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/*
* Copyright (C) 2003-2023 Apple Inc. All rights reserved.
*
* 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 INC. AND ITS CONTRIBUTORS ``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 INC. OR ITS 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.
*/
#include "config.h"
#include "GraphicsContext.h"
#include "BidiResolver.h"
#include "DecomposedGlyphs.h"
#include "Filter.h"
#include "FilterImage.h"
#include "FloatRoundedRect.h"
#include "Gradient.h"
#include "ImageBuffer.h"
#include "ImageOrientation.h"
#include "IntRect.h"
#include "MediaPlayer.h"
#include "MediaPlayerPrivate.h"
#include "RoundedRect.h"
#include "SystemImage.h"
#include "TextBoxIterator.h"
#include "VideoFrame.h"
#include <wtf/text/TextStream.h>
namespace WebCore {
GraphicsContext::GraphicsContext(const GraphicsContextState::ChangeFlags& changeFlags, InterpolationQuality imageInterpolationQuality)
: m_state(changeFlags, imageInterpolationQuality)
{
}
GraphicsContext::GraphicsContext(const GraphicsContextState& state)
: m_state(state)
{
}
GraphicsContext::~GraphicsContext()
{
ASSERT(m_stack.isEmpty());
ASSERT(!m_transparencyLayerCount);
}
void GraphicsContext::save()
{
m_stack.append(m_state);
}
void GraphicsContext::restore()
{
if (m_stack.isEmpty()) {
LOG_ERROR("ERROR void GraphicsContext::restore() stack is empty");
return;
}
m_state = m_stack.last();
m_stack.removeLast();
// Make sure we deallocate the state stack buffer when it goes empty.
// Canvas elements will immediately save() again, but that goes into inline capacity.
if (m_stack.isEmpty())
m_stack.clear();
}
void GraphicsContext::mergeLastChanges(const GraphicsContextState& state, const std::optional<GraphicsContextState>& lastDrawingState)
{
m_state.mergeLastChanges(state, lastDrawingState);
didUpdateState(m_state);
}
void GraphicsContext::mergeAllChanges(const GraphicsContextState& state)
{
m_state.mergeAllChanges(state);
didUpdateState(m_state);
}
void GraphicsContext::drawRaisedEllipse(const FloatRect& rect, const Color& ellipseColor, const Color& shadowColor)
{
save();
setStrokeColor(shadowColor);
setFillColor(shadowColor);
drawEllipse(FloatRect(rect.x(), rect.y() + 1, rect.width(), rect.height()));
setStrokeColor(ellipseColor);
setFillColor(ellipseColor);
drawEllipse(rect);
restore();
}
void GraphicsContext::beginTransparencyLayer(float)
{
++m_transparencyLayerCount;
}
void GraphicsContext::endTransparencyLayer()
{
ASSERT(m_transparencyLayerCount > 0);
--m_transparencyLayerCount;
}
FloatSize GraphicsContext::drawText(const FontCascade& font, const TextRun& run, const FloatPoint& point, unsigned from, std::optional<unsigned> to)
{
// Display list recording for text content is done at glyphs level. See GraphicsContext::drawGlyphs.
return font.drawText(*this, run, point, from, to);
}
void GraphicsContext::drawGlyphs(const Font& font, const GlyphBufferGlyph* glyphs, const GlyphBufferAdvance* advances, unsigned numGlyphs, const FloatPoint& point, FontSmoothingMode fontSmoothingMode)
{
FontCascade::drawGlyphs(*this, font, glyphs, advances, numGlyphs, point, fontSmoothingMode);
}
void GraphicsContext::drawDecomposedGlyphs(const Font& font, const DecomposedGlyphs& decomposedGlyphs)
{
auto positionedGlyphs = decomposedGlyphs.positionedGlyphs();
FontCascade::drawGlyphs(*this, font, positionedGlyphs.glyphs.data(), positionedGlyphs.advances.data(), positionedGlyphs.glyphs.size(), positionedGlyphs.localAnchor, positionedGlyphs.smoothingMode);
}
void GraphicsContext::drawEmphasisMarks(const FontCascade& font, const TextRun& run, const AtomString& mark, const FloatPoint& point, unsigned from, std::optional<unsigned> to)
{
font.drawEmphasisMarks(*this, run, mark, point, from, to);
}
void GraphicsContext::drawBidiText(const FontCascade& font, const TextRun& run, const FloatPoint& point, FontCascade::CustomFontNotReadyAction customFontNotReadyAction)
{
BidiResolver<TextBoxIterator, BidiCharacterRun> bidiResolver;
bidiResolver.setStatus(BidiStatus(run.direction(), run.directionalOverride()));
bidiResolver.setPositionIgnoringNestedIsolates(TextBoxIterator(&run, 0));
// FIXME: This ownership should be reversed. We should pass BidiRunList
// to BidiResolver in createBidiRunsForLine.
