColorWithColor(context, cachedCGColor(color, colorSpace));
}
CGColorSpaceRef deviceRGBColorSpaceRef()
{
static CGColorSpaceRef deviceSpace = CGColorSpaceCreateDeviceRGB();
return deviceSpace;
}
CGColorSpaceRef sRGBColorSpaceRef()
{
// FIXME: Windows should be able to use kCGColorSpaceSRGB, this is tracked by http://webkit.org/b/31363.
#if PLATFORM(WIN)
return deviceRGBColorSpaceRef();
#else
static CGColorSpaceRef sRGBSpace = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
return sRGBSpace;
#endif
}
#if PLATFORM(WIN)
CGColorSpaceRef linearRGBColorSpaceRef()
{
// FIXME: Windows should be able to use linear sRGB, this is tracked by http://webkit.org/b/80000.
return deviceRGBColorSpaceRef();
}
#endif
void GraphicsContext::platformInit(CGContextRef cgContext)
{
m_data = new GraphicsContextPlatformPrivate(cgContext);
setPaintingDisabled(!cgContext);
if (cgContext) {
// Make sure the context starts in sync with our state.
setPlatformFillColor(fillColor(), fillColorSpace());
setPlatformStrokeColor(strokeColor(), strokeColorSpace());
}
}
void GraphicsContext::platformDestroy()
{
delete m_data;
}
CGContextRef GraphicsContext::platformContext() const
{
ASSERT(!paintingDisabled());
ASSERT(m_data->m_cgContext);
return m_data->m_cgContext.get();
}
void GraphicsContext::savePlatformState()
{
// Note: Do not use this function within this class implementation, since we want to avoid the extra
// save of the secondary context (in GraphicsContextPlatformPrivateCG.h).
CGContextSaveGState(platformContext());
m_data->save();
}
void GraphicsContext::restorePlatformState()
{
// Note: Do not use this function within this class implementation, since we want to avoid the extra
// restore of the secondary context (in GraphicsContextPlatformPrivateCG.h).
CGContextRestoreGState(platformContext());
m_data->restore();
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::drawNativeImage(PassNativeImagePtr imagePtr, const FloatSize& imageSize, ColorSpace styleColorSpace, const FloatRect& destRect, const FloatRect& srcRect, CompositeOperator op, BlendMode blendMode, ImageOrientation orientation)
{
RetainPtr<CGImageRef> image(imagePtr);
float currHeight = orientation.usesWidthAsHeight() ? CGImageGetWidth(image.get()) : CGImageGetHeight(image.get());
if (currHeight <= srcRect.y())
return;
CGContextRef context = platformContext();
CGContextSaveGState(context);
bool shouldUseSubimage = false;
// If the source rect is a subportion of the image, then we compute an inflated destination rect that will hold the entire image
// and then set a clip to the portion that we want to display.
FloatRect adjustedDestRect = destRect;
if (srcRect.size() != imageSize) {
CGInterpolationQuality interpolationQuality = CGContextGetInterpolationQuality(context);
// When the image is scaled using high-quality interpolation, we create a temporary CGImage
// containing only the portion we want to display. We need to do this because high-quality
// interpolation smoothes sharp edges, causing pixels from outside the source rect to bleed
// into the destination rect. See <rdar://problem/6112909>.
shouldUseSubimage = (interpolationQuality != kCGInterpolationNone) && (srcRect.size() != destRect.size() || !getCTM().isIdentityOrTranslationOrFlipped());
float xScale = srcRect.width() / destRect.width();
float yScale = srcRect.height() / destRect.height();
if (shouldUseSubimage) {
FloatRect subimageRect = srcRect;
float leftPadding = srcRect.x() - floorf(srcRect.x());
float topPadding = srcRect.y() - floorf(srcRect.y());
subimageRect.move(-leftPadding, -topPadding);
adjustedDestRect.move(-leftPadding / xScale, -topPadding / yScale);
subimageRect.setWidth(ceilf(subimageRect.width() + leftPadding));
adjustedDestRect.setWidth(subimageRect.width() / xScale);
subimageRect.setHeight(ceilf(subimageRect.height() + topPadding));
adjustedDestRect.setHeight(subimageRect.height() / yScale);
#if CACHE_SUBIMAGES
image = subimageCache().getSubimage(image.get(), subimageRect);
#else
image = adoptCF(CGImageCreateWithImageInRect(image, subimageRect));
#endif
if (currHeight < srcRect.maxY()) {
ASSERT(CGImageGetHeight(image.get()) == currHeight - CGRectIntegral(srcRect).origin.y);
adjustedDestRect.setHeight(CGImageGetHeight(image.get()) / yScale);
}
} else {
adjustedDestRect.setLocation(FloatPoint(destRect.x() - srcRect.x() / xScale, destRect.y() - srcRect.y() / yScale));
adjustedDestRect.setSize(FloatSize(imageSize.width() / xScale, imageSize.height() / yScale));
}
if (!destRect.contains(adjustedDestRect))
CGContextClipToRect(context, destRect);
}
// If the image is only partially loaded, then shrink the destination rect that we're drawing into accordingly.
if (!shouldUseSubimage && currHeight < imageSize.height())
adjustedDestRect.setHeight(adjustedDestRect.height() * currHeight / imageSize.height());
setPlatformCompositeOperation(op, blendMode);
// ImageOrientation expects the origin to be at (0, 0)
CGContextTranslateCTM(context, adjustedDestRect.x(), adjustedDestRect.y());
adjustedDestRect.setLocation(FloatPoint());
if (orientation != DefaultImageOrientation) {
CGContextConcatCTM(context, orientation.transformFromDefault(adjustedDestRect.size()));
if (orientation.usesWidthAsHeight()) {
// The destination rect will have it's width and height already reversed for the orientation of
// the image, as it was needed for page layout, so we need to reverse it back here.
adjustedDestRect = FloatRect(adjustedDestRect.x(), adjustedDestRect.y(), adjustedDestRect.height(), adjustedDestRect.width());
}
}
// Flip the coords.
CGContextTranslateCTM(context, 0, adjustedDestRect.height());
CGContextScaleCTM(context, 1, -1);
// Adjust the color space.
image = Image::imageWithColorSpace(image.get(), styleColorSpace);
// Draw the image.
