📄 graphicscontextcg.cpp
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/* * Copyright (C) 2003, 2004, 2005, 2006, 2007 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 "GraphicsContext.h"#include "TransformationMatrix.h"#include "FloatConversion.h"#include "GraphicsContextPrivate.h"#include "GraphicsContextPlatformPrivateCG.h"#include "ImageBuffer.h"#include "KURL.h"#include "Path.h"#include "Pattern.h"#include <CoreGraphics/CGBitmapContext.h>#include <CoreGraphics/CGPDFContext.h>#include <wtf/MathExtras.h>#include <wtf/OwnArrayPtr.h>#include <wtf/RetainPtr.h>#if PLATFORM(MAC) && !defined(BUILDING_ON_TIGER) && !defined(BUILDING_ON_LEOPARD)#define HAVE_CG_INTERPOLATION_MEDIUM 1#endifusing namespace std;namespace WebCore {static void setCGFillColor(CGContextRef context, const Color& color){ CGFloat red, green, blue, alpha; color.getRGBA(red, green, blue, alpha); CGContextSetRGBFillColor(context, red, green, blue, alpha);}static void setCGStrokeColor(CGContextRef context, const Color& color){ CGFloat red, green, blue, alpha; color.getRGBA(red, green, blue, alpha); CGContextSetRGBStrokeColor(context, red, green, blue, alpha);}GraphicsContext::GraphicsContext(CGContextRef cgContext) : m_common(createGraphicsContextPrivate()) , m_data(new GraphicsContextPlatformPrivate(cgContext)){ setPaintingDisabled(!cgContext); if (cgContext) { // Make sure the context starts in sync with our state. setPlatformFillColor(fillColor()); setPlatformStrokeColor(strokeColor()); }}GraphicsContext::~GraphicsContext(){ destroyGraphicsContextPrivate(m_common); delete m_data;}CGContextRef GraphicsContext::platformContext() const{ ASSERT(!paintingDisabled()); ASSERT(m_data->m_cgContext); return m_data->m_cgContext;}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;}// 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; CGContextRef context = platformContext(); if (fillColor().alpha()) CGContextFillRect(context, rect); if (strokeStyle() != NoStroke && strokeColor().alpha()) { // We do a fill of four rects to simulate the stroke of a border. Color oldFillColor = fillColor(); if (oldFillColor != strokeColor()) setCGFillColor(context, strokeColor()); CGRect rects[4] = { FloatRect(rect.x(), rect.y(), rect.width(), 1), FloatRect(rect.x(), rect.bottom() - 1, rect.width(), 1), FloatRect(rect.x(), rect.y() + 1, 1, rect.height() - 2), FloatRect(rect.right() - 1, rect.y() + 1, 1, rect.height() - 2) }; CGContextFillRects(context, rects, 4); if (oldFillColor != strokeColor()) setCGFillColor(context, oldFillColor); }}// This is only used to draw borders.void GraphicsContext::drawLine(const IntPoint& point1, const IntPoint& point2){ if (paintingDisabled()) return; if (strokeStyle() == NoStroke || !strokeColor().alpha()) 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: 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()); // 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 == 0; 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] = { patWidth, 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){ // FIXME: CG added CGContextAddEllipseinRect in Tiger, so we should be able to quite easily draw an ellipse. // This code can only handle circles, not ellipses. But khtml only // uses it for circles. ASSERT(rect.width() == rect.height()); if (paintingDisabled()) return; CGContextRef context = platformContext(); CGContextBeginPath(context); float r = (float)rect.width() / 2; CGContextAddArc(context, rect.x() + r, rect.y() + r, r, 0.0f, 2.0f * piFloat, 0); CGContextClosePath(context); drawPath();}void GraphicsContext::strokeArc(const IntRect& rect, int startAngle, int angleSpan){ if (paintingDisabled() || strokeStyle() == NoStroke || strokeThickness() <= 0.0f || !strokeColor().alpha()) return; CGContextRef context = platformContext(); CGContextSaveGState(context); CGContextBeginPath(context); CGContextSetShouldAntialias(context, false); int x = rect.x(); int y = rect.y(); float w = (float)rect.width(); float h = (float)rect.height(); float scaleFactor = h / w; float reverseScaleFactor = w / h; if (w != h) scale(FloatSize(1, scaleFactor)); float hRadius = w / 2; float vRadius = h / 2; float fa = startAngle; float falen = fa + angleSpan; float start = -fa * piFloat / 180.0f; float end = -falen * piFloat / 180.0f; CGContextAddArc(context, x + hRadius, (y + vRadius) * reverseScaleFactor, hRadius, start, end, true); if (w != h) scale(FloatSize(1, reverseScaleFactor)); float width = strokeThickness(); int patWidth = 0; switch (strokeStyle()) { case DottedStroke: patWidth = (int)(width / 2); break; case DashedStroke: patWidth = 3 * (int)(width / 2); break; default: break; } if (patWidth) { // 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; if (hRadius == vRadius) distance = static_cast<int>((piFloat * hRadius) / 2.0f); else // We are elliptical and will have to estimate the distance distance = static_cast<int>((piFloat * sqrtf((hRadius * hRadius + vRadius * vRadius) / 2.0f)) / 2.0f); 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 == 0; if (remainder) evenNumberOfSegments = !evenNumberOfSegments; if (evenNumberOfSegments) { if (remainder) { patternOffset += patWidth - remainder; patternOffset += remainder / 2.0f; } else patternOffset = patWidth / 2.0f; } else { if (remainder) patternOffset = (patWidth - remainder) / 2.0f; } } const CGFloat dottedLine[2] = { patWidth, patWidth }; CGContextSetLineDash(context, patternOffset, dottedLine, 2); } CGContextStrokePath(context); CGContextRestoreGState(context);}void GraphicsContext::drawConvexPolygon(size_t npoints, const FloatPoint* points, bool antialiased){ if (paintingDisabled() || !fillColor().alpha() && (strokeThickness() <= 0 || strokeStyle() == NoStroke)) return; if (npoints <= 1) return; CGContextRef context = platformContext(); if (antialiased != shouldAntialias()) CGContextSetShouldAntialias(context, antialiased); CGContextBeginPath(context); CGContextMoveToPoint(context, points[0].x(), points[0].y()); for (size_t i = 1; i < npoints; i++) CGContextAddLineToPoint(context, points[i].x(), points[i].y()); CGContextClosePath(context); drawPath(); if (antialiased != shouldAntialias()) CGContextSetShouldAntialias(context, shouldAntialias());}void GraphicsContext::applyStrokePattern(){ CGContextRef cgContext = platformContext(); CGPatternRef platformPattern = m_common->state.strokePattern.get()->createPlatformPattern(getCTM()); if (!platformPattern) return; CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0); CGContextSetStrokeColorSpace(cgContext, patternSpace);
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