BidiRunList<BidiCharacterRun>& bidiRuns = bidiResolver.runs();
bidiResolver.createBidiRunsForLine(TextBoxIterator(&run, run.length()));
if (!bidiRuns.runCount())
return;
FloatPoint currPoint = point;
BidiCharacterRun* bidiRun = bidiRuns.firstRun();
while (bidiRun) {
TextRun subrun = run.subRun(bidiRun->start(), bidiRun->stop() - bidiRun->start());
bool isRTL = bidiRun->level() % 2;
subrun.setDirection(isRTL ? TextDirection::RTL : TextDirection::LTR);
subrun.setDirectionalOverride(bidiRun->dirOverride(false));
auto advance = font.drawText(*this, subrun, currPoint, 0, std::nullopt, customFontNotReadyAction);
currPoint.move(advance);
bidiRun = bidiRun->next();
}
bidiRuns.clear();
}
static IntSize scaledImageBufferSize(const FloatSize& size, const FloatSize& scale)
{
// Enlarge the buffer size if the context's transform is scaling it so we need a higher
// resolution than one pixel per unit.
return expandedIntSize(size * scale);
}
static IntRect scaledImageBufferRect(const FloatRect& rect, const FloatSize& scale)
{
auto scaledRect = rect;
scaledRect.scale(scale);
return enclosingIntRect(scaledRect);
}
static FloatSize clampingScaleForImageBufferSize(const FloatSize& size)
{
FloatSize clampingScale(1, 1);
ImageBuffer::sizeNeedsClamping(size, clampingScale);
return clampingScale;
}
IntSize GraphicsContext::compatibleImageBufferSize(const FloatSize& size) const
{
return scaledImageBufferSize(size, scaleFactor());
}
RefPtr<ImageBuffer> GraphicsContext::createImageBuffer(const FloatSize& size, float resolutionScale, const DestinationColorSpace& colorSpace, std::optional<RenderingMode> renderingMode, std::optional<RenderingMethod> renderingMethod) const
{
auto bufferOptions = bufferOptionsForRendingMode(renderingMode.value_or(this->renderingMode()));
if (!renderingMethod || *renderingMethod == RenderingMethod::Local)
return ImageBuffer::create(size, RenderingPurpose::Unspecified, resolutionScale, colorSpace, PixelFormat::BGRA8, bufferOptions);
bufferOptions.add(ImageBufferOptions::UseDisplayList);
return ImageBuffer::create(size, RenderingPurpose::Unspecified, resolutionScale, colorSpace, PixelFormat::BGRA8, bufferOptions);
}
RefPtr<ImageBuffer> GraphicsContext::createScaledImageBuffer(const FloatSize& size, const FloatSize& scale, const DestinationColorSpace& colorSpace, std::optional<RenderingMode> renderingMode, std::optional<RenderingMethod> renderingMethod) const
{
auto expandedScaledSize = scaledImageBufferSize(size, scale);
if (expandedScaledSize.isEmpty())
return nullptr;
auto clampingScale = clampingScaleForImageBufferSize(expandedScaledSize);
auto imageBuffer = createImageBuffer(expandedScaledSize * clampingScale, 1, colorSpace, renderingMode, renderingMethod);
if (!imageBuffer)
return nullptr;
imageBuffer->context().scale(clampingScale);
// 'expandedScaledSize' is mapped to 'size'. So use 'expandedScaledSize / size'
// not 'scale' because they are not necessarily equal.