CGContextDrawImage(context, adjustedDestRect, image.get());
CGContextRestoreGState(context);
}
// Draws a filled rectangle with a stroked border.
void GraphicsContext::drawRect(const IntRect& rect)
{
// FIXME: this function does not handle patterns and gradients
// like drawPath does, it probably should.
if (paintingDisabled())
return;
ASSERT(!rect.isEmpty());
CGContextRef context = platformContext();
CGContextFillRect(context, rect);
if (strokeStyle() != NoStroke) {
// We do a fill of four rects to simulate the stroke of a border.
Color oldFillColor = fillColor();
if (oldFillColor != strokeColor())
setCGFillColor(context, strokeColor(), strokeColorSpace());
CGRect rects[4] = {
FloatRect(rect.x(), rect.y(), rect.width(), 1),
FloatRect(rect.x(), rect.maxY() - 1, rect.width(), 1),
FloatRect(rect.x(), rect.y() + 1, 1, rect.height() - 2),
FloatRect(rect.maxX() - 1, rect.y() + 1, 1, rect.height() - 2)
};
CGContextFillRects(context, rects, 4);
if (oldFillColor != strokeColor())
setCGFillColor(context, oldFillColor, fillColorSpace());
}
}
// This is only used to draw borders.
void GraphicsContext::drawLine(const IntPoint& point1, const IntPoint& point2)
{
if (paintingDisabled())
return;
if (strokeStyle() == NoStroke)
return;
float width = strokeThickness();
FloatPoint p1 = point1;
FloatPoint p2 = point2;
bool isVerticalLine = (p1.x() == p2.x());
// For odd widths, we add in 0.5 to the appropriate x/y so that the float arithmetic
// works out. For example, with a border width of 3, KHTML will pass us (y1+y2)/2, e.g.,
// (50+53)/2 = 103/2 = 51 when we want 51.5. It is always true that an even width gave
// us a perfect position, but an odd width gave us a position that is off by exactly 0.5.
if (strokeStyle() == DottedStroke || strokeStyle() == DashedStroke) {
if (isVerticalLine) {
p1.move(0, width);
p2.move(0, -width);
} else {
p1.move(width, 0);
p2.move(-width, 0);
}
}
if (((int)width) % 2) {
if (isVerticalLine) {
// We're a vertical line. Adjust our x.
p1.move(0.5f, 0.0f);
p2.move(0.5f, 0.0f);
} else {
// We're a horizontal line. Adjust our y.
p1.move(0.0f, 0.5f);
p2.move(0.0f, 0.5f);
}
}
int patWidth = 0;
switch (strokeStyle()) {
case NoStroke:
case SolidStroke:
#if ENABLE(CSS3_TEXT)
case DoubleStroke:
case WavyStroke: // FIXME: https://bugs.webkit.org/show_bug.cgi?id=94112 - Needs platform support.
#endif // CSS3_TEXT
break;
case DottedStroke:
patWidth = (int)width;
break;
case DashedStroke:
patWidth = 3 * (int)width;
break;
}
CGContextRef context = platformContext();
if (shouldAntialias())
CGContextSetShouldAntialias(context, false);
if (patWidth) {
CGContextSaveGState(context);
// Do a rect fill of our endpoints. This ensures we always have the
// appearance of being a border. We then draw the actual dotted/dashed line.
setCGFillColor(context, strokeColor(), strokeColorSpace()); // The save/restore make it safe to mutate the fill color here without setting it back to the old color.
if (isVerticalLine) {
CGContextFillRect(context, FloatRect(p1.x() - width / 2, p1.y() - width, width, width));
CGContextFillRect(context, FloatRect(p2.x() - width / 2, p2.y(), width, width));
} else {
CGContextFillRect(context, FloatRect(p1.x() - width, p1.y() - width / 2, width, width));
CGContextFillRect(context, FloatRect(p2.x(), p2.y() - width / 2, width, width));
}
// Example: 80 pixels with a width of 30 pixels.
// Remainder is 20. The maximum pixels of line we could paint
// will be 50 pixels.
int distance = (isVerticalLine ? (point2.y() - point1.y()) : (point2.x() - point1.x())) - 2*(int)width;
int remainder = distance % patWidth;
int coverage = distance - remainder;
int numSegments = coverage / patWidth;
float patternOffset = 0.0f;
// Special case 1px dotted borders for speed.
if (patWidth == 1)
patternOffset = 1.0f;
else {
bool evenNumberOfSegments = !(numSegments % 2);
if (remainder)
evenNumberOfSegments = !evenNumberOfSegments;
if (evenNumberOfSegments) {
if (remainder) {
patternOffset += patWidth - remainder;
patternOffset += remainder / 2;
} else
patternOffset = patWidth / 2;
} else {
if (remainder)
patternOffset = (patWidth - remainder)/2;
}
}
const CGFloat dottedLine[2] = { static_cast<CGFloat>(patWidth), static_cast<CGFloat>(patWidth) };
CGContextSetLineDash(context, patternOffset, dottedLine, 2);
}
CGContextBeginPath(context);
CGContextMoveToPoint(context, p1.x(), p1.y());
CGContextAddLineToPoint(context, p2.x(), p2.y());
CGContextStrokePath(context);
if (patWidth)
CGContextRestoreGState(context);
if (shouldAntialias())
CGContextSetShouldAntialias(context, true);
}
// This method is only used to draw the little circles used in lists.