imageBuffer->context().scale(expandedScaledSize / size);
return imageBuffer;
}
RefPtr<ImageBuffer> GraphicsContext::createScaledImageBuffer(const FloatRect& rect, const FloatSize& scale, const DestinationColorSpace& colorSpace, std::optional<RenderingMode> renderingMode, std::optional<RenderingMethod> renderingMethod) const
{
auto expandedScaledRect = scaledImageBufferRect(rect, scale);
if (expandedScaledRect.isEmpty())
return nullptr;
auto clampingScale = clampingScaleForImageBufferSize(expandedScaledRect.size());
auto imageBuffer = createImageBuffer(expandedScaledRect.size() * clampingScale, 1, colorSpace, renderingMode, renderingMethod);
if (!imageBuffer)
return nullptr;
imageBuffer->context().scale(clampingScale);
// 'rect' is mapped to a rectangle inside expandedScaledRect.
imageBuffer->context().translate(-expandedScaledRect.location());
// The size of this rectangle is not necessarily equal to expandedScaledRect.size().
// So use 'scale' not 'expandedScaledRect.size() / rect.size()'.
imageBuffer->context().scale(scale);
return imageBuffer;
}
RefPtr<ImageBuffer> GraphicsContext::createAlignedImageBuffer(const FloatSize& size, const DestinationColorSpace& colorSpace, std::optional<RenderingMethod> renderingMethod) const
{
return createScaledImageBuffer(size, scaleFactor(), colorSpace, renderingMode(), renderingMethod);
}
RefPtr<ImageBuffer> GraphicsContext::createAlignedImageBuffer(const FloatRect& rect, const DestinationColorSpace& colorSpace, std::optional<RenderingMethod> renderingMethod) const
{
return createScaledImageBuffer(rect, scaleFactor(), colorSpace, renderingMode(), renderingMethod);
}
void GraphicsContext::drawNativeImage(NativeImage& image, const FloatSize& imageSize, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
image.draw(*this, imageSize, destination, source, options);
}
void GraphicsContext::drawSystemImage(SystemImage& systemImage, const FloatRect& destinationRect)
{
systemImage.draw(*this, destinationRect);
}
ImageDrawResult GraphicsContext::drawImage(Image& image, const FloatPoint& destination, const ImagePaintingOptions& imagePaintingOptions)
{
return drawImage(image, FloatRect(destination, image.size()), FloatRect(FloatPoint(), image.size()), imagePaintingOptions);
}
ImageDrawResult GraphicsContext::drawImage(Image& image, const FloatRect& destination, const ImagePaintingOptions& imagePaintingOptions)
{
FloatRect srcRect(FloatPoint(), image.size(imagePaintingOptions.orientation()));
return drawImage(image, destination, srcRect, imagePaintingOptions);
}
ImageDrawResult GraphicsContext::drawImage(Image& image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
return image.draw(*this, destination, source, options);
}
ImageDrawResult GraphicsContext::drawTiledImage(Image& image, const FloatRect& destination, const FloatPoint& source, const FloatSize& tileSize, const FloatSize& spacing, const ImagePaintingOptions& options)
{
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
return image.drawTiled(*this, destination, source, tileSize, spacing, options);
}
ImageDrawResult GraphicsContext::drawTiledImage(Image& image, const FloatRect& destination, const FloatRect& source, const FloatSize& tileScaleFactor,
Image::TileRule hRule, Image::TileRule vRule, const ImagePaintingOptions& options)
{
if (hRule == Image::StretchTile && vRule == Image::StretchTile) {
// Just do a scale.