void GraphicsContext::drawEllipse(const IntRect& rect)
{
if (paintingDisabled())
return;
Path path;
path.addEllipse(rect);
drawPath(path);
}
static void addConvexPolygonToPath(Path& path, size_t numberOfPoints, const FloatPoint* points)
{
ASSERT(numberOfPoints > 0);
path.moveTo(points[0]);
for (size_t i = 1; i < numberOfPoints; ++i)
path.addLineTo(points[i]);
path.closeSubpath();
}
void GraphicsContext::drawConvexPolygon(size_t numberOfPoints, const FloatPoint* points, bool antialiased)
{
if (paintingDisabled())
return;
if (numberOfPoints <= 1)
return;
CGContextRef context = platformContext();
if (antialiased != shouldAntialias())
CGContextSetShouldAntialias(context, antialiased);
Path path;
addConvexPolygonToPath(path, numberOfPoints, points);
drawPath(path);
if (antialiased != shouldAntialias())
CGContextSetShouldAntialias(context, shouldAntialias());
}
void GraphicsContext::clipConvexPolygon(size_t numberOfPoints, const FloatPoint* points, bool antialias)
{
if (paintingDisabled())
return;
if (numberOfPoints <= 1)
return;
CGContextRef context = platformContext();
if (antialias != shouldAntialias())
CGContextSetShouldAntialias(context, antialias);
Path path;
addConvexPolygonToPath(path, numberOfPoints, points);
clipPath(path, RULE_NONZERO);
if (antialias != shouldAntialias())
CGContextSetShouldAntialias(context, shouldAntialias());
}
void GraphicsContext::applyStrokePattern()
{
CGContextRef cgContext = platformContext();
AffineTransform userToBaseCTM = AffineTransform(wkGetUserToBaseCTM(cgContext));
RetainPtr<CGPatternRef> platformPattern = adoptCF(m_state.strokePattern->createPlatformPattern(userToBaseCTM));
if (!platformPattern)
return;
RetainPtr<CGColorSpaceRef> patternSpace = adoptCF(CGColorSpaceCreatePattern(0));
CGContextSetStrokeColorSpace(cgContext, patternSpace.get());
const CGFloat patternAlpha = 1;
CGContextSetStrokePattern(cgContext, platformPattern.get(), &patternAlpha);
}
void GraphicsContext::applyFillPattern()
{
CGContextRef cgContext = platformContext();
AffineTransform userToBaseCTM = AffineTransform(wkGetUserToBaseCTM(cgContext));
RetainPtr<CGPatternRef> platformPattern = adoptCF(m_state.fillPattern->createPlatformPattern(userToBaseCTM));
if (!platformPattern)
return;
RetainPtr<CGColorSpaceRef> patternSpace = adoptCF(CGColorSpaceCreatePattern(0));
CGContextSetFillColorSpace(cgContext, patternSpace.get());
const CGFloat patternAlpha = 1;
CGContextSetFillPattern(cgContext, platformPattern.get(), &patternAlpha);
}
static inline bool calculateDrawingMode(const GraphicsContextState& state, CGPathDrawingMode& mode)
{
bool shouldFill = state.fillPattern || state.fillColor.alpha();
bool shouldStroke = state.strokePattern || (state.strokeStyle != NoStroke && state.strokeColor.alpha());
bool useEOFill = state.fillRule == RULE_EVENODD;
if (shouldFill) {
if (shouldStroke) {
if (useEOFill)
mode = kCGPathEOFillStroke;
else
mode = kCGPathFillStroke;
} else { // fill, no stroke
if (useEOFill)
mode = kCGPathEOFill;
else
mode = kCGPathFill;
}
} else {
// Setting mode to kCGPathStroke even if shouldStroke is false. In that case, we return false and mode will not be used,
// but the compiler will not complain about an uninitialized variable.
mode = kCGPathStroke;
}
return shouldFill || shouldStroke;
}
void GraphicsContext::drawPath(const Path& path)
{
if (paintingDisabled() || path.isEmpty())
return;
CGContextRef context = platformContext();
const GraphicsContextState& state = m_state;
if (state.fillGradient || state.strokeGradient) {
// We don't have any optimized way to fill & stroke a path using gradients
// FIXME: Be smarter about this.
fillPath(path);
strokePath(path);
return;
}
CGContextBeginPath(context);
CGContextAddPath(context, path.platformPath());
if (state.fillPattern)
applyFillPattern();
if (state.strokePattern)
applyStrokePattern();
CGPathDrawingMode drawingMode;
if (calculateDrawingMode(state, drawingMode))
CGContextDrawPath(context, drawingMode);
}
static inline void fillPathWithFillRule(CGContextRef context, WindRule fillRule)
{
if (fillRule == RULE_EVENODD)
CGContextEOFillPath(context);
else
CGContextFillPath(context);
}
void GraphicsContext::fillPath(const Path& path)
{
if (paintingDisabled() || path.isEmpty())
return;
CGContextRef context = platformContext();
if (m_state.fillGradient) {
if (hasShadow()) {
FloatRect rect = path.fastBoundingRect();
FloatSize layerSize = getCTM().mapSize(rect.size());
CGLayerRef layer = CGLayerCreateWithContext(context, layerSize, 0);
CGContextRef layerContext = CGLayerGetContext(layer);
CGContextScaleCTM(layerContext, layerSize.width() / rect.width(), layerSize.height() / rect.height());
CGContextTranslateCTM(layerContext, -rect.x(), -rect.y());
CGContextBeginPath(layerContext);
CGContextAddPath(layerContext, path.platformPath());
CGContextConcatCTM(layerContext, m_state.fillGradient->gradientSpaceTransform());
if (fillRule() == RULE_EVENODD)
CGContextEOClip(layerContext);
else
CGContextClip(layerContext);
m_state.fillGradient->paint(layerContext);
CGContextDrawLayerInRect(context, rect, layer);
CGLayerRelease(layer);
} else {
CGContextBeginPath(context);
CGContextAddPath(context, path.platformPath());
CGContextSaveGState(context);
CGContextConcatCTM(context, m_state.fillGradient->gradientSpaceTransform());
if (fillRule() == RULE_EVENODD)
CGContextEOClip(context);
else
CGContextClip(context);
m_state.fillGradient->paint(this);
CGContextRestoreGState(context);
}
return;
}
CGContextBeginPath(context);
CGContextAddPath(context, path.platformPath());
if (m_state.fillPattern)
applyFillPattern();
fillPathWithFillRule(context, fillRule());
}
void GraphicsContext::strokePath(const Path& path)
{
if (paintingDisabled() || path.isEmpty())
return;
CGContextRef context = platformContext();
CGContextBeginPath(context);
CGContextAddPath(context, path.platformPath());
if (m_state.strokeGradient) {
if (hasShadow()) {
FloatRect rect = path.fastBoundingRect();
float lineWidth = strokeThickness();
float doubleLineWidth = lineWidth * 2;
float adjustedWidth = ceilf(rect.width() + doubleLineWidth);
float adjustedHeight = ceilf(rect.height() + doubleLineWidth);
FloatSize layerSize = getCTM().mapSize(FloatSize(adjustedWidth, adjustedHeight));
CGLayerRef layer = CGLayerCreateWithContext(context, layerSize, 0);
CGContextRef layerContext = CGLayerGetContext(layer);
CGContextSetLineWidth(layerContext, lineWidth);
// Compensate for the line width, otherwise the layer's top-left corner would be
// aligned with the rect's top-left corner. This would result in leaving pixels out of
// the layer on the left and top sides.