return drawImage(image, destination, source, options);
}
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
return image.drawTiled(*this, destination, source, tileScaleFactor, hRule, vRule, options.compositeOperator());
}
void GraphicsContext::drawImageBuffer(ImageBuffer& image, const FloatPoint& destination, const ImagePaintingOptions& imagePaintingOptions)
{
drawImageBuffer(image, FloatRect(destination, image.logicalSize()), FloatRect({ }, image.logicalSize()), imagePaintingOptions);
}
void GraphicsContext::drawImageBuffer(ImageBuffer& image, const FloatRect& destination, const ImagePaintingOptions& imagePaintingOptions)
{
drawImageBuffer(image, destination, FloatRect({ }, image.logicalSize()), imagePaintingOptions);
}
void GraphicsContext::drawImageBuffer(ImageBuffer& image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
image.draw(*this, destination, source, options);
}
void GraphicsContext::drawConsumingImageBuffer(RefPtr<ImageBuffer> image, const FloatPoint& destination, const ImagePaintingOptions& imagePaintingOptions)
{
if (!image)
return;
auto imageLogicalSize = image->logicalSize();
drawConsumingImageBuffer(WTFMove(image), FloatRect(destination, imageLogicalSize), FloatRect({ }, imageLogicalSize), imagePaintingOptions);
}
void GraphicsContext::drawConsumingImageBuffer(RefPtr<ImageBuffer> image, const FloatRect& destination, const ImagePaintingOptions& imagePaintingOptions)
{
if (!image)
return;
auto imageLogicalSize = image->logicalSize();
drawConsumingImageBuffer(WTFMove(image), destination, FloatRect({ }, imageLogicalSize), imagePaintingOptions);
}
void GraphicsContext::drawConsumingImageBuffer(RefPtr<ImageBuffer> image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
if (!image)
return;
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
ImageBuffer::drawConsuming(WTFMove(image), *this, destination, source, options);
}
void GraphicsContext::drawFilteredImageBuffer(ImageBuffer* sourceImage, const FloatRect& sourceImageRect, Filter& filter, FilterResults& results)
{
auto result = filter.apply(sourceImage, sourceImageRect, results);
if (!result)
return;
auto imageBuffer = result->imageBuffer();
if (!imageBuffer)
return;
scale({ 1 / filter.filterScale().width(), 1 / filter.filterScale().height() });
drawImageBuffer(*imageBuffer, result->absoluteImageRect());
scale(filter.filterScale());
}
void GraphicsContext::drawPattern(ImageBuffer& image, const FloatRect& destRect, const FloatRect& tileRect, const AffineTransform& patternTransform, const FloatPoint& phase, const FloatSize& spacing, const ImagePaintingOptions& options)
{
image.drawPattern(*this, destRect, tileRect, patternTransform, phase, spacing, options);
}
void GraphicsContext::drawControlPart(ControlPart& part, const FloatRoundedRect& borderRect, float deviceScaleFactor, const ControlStyle& style)
{
part.draw(*this, borderRect, deviceScaleFactor, style);
}
void GraphicsContext::clipRoundedRect(const FloatRoundedRect& rect)
{
Path path;
path.addRoundedRect(rect);
clipPath(path);
}
void GraphicsContext::clipOutRoundedRect(const FloatRoundedRect& rect)
{
if (!rect.isRounded()) {
clipOut(rect.rect());
return;
}
Path path;
path.addRoundedRect(rect);
clipOut(path);
}
IntRect GraphicsContext::clipBounds() const
{
ASSERT_NOT_REACHED();
return IntRect();
}
void GraphicsContext::fillRect(const FloatRect& rect, Gradient& gradient)
{
gradient.fill(*this, rect);
}
void GraphicsContext::fillRect(const FloatRect& rect, const Color& color, CompositeOperator op, BlendMode blendMode)
{
CompositeOperator previousOperator = compositeOperation();
setCompositeOperation(op, blendMode);
fillRect(rect, color);
setCompositeOperation(previousOperator);
}
void GraphicsContext::fillRoundedRect(const FloatRoundedRect& rect, const Color& color, BlendMode blendMode)
{
if (rect.isRounded()) {
setCompositeOperation(compositeOperation(), blendMode);