float translationX = lineWidth - rect.x();
float translationY = lineWidth - rect.y();
CGContextScaleCTM(layerContext, layerSize.width() / adjustedWidth, layerSize.height() / adjustedHeight);
CGContextTranslateCTM(layerContext, translationX, translationY);
CGContextAddPath(layerContext, path.platformPath());
CGContextReplacePathWithStrokedPath(layerContext);
CGContextClip(layerContext);
CGContextConcatCTM(layerContext, m_state.strokeGradient->gradientSpaceTransform());
m_state.strokeGradient->paint(layerContext);
float destinationX = roundf(rect.x() - lineWidth);
float destinationY = roundf(rect.y() - lineWidth);
CGContextDrawLayerInRect(context, CGRectMake(destinationX, destinationY, adjustedWidth, adjustedHeight), layer);
CGLayerRelease(layer);
} else {
CGContextSaveGState(context);
CGContextReplacePathWithStrokedPath(context);
CGContextClip(context);
CGContextConcatCTM(context, m_state.strokeGradient->gradientSpaceTransform());
m_state.strokeGradient->paint(this);
CGContextRestoreGState(context);
}
return;
}
if (m_state.strokePattern)
applyStrokePattern();
CGContextStrokePath(context);
}
void GraphicsContext::fillRect(const FloatRect& rect)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
if (m_state.fillGradient) {
CGContextSaveGState(context);
if (hasShadow()) {
FloatSize layerSize = getCTM().mapSize(rect.size());
CGLayerRef layer = CGLayerCreateWithContext(context, layerSize, 0);
CGContextRef layerContext = CGLayerGetContext(layer);
CGContextScaleCTM(layerContext, layerSize.width() / rect.width(), layerSize.height() / rect.height());
CGContextTranslateCTM(layerContext, -rect.x(), -rect.y());
CGContextAddRect(layerContext, rect);
CGContextClip(layerContext);
CGContextConcatCTM(layerContext, m_state.fillGradient->gradientSpaceTransform());
m_state.fillGradient->paint(layerContext);
CGContextDrawLayerInRect(context, rect, layer);
CGLayerRelease(layer);
} else {
CGContextClipToRect(context, rect);
CGContextConcatCTM(context, m_state.fillGradient->gradientSpaceTransform());
m_state.fillGradient->paint(this);
}
CGContextRestoreGState(context);
return;
}
if (m_state.fillPattern)
applyFillPattern();
bool drawOwnShadow = !isAcceleratedContext() && hasBlurredShadow() && !m_state.shadowsIgnoreTransforms; // Don't use ShadowBlur for canvas yet.
if (drawOwnShadow) {
// Turn off CG shadows.
CGContextSaveGState(context);
CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
ShadowBlur contextShadow(m_state);
contextShadow.drawRectShadow(this, rect, RoundedRect::Radii());
}
CGContextFillRect(context, rect);
if (drawOwnShadow)
CGContextRestoreGState(context);
}
void GraphicsContext::fillRect(const FloatRect& rect, const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
Color oldFillColor = fillColor();
ColorSpace oldColorSpace = fillColorSpace();
if (oldFillColor != color || oldColorSpace != colorSpace)
setCGFillColor(context, color, colorSpace);
bool drawOwnShadow = !isAcceleratedContext() && hasBlurredShadow() && !m_state.shadowsIgnoreTransforms; // Don't use ShadowBlur for canvas yet.
if (drawOwnShadow) {
// Turn off CG shadows.
CGContextSaveGState(context);
CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
ShadowBlur contextShadow(m_state);
contextShadow.drawRectShadow(this, rect, RoundedRect::Radii());
}
CGContextFillRect(context, rect);
if (drawOwnShadow)
CGContextRestoreGState(context);
if (oldFillColor != color || oldColorSpace != colorSpace)
setCGFillColor(context, oldFillColor, oldColorSpace);
}
void GraphicsContext::fillRoundedRect(const IntRect& rect, const IntSize& topLeft, const IntSize& topRight, const IntSize& bottomLeft, const IntSize& bottomRight, const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
Color oldFillColor = fillColor();
ColorSpace oldColorSpace = fillColorSpace();
if (oldFillColor != color || oldColorSpace != colorSpace)
setCGFillColor(context, color, colorSpace);
bool drawOwnShadow = !isAcceleratedContext() && hasBlurredShadow() && !m_state.shadowsIgnoreTransforms; // Don't use ShadowBlur for canvas yet.
if (drawOwnShadow) {
// Turn off CG shadows.
CGContextSaveGState(context);
CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
ShadowBlur contextShadow(m_state);
contextShadow.drawRectShadow(this, rect, RoundedRect::Radii(topLeft, topRight, bottomLeft, bottomRight));
}
bool equalWidths = (topLeft.width() == topRight.width() && topRight.width() == bottomLeft.width() && bottomLeft.width() == bottomRight.width());
bool equalHeights = (topLeft.height() == bottomLeft.height() && bottomLeft.height() == topRight.height() && topRight.height() == bottomRight.height());
bool hasCustomFill = m_state.fillGradient || m_state.fillPattern;
if (!hasCustomFill && equalWidths && equalHeights && topLeft.width() * 2 == rect.width() && topLeft.height() * 2 == rect.height())
CGContextFillEllipseInRect(context, rect);
else {
Path path;
path.addRoundedRect(rect, topLeft, topRight, bottomLeft, bottomRight);
fillPath(path);
}
if (drawOwnShadow)
CGContextRestoreGState(context);
if (oldFillColor != color || oldColorSpace != colorSpace)
setCGFillColor(context, oldFillColor, oldColorSpace);
}
void GraphicsContext::fillRectWithRoundedHole(const IntRect& rect, const RoundedRect& roundedHoleRect, const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
Path path;
path.addRect(rect);
if (!roundedHoleRect.radii().isZero())
path.addRoundedRect(roundedHoleRect);
else
path.addRect(roundedHoleRect.rect());
WindRule oldFillRule = fillRule();
Color oldFillColor = fillColor();
ColorSpace oldFillColorSpace = fillColorSpace();
setFillRule(RULE_EVENODD);
setFillColor(color, colorSpace);
// fillRectWithRoundedHole() assumes that the edges of rect are clipped out, so we only care about shadows cast around inside the hole.
bool drawOwnShadow = !isAcceleratedContext() && hasBlurredShadow() && !m_state.shadowsIgnoreTransforms;
if (drawOwnShadow) {
// Turn off CG shadows.
CGContextSaveGState(context);
CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
ShadowBlur contextShadow(m_state);
contextShadow.drawInsetShadow(this, rect, roundedHoleRect.rect(), roundedHoleRect.radii());
}
fillPath(path);
if (drawOwnShadow)
CGContextRestoreGState(context);
setFillRule(oldFillRule);
setFillColor(oldFillColor, oldFillColorSpace);
}
void GraphicsContext::clip(const FloatRect& rect)
{
if (paintingDisabled())
return;
CGContextClipToRect(platformContext(), rect);
m_data->clip(rect);
}
void GraphicsContext::clipOut(const IntRect& rect)
{
if (paintingDisabled())
return;
// FIXME: Using CGRectInfinite is much faster than getting the clip bounding box. However, due
// to <rdar://problem/12584492>, CGRectInfinite can't be used with an accelerated context that
// has certain transforms that aren't just a translation or a scale.
const AffineTransform& ctm = getCTM();
bool canUseCGRectInfinite = !isAcceleratedContext() || (!ctm.b() && !ctm.c());
CGRect rects[2] = { canUseCGRectInfinite ? CGRectInfinite : CGContextGetClipBoundingBox(platformContext()), rect };
CGContextBeginPath(platformContext());
CGContextAddRects(platformContext(), rects, 2);
CGContextEOClip(platformContext());
}
void GraphicsContext::clipPath(const Path& path, WindRule clipRule)
{
if (paintingDisabled())
return;
// Why does clipping to an empty path do nothing?
// Why is this different from GraphicsContext::clip(const Path&).
if (path.isEmpty())
return;
CGContextRef context = platformContext();
CGContextBeginPath(platformContext());
CGContextAddPath(platformContext(), path.platformPath());
if (clipRule == RULE_EVENODD)
CGContextEOClip(context);
else
CGContextClip(context);
}
IntRect GraphicsContext::clipBounds() const
{
return enclosingIntRect(CGContextGetClipBoundingBox(platformContext()));
}
void GraphicsContext::beginPlatformTransparencyLayer(float opacity)
{
if (paintingDisabled())
return;
save();
CGContextRef context = platformContext();
CGContextSetAlpha(context, opacity);
CGContextBeginTransparencyLayer(context, 0);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::endPlatformTransparencyLayer()
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
CGContextEndTransparencyLayer(context);
restore();
}
bool GraphicsContext::supportsTransparencyLayers()
{
return true;
}
static void applyShadowOffsetWorkaroundIfNeeded(const GraphicsContext& context, CGFloat& xOffset, CGFloat& yOffset)
{
#if !PLATFORM(IOS)
if (context.isAcceleratedContext())
return;
#if __MAC_OS_X_VERSION_MIN_REQUIRED >= 1080
if (wkCGContextDrawsWithCorrectShadowOffsets(context.platformContext()))
return;
#endif
// Work around <rdar://problem/5539388> by ensuring that the offsets will get truncated
// to the desired integer. Also see: <rdar://problem/10056277>
static const CGFloat extraShadowOffset = narrowPrecisionToCGFloat(1.0 / 128);
if (xOffset > 0)
xOffset += extraShadowOffset;
else if (xOffset < 0)
xOffset -= extraShadowOffset;
if (yOffset > 0)
yOffset += extraShadowOffset;
else if (yOffset < 0)
yOffset -= extraShadowOffset;
#endif
}
void GraphicsContext::setPlatformShadow(const FloatSize& offset, float blur, const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
// FIXME: we could avoid the shadow setup cost when we know we'll render the shadow ourselves.
CGFloat xOffset = offset.width();
CGFloat yOffset = offset.height();
CGFloat blurRadius = blur;
CGContextRef context = platformContext();
if (!m_state.shadowsIgnoreTransforms) {
CGAffineTransform userToBaseCTM = wkGetUserToBaseCTM(context);
CGFloat A = userToBaseCTM.a * userToBaseCTM.a + userToBaseCTM.b * userToBaseCTM.b;
CGFloat B = userToBaseCTM.a * userToBaseCTM.c + userToBaseCTM.b * userToBaseCTM.d;
CGFloat C = B;
CGFloat D = userToBaseCTM.c * userToBaseCTM.c + userToBaseCTM.d * userToBaseCTM.d;
CGFloat smallEigenvalue = narrowPrecisionToCGFloat(sqrt(0.5 * ((A + D) - sqrt(4 * B * C + (A - D) * (A - D)))));
blurRadius = blur * smallEigenvalue;
CGSize offsetInBaseSpace = CGSizeApplyAffineTransform(offset, userToBaseCTM);
xOffset = offsetInBaseSpace.width;
yOffset = offsetInBaseSpace.height;
}
// Extreme "blur" values can make text drawing crash or take crazy long times, so clamp
blurRadius = min(blurRadius, narrowPrecisionToCGFloat(1000.0));
applyShadowOffsetWorkaroundIfNeeded(*this, xOffset, yOffset);
// Check for an invalid color, as this means that the color was not set for the shadow
// and we should therefore just use the default shadow color.