fillRoundedRectImpl(rect, color);
setCompositeOperation(compositeOperation());
} else
fillRect(rect.rect(), color, compositeOperation(), blendMode);
}
void GraphicsContext::fillRectWithRoundedHole(const FloatRect& rect, const FloatRoundedRect& roundedHoleRect, const Color& color)
{
Path path;
path.addRect(rect);
if (!roundedHoleRect.radii().isZero())
path.addRoundedRect(roundedHoleRect);
else
path.addRect(roundedHoleRect.rect());
WindRule oldFillRule = fillRule();
Color oldFillColor = fillColor();
setFillRule(WindRule::EvenOdd);
setFillColor(color);
fillPath(path);
setFillRule(oldFillRule);
setFillColor(oldFillColor);
}
void GraphicsContext::adjustLineToPixelBoundaries(FloatPoint& p1, FloatPoint& p2, float strokeWidth, StrokeStyle penStyle)
{
// 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, WebKit 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 (penStyle == StrokeStyle::DottedStroke || penStyle == StrokeStyle::DashedStroke) {
if (p1.x() == p2.x()) {
p1.setY(p1.y() + strokeWidth);
p2.setY(p2.y() - strokeWidth);
} else {
p1.setX(p1.x() + strokeWidth);
p2.setX(p2.x() - strokeWidth);
}
}
if (static_cast<int>(strokeWidth) % 2) { //odd
if (p1.x() == p2.x()) {
// We're a vertical line. Adjust our x.
p1.setX(p1.x() + 0.5f);
p2.setX(p2.x() + 0.5f);
} else {
// We're a horizontal line. Adjust our y.
p1.setY(p1.y() + 0.5f);
p2.setY(p2.y() + 0.5f);
}
}
}
FloatSize GraphicsContext::scaleFactor() const
{
AffineTransform transform = getCTM(GraphicsContext::DefinitelyIncludeDeviceScale);
return FloatSize(transform.xScale(), transform.yScale());
}
FloatSize GraphicsContext::scaleFactorForDrawing(const FloatRect& destRect, const FloatRect& srcRect) const
{
AffineTransform transform = getCTM(GraphicsContext::DefinitelyIncludeDeviceScale);
auto transformedDestRect = transform.mapRect(destRect);
return transformedDestRect.size() / srcRect.size();
}
void GraphicsContext::drawPath(const Path& path)
{
fillPath(path);
strokePath(path);
}
void GraphicsContext::fillEllipseAsPath(const FloatRect& ellipse)
{
Path path;
path.addEllipseInRect(ellipse);
fillPath(path);
}
void GraphicsContext::strokeEllipseAsPath(const FloatRect& ellipse)
{
Path path;
path.addEllipseInRect(ellipse);
strokePath(path);
}
void GraphicsContext::drawLineForText(const FloatRect& rect, bool printing, bool doubleUnderlines, StrokeStyle style)
{
drawLinesForText(rect.location(), rect.height(), DashArray { 0, rect.width() }, printing, doubleUnderlines, style);
}
FloatRect GraphicsContext::computeUnderlineBoundsForText(const FloatRect& rect, bool printing)
{
Color dummyColor;
return computeLineBoundsAndAntialiasingModeForText(rect, printing, dummyColor);
}
FloatRect GraphicsContext::computeLineBoundsAndAntialiasingModeForText(const FloatRect& rect, bool printing, Color& color)
{
FloatPoint origin = rect.location();
float thickness = std::max(rect.height(), 0.5f);
if (printing)
return FloatRect(origin, FloatSize(rect.width(), thickness));
AffineTransform transform = getCTM(GraphicsContext::DefinitelyIncludeDeviceScale);
// Just compute scale in x dimension, assuming x and y scales are equal.
float scale = transform.b() ? std::hypot(transform.a(), transform.b()) : transform.a();
if (scale < 1.0) {
// This code always draws a line that is at least one-pixel line high,
// which tends to visually overwhelm text at small scales. To counter this
// effect, an alpha is applied to the underline color when text is at small scales.
static const float minimumUnderlineAlpha = 0.4f;
float shade = scale > minimumUnderlineAlpha ? scale : minimumUnderlineAlpha;
color = color.colorWithAlphaMultipliedBy(shade);
}
FloatPoint devicePoint = transform.mapPoint(rect.location());
// Visual overflow might occur here due to integral roundf/ceilf. visualOverflowForDecorations adjusts the overflow value for underline decoration.
FloatPoint deviceOrigin = FloatPoint(roundf(devicePoint.x()), ceilf(devicePoint.y()));
if (auto inverse = transform.inverse())
origin = inverse.value().mapPoint(deviceOrigin);
return FloatRect(origin, FloatSize(rect.width(), thickness));
}
float GraphicsContext::dashedLineCornerWidthForStrokeWidth(float strokeWidth) const
{
float thickness = strokeThickness();
return strokeStyle() == StrokeStyle::DottedStroke ? thickness : std::min(2.0f * thickness, std::max(thickness, strokeWidth / 3.0f));
}
float GraphicsContext::dashedLinePatternWidthForStrokeWidth(float strokeWidth) const
{
float thickness = strokeThickness();
return strokeStyle() == StrokeStyle::DottedStroke ? thickness : std::min(3.0f * thickness, std::max(thickness, strokeWidth / 3.0f));
}
float GraphicsContext::dashedLinePatternOffsetForPatternAndStrokeWidth(float patternWidth, float strokeWidth) const
{
// Pattern starts with full fill and ends with the empty fill.
// 1. Let's start with the empty phase after the corner.
// 2. Check if we've got odd or even number of patterns and whether they fully cover the line.
// 3. In case of even number of patterns and/or remainder, move the pattern start position
// so that the pattern is balanced between the corners.
float patternOffset = patternWidth;
int numberOfSegments = std::floor(strokeWidth / patternWidth);
bool oddNumberOfSegments = numberOfSegments % 2;
float remainder = strokeWidth - (numberOfSegments * patternWidth);
if (oddNumberOfSegments && remainder)
patternOffset -= remainder / 2.0f;
else if (!oddNumberOfSegments) {
if (remainder)
patternOffset += patternOffset - (patternWidth + remainder) / 2.0f;
else
patternOffset += patternWidth / 2.0f;
}
return patternOffset;
}
Vector<FloatPoint> GraphicsContext::centerLineAndCutOffCorners(bool isVerticalLine, float cornerWidth, FloatPoint point1, FloatPoint point2) const
{
// Center line and cut off corners for pattern painting.
if (isVerticalLine) {
float centerOffset = (point2.x() - point1.x()) / 2.0f;
point1.move(centerOffset, cornerWidth);
point2.move(-centerOffset, -cornerWidth);
} else {
float centerOffset = (point2.y() - point1.y()) / 2.0f;
point1.move(cornerWidth, centerOffset);
point2.move(-cornerWidth, -centerOffset);
}
return { point1, point2 };
}
void GraphicsContext::clearShadow()
{
if (!m_state.style())
return;
if (!std::holds_alternative<GraphicsDropShadow>(*m_state.style()))
return;
m_state.setStyle(std::nullopt);
didUpdateState(m_state);
}
bool GraphicsContext::hasVisibleShadow() const
{
if (const auto shadow = dropShadow())
return shadow->isVisible();
return false;
}
bool GraphicsContext::hasBlurredShadow() const
{
if (const auto shadow = dropShadow())
return shadow->isBlurred();
return false;
}
bool GraphicsContext::hasShadow() const
{
if (const auto shadow = dropShadow())
return shadow->hasOutsets();
return false;
}
#if ENABLE(VIDEO)
void GraphicsContext::paintFrameForMedia(MediaPlayer& player, const FloatRect& destination)
{
player.playerPrivate()->paintCurrentFrameInContext(*this, destination);
}
void GraphicsContext::paintVideoFrame(VideoFrame& frame, const FloatRect& destination, bool shouldDiscardAlpha)
{
frame.paintInContext(*this, destination, ImageOrientation::Orientation::None, shouldDiscardAlpha);
}
#endif
} // namespace WebCore
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