if (!color.isValid())
CGContextSetShadow(context, CGSizeMake(xOffset, yOffset), blurRadius);
else
CGContextSetShadowWithColor(context, CGSizeMake(xOffset, yOffset), blurRadius, cachedCGColor(color, colorSpace));
}
void GraphicsContext::clearPlatformShadow()
{
if (paintingDisabled())
return;
CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
}
void GraphicsContext::setMiterLimit(float limit)
{
if (paintingDisabled())
return;
CGContextSetMiterLimit(platformContext(), limit);
}
void GraphicsContext::setAlpha(float alpha)
{
if (paintingDisabled())
return;
CGContextSetAlpha(platformContext(), alpha);
}
void GraphicsContext::clearRect(const FloatRect& r)
{
if (paintingDisabled())
return;
CGContextClearRect(platformContext(), r);
}
void GraphicsContext::strokeRect(const FloatRect& rect, float lineWidth)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
if (m_state.strokeGradient) {
if (hasShadow()) {
const float doubleLineWidth = lineWidth * 2;
float adjustedWidth = ceilf(rect.width() + doubleLineWidth);
float adjustedHeight = ceilf(rect.height() + doubleLineWidth);
FloatSize layerSize = getCTM().mapSize(FloatSize(adjustedWidth, adjustedHeight));
CGLayerRef layer = CGLayerCreateWithContext(context, layerSize, 0);
CGContextRef layerContext = CGLayerGetContext(layer);
m_state.strokeThickness = lineWidth;
CGContextSetLineWidth(layerContext, lineWidth);
// Compensate for the line width, otherwise the layer's top-left corner would be
// aligned with the rect's top-left corner. This would result in leaving pixels out of
// the layer on the left and top sides.
const float translationX = lineWidth - rect.x();
const float translationY = lineWidth - rect.y();
CGContextScaleCTM(layerContext, layerSize.width() / adjustedWidth, layerSize.height() / adjustedHeight);
CGContextTranslateCTM(layerContext, translationX, translationY);
CGContextAddRect(layerContext, rect);
CGContextReplacePathWithStrokedPath(layerContext);
CGContextClip(layerContext);
CGContextConcatCTM(layerContext, m_state.strokeGradient->gradientSpaceTransform());
m_state.strokeGradient->paint(layerContext);
const float destinationX = roundf(rect.x() - lineWidth);
const float destinationY = roundf(rect.y() - lineWidth);
CGContextDrawLayerInRect(context, CGRectMake(destinationX, destinationY, adjustedWidth, adjustedHeight), layer);
CGLayerRelease(layer);
} else {
CGContextSaveGState(context);
setStrokeThickness(lineWidth);
CGContextAddRect(context, rect);
CGContextReplacePathWithStrokedPath(context);
CGContextClip(context);
CGContextConcatCTM(context, m_state.strokeGradient->gradientSpaceTransform());
m_state.strokeGradient->paint(this);
CGContextRestoreGState(context);
}
return;
}
if (m_state.strokePattern)
applyStrokePattern();
CGContextStrokeRectWithWidth(context, rect, lineWidth);
}
void GraphicsContext::setLineCap(LineCap cap)
{
if (paintingDisabled())
return;
switch (cap) {
case ButtCap:
CGContextSetLineCap(platformContext(), kCGLineCapButt);
break;
case RoundCap:
CGContextSetLineCap(platformContext(), kCGLineCapRound);
break;
case SquareCap:
CGContextSetLineCap(platformContext(), kCGLineCapSquare);
break;
}
}
void GraphicsContext::setLineDash(const DashArray& dashes, float dashOffset)
{
CGContextSetLineDash(platformContext(), dashOffset, dashes.data(), dashes.size());
}
void GraphicsContext::setLineJoin(LineJoin join)
{
if (paintingDisabled())
return;
switch (join) {
case MiterJoin:
CGContextSetLineJoin(platformContext(), kCGLineJoinMiter);
break;
case RoundJoin:
CGContextSetLineJoin(platformContext(), kCGLineJoinRound);
break;
case BevelJoin:
CGContextSetLineJoin(platformContext(), kCGLineJoinBevel);
break;
}
}
void GraphicsContext::clip(const Path& path, WindRule fillRule)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
// CGContextClip does nothing if the path is empty, so in this case, we
// instead clip against a zero rect to reduce the clipping region to
// nothing - which is the intended behavior of clip() if the path is empty.
if (path.isEmpty())
CGContextClipToRect(context, CGRectZero);
else {
CGContextBeginPath(context);
CGContextAddPath(context, path.platformPath());
if (fillRule == RULE_NONZERO)
CGContextClip(context);
else
CGContextEOClip(context);
}
m_data->clip(path);
}
void GraphicsContext::canvasClip(const Path& path, WindRule fillRule)
{
clip(path, fillRule);
}
void GraphicsContext::clipOut(const Path& path)
{
if (paintingDisabled())
return;
CGContextBeginPath(platformContext());
CGContextAddRect(platformContext(), CGContextGetClipBoundingBox(platformContext()));
if (!path.isEmpty())
CGContextAddPath(platformContext(), path.platformPath());
CGContextEOClip(platformContext());
}
void GraphicsContext::scale(const FloatSize& size)
{
if (paintingDisabled())
return;
CGContextScaleCTM(platformContext(), size.width(), size.height());
m_data->scale(size);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::rotate(float angle)
{
if (paintingDisabled())
return;
CGContextRotateCTM(platformContext(), angle);
m_data->rotate(angle);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::translate(float x, float y)
{
if (paintingDisabled())
return;
CGContextTranslateCTM(platformContext(), x, y);
m_data->translate(x, y);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::concatCTM(const AffineTransform& transform)
{
if (paintingDisabled())
return;
CGContextConcatCTM(platformContext(), transform);
m_data->concatCTM(transform);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
void GraphicsContext::setCTM(const AffineTransform& transform)
{
if (paintingDisabled())
return;
CGContextSetCTM(platformContext(), transform);
m_data->setCTM(transform);
m_data->m_userToDeviceTransformKnownToBeIdentity = false;
}
AffineTransform GraphicsContext::getCTM(IncludeDeviceScale includeScale) const
{
if (paintingDisabled())
return AffineTransform();
// The CTM usually includes the deviceScaleFactor except in WebKit 1 when the
// content is non-composited, since the scale factor is integrated at a lower
// level. To guarantee the deviceScale is included, we can use this CG API.
if (includeScale == DefinitelyIncludeDeviceScale)
return CGContextGetUserSpaceToDeviceSpaceTransform(platformContext());
return CGContextGetCTM(platformContext());
}
FloatRect GraphicsContext::roundToDevicePixels(const FloatRect& rect, RoundingMode roundingMode)
{
// It is not enough just to round to pixels in device space. The rotation part of the
// affine transform matrix to device space can mess with this conversion if we have a
// rotating image like the hands of the world clock widget. We just need the scale, so
// we get the affine transform matrix and extract the scale.
if (m_data->m_userToDeviceTransformKnownToBeIdentity)
return roundedIntRect(rect);
CGAffineTransform deviceMatrix = CGContextGetUserSpaceToDeviceSpaceTransform(platformContext());
if (CGAffineTransformIsIdentity(deviceMatrix)) {
m_data->m_userToDeviceTransformKnownToBeIdentity = true;
return roundedIntRect(rect);
}
float deviceScaleX = sqrtf(deviceMatrix.a * deviceMatrix.a + deviceMatrix.b * deviceMatrix.b);
float deviceScaleY = sqrtf(deviceMatrix.c * deviceMatrix.c + deviceMatrix.d * deviceMatrix.d);
CGPoint deviceOrigin = CGPointMake(rect.x() * deviceScaleX, rect.y() * deviceScaleY);
CGPoint deviceLowerRight = CGPointMake((rect.x() + rect.width()) * deviceScaleX,
(rect.y() + rect.height()) * deviceScaleY);
deviceOrigin.x = roundf(deviceOrigin.x);
deviceOrigin.y = roundf(deviceOrigin.y);
if (roundingMode == RoundAllSides) {
deviceLowerRight.x = roundf(deviceLowerRight.x);
deviceLowerRight.y = roundf(deviceLowerRight.y);
} else {
deviceLowerRight.x = deviceOrigin.x + roundf(rect.width() * deviceScaleX);
deviceLowerRight.y = deviceOrigin.y + roundf(rect.height() * deviceScaleY);
}
// Don't let the height or width round to 0 unless either was originally 0
if (deviceOrigin.y == deviceLowerRight.y && rect.height())
deviceLowerRight.y += 1;
if (deviceOrigin.x == deviceLowerRight.x && rect.width())
deviceLowerRight.x += 1;
FloatPoint roundedOrigin = FloatPoint(deviceOrigin.x / deviceScaleX, deviceOrigin.y / deviceScaleY);
FloatPoint roundedLowerRight = FloatPoint(deviceLowerRight.x / deviceScaleX, deviceLowerRight.y / deviceScaleY);
return FloatRect(roundedOrigin, roundedLowerRight - roundedOrigin);
}
void GraphicsContext::drawLineForText(const FloatPoint& point, float width, bool printing)
{
if (paintingDisabled())
return;
if (width <= 0)
return;
float x = point.x();
float y = point.y();
float lineLength = width;
// Use a minimum thickness of 0.5 in user space.
// See http://bugs.webkit.org/show_bug.cgi?id=4255 for details of why 0.5 is the right minimum thickness to use.
float thickness = max(strokeThickness(), 0.5f);
bool restoreAntialiasMode = false;
if (!printing) {
// On screen, use a minimum thickness of 1.0 in user space (later rounded to an integral number in device space).
float adjustedThickness = max(thickness, 1.0f);
// FIXME: This should be done a better way.
// We try to round all parameters to integer boundaries in device space. If rounding pixels in device space
// makes our thickness more than double, then there must be a shrinking-scale factor and rounding to pixels
// in device space will make the underlines too thick.
CGRect lineRect = roundToDevicePixels(FloatRect(x, y, lineLength, adjustedThickness), RoundOriginAndDimensions);
if (lineRect.size.height < thickness * 2.0) {
x = lineRect.origin.x;
y = lineRect.origin.y;
lineLength = lineRect.size.width;
thickness = lineRect.size.height;
if (shouldAntialias()) {
CGContextSetShouldAntialias(platformContext(), false);
restoreAntialiasMode = true;
}
}
}
if (fillColor() != strokeColor())
setCGFillColor(platformContext(), strokeColor(), strokeColorSpace());
CGContextFillRect(platformContext(), CGRectMake(x, y, lineLength, thickness));
if (fillColor() != strokeColor())
setCGFillColor(platformContext(), fillColor(), fillColorSpace());
if (restoreAntialiasMode)
CGContextSetShouldAntialias(platformContext(), true);
}
void GraphicsContext::setURLForRect(const KURL& link, const IntRect& destRect)
{
if (paintingDisabled())
return;
RetainPtr<CFURLRef> urlRef = link.createCFURL();
if (!urlRef)
return;
CGContextRef context = platformContext();
// Get the bounding box to handle clipping.
CGRect box = CGContextGetClipBoundingBox(context);
IntRect intBox((int)box.origin.x, (int)box.origin.y, (int)box.size.width, (int)box.size.height);
IntRect rect = destRect;
rect.intersect(intBox);
CGPDFContextSetURLForRect(context, urlRef.get(),
CGRectApplyAffineTransform(rect, CGContextGetCTM(context)));
}
void GraphicsContext::setImageInterpolationQuality(InterpolationQuality mode)
{
if (paintingDisabled())
return;
CGInterpolationQuality quality = kCGInterpolationDefault;
switch (mode) {
case InterpolationDefault:
quality = kCGInterpolationDefault;
break;
case InterpolationNone:
quality = kCGInterpolationNone;
break;
case InterpolationLow:
quality = kCGInterpolationLow;
break;
case InterpolationMedium:
quality = kCGInterpolationMedium;
break;
case InterpolationHigh:
quality = kCGInterpolationHigh;
break;
}
CGContextSetInterpolationQuality(platformContext(), quality);
}
InterpolationQuality GraphicsContext::imageInterpolationQuality() const
{
if (paintingDisabled())
return InterpolationDefault;
CGInterpolationQuality quality = CGContextGetInterpolationQuality(platformContext());
switch (quality) {
case kCGInterpolationDefault:
return InterpolationDefault;
case kCGInterpolationNone:
return InterpolationNone;
case kCGInterpolationLow:
return InterpolationLow;
case kCGInterpolationMedium:
return InterpolationMedium;
case kCGInterpolationHigh:
return InterpolationHigh;
}
return InterpolationDefault;
}
void GraphicsContext::setAllowsFontSmoothing(bool allowsFontSmoothing)
{
UNUSED_PARAM(allowsFontSmoothing);
#if PLATFORM(MAC)
CGContextRef context = platformContext();
CGContextSetAllowsFontSmoothing(context, allowsFontSmoothing);
#endif
}
void GraphicsContext::setIsCALayerContext(bool isLayerContext)
{
if (isLayerContext)
m_data->m_contextFlags |= IsLayerCGContext;
else
m_data->m_contextFlags &= ~IsLayerCGContext;
}
bool GraphicsContext::isCALayerContext() const
{
return m_data->m_contextFlags & IsLayerCGContext;
}
void GraphicsContext::setIsAcceleratedContext(bool isAccelerated)
{
if (isAccelerated)
m_data->m_contextFlags |= IsAcceleratedCGContext;
else
m_data->m_contextFlags &= ~IsAcceleratedCGContext;
}
bool GraphicsContext::isAcceleratedContext() const
{
return m_data->m_contextFlags & IsAcceleratedCGContext;
}
void GraphicsContext::setPlatformTextDrawingMode(TextDrawingModeFlags mode)
{
if (paintingDisabled())
return;
CGContextRef context = platformContext();
switch (mode) {
case TextModeFill:
CGContextSetTextDrawingMode(context, kCGTextFill);
break;
case TextModeStroke:
CGContextSetTextDrawingMode(context, kCGTextStroke);
break;
case TextModeFill | TextModeStroke:
CGContextSetTextDrawingMode(context, kCGTextFillStroke);
break;
default:
break;
}
}
void GraphicsContext::setPlatformStrokeColor(const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
setCGStrokeColor(platformContext(), color, colorSpace);
}
void GraphicsContext::setPlatformStrokeThickness(float thickness)
{
if (paintingDisabled())
return;
CGContextSetLineWidth(platformContext(), thickness);
}
void GraphicsContext::setPlatformFillColor(const Color& color, ColorSpace colorSpace)
{
if (paintingDisabled())
return;
setCGFillColor(platformContext(), color, colorSpace);
}
void GraphicsContext::setPlatformShouldAntialias(bool enable)
{
if (paintingDisabled())
return;
CGContextSetShouldAntialias(platformContext(), enable);
}
void GraphicsContext::setPlatformShouldSmoothFonts(bool enable)
{
if (paintingDisabled())
return;
CGContextSetShouldSmoothFonts(platformContext(), enable);
}
void GraphicsContext::setPlatformCompositeOperation(CompositeOperator mode, BlendMode blendMode)
{
if (paintingDisabled())
return;
CGBlendMode target = kCGBlendModeNormal;
if (blendMode != BlendModeNormal) {
switch (blendMode) {
case BlendModeMultiply:
target = kCGBlendModeMultiply;
break;
case BlendModeScreen:
target = kCGBlendModeScreen;
break;
case BlendModeOverlay:
target = kCGBlendModeOverlay;
break;
case BlendModeDarken:
target = kCGBlendModeDarken;
break;
case BlendModeLighten:
target = kCGBlendModeLighten;
break;
case BlendModeColorDodge:
target = kCGBlendModeColorDodge;
break;
case BlendModeColorBurn:
target = kCGBlendModeColorBurn;
break;
case BlendModeHardLight:
target = kCGBlendModeHardLight;
break;
case BlendModeSoftLight:
target = kCGBlendModeSoftLight;
break;
case BlendModeDifference:
target = kCGBlendModeDifference;
break;
case BlendModeExclusion:
target = kCGBlendModeExclusion;
break;
case BlendModeHue:
target = kCGBlendModeHue;
break;
case BlendModeSaturation:
target = kCGBlendModeSaturation;
break;
case BlendModeColor:
target = kCGBlendModeColor;
break;
case BlendModeLuminosity:
target = kCGBlendModeLuminosity;
default:
break;
}
} else {
switch (mode) {
case CompositeClear:
target = kCGBlendModeClear;
break;
case CompositeCopy:
target = kCGBlendModeCopy;
break;
case CompositeSourceOver:
// kCGBlendModeNormal
break;
case CompositeSourceIn:
target = kCGBlendModeSourceIn;
break;
case CompositeSourceOut:
target = kCGBlendModeSourceOut;
break;
case CompositeSourceAtop:
target = kCGBlendModeSourceAtop;
break;
case CompositeDestinationOver:
target = kCGBlendModeDestinationOver;
break;
case CompositeDestinationIn:
target = kCGBlendModeDestinationIn;
break;
case CompositeDestinationOut:
target = kCGBlendModeDestinationOut;
break;
case CompositeDestinationAtop:
target = kCGBlendModeDestinationAtop;
break;
case CompositeXOR:
target = kCGBlendModeXOR;
break;
case CompositePlusDarker:
target = kCGBlendModePlusDarker;
break;
case CompositePlusLighter:
target = kCGBlendModePlusLighter;
break;
case CompositeDifference:
target = kCGBlendModeDifference;
break;
}
}
CGContextSetBlendMode(platformContext(), target);
}
void GraphicsContext::platformApplyDeviceScaleFactor(float deviceScaleFactor)
{
// CoreGraphics expects the base CTM of a HiDPI context to have the scale factor applied to it.
// Failing to change the base level CTM will cause certain CG features, such as focus rings,
// to draw with a scale factor of 1 rather than the actual scale factor.
wkSetBaseCTM(platformContext(), CGAffineTransformScale(CGContextGetBaseCTM(platformContext()), deviceScaleFactor, deviceScaleFactor));
}
void GraphicsContext::platformFillEllipse(const FloatRect& ellipse)
{
if (paintingDisabled())
return;
// CGContextFillEllipseInRect only supports solid colors.
if (m_state.fillGradient || m_state.fillPattern) {
fillEllipseAsPath(ellipse);
return;
}
CGContextRef context = platformContext();
CGContextFillEllipseInRect(context, ellipse);
}
void GraphicsContext::platformStrokeEllipse(const FloatRect& ellipse)
{
if (paintingDisabled())
return;
// CGContextStrokeEllipseInRect only supports solid colors.
if (m_state.strokeGradient || m_state.strokePattern) {
strokeEllipseAsPath(ellipse);
return;
}
CGContextRef context = platformContext();
CGContextStrokeEllipseInRect(context, ellipse);
}
}
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