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📄 imagecg.cpp

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
💻 CPP
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/* * Copyright (C) 2004, 2005, 2006 Apple Computer, 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 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.  */#include "config.h"#include "BitmapImage.h"#if PLATFORM(CG)#include "TransformationMatrix.h"#include "FloatConversion.h"#include "FloatRect.h"#include "GraphicsContext.h"#include "ImageObserver.h"#include "PDFDocumentImage.h"#include "PlatformString.h"#include <ApplicationServices/ApplicationServices.h>#if PLATFORM(MAC) || PLATFORM(CHROMIUM)#include "WebCoreSystemInterface.h"#endif#if PLATFORM(WIN)#include <WebKitSystemInterface/WebKitSystemInterface.h>#endifnamespace WebCore {bool FrameData::clear(bool clearMetadata){    if (clearMetadata)        m_haveMetadata = false;    if (m_frame) {        CGImageRelease(m_frame);        m_frame = 0;        return true;    }    return false;}// ================================================// Image Class// ================================================BitmapImage::BitmapImage(CGImageRef cgImage, ImageObserver* observer)    : Image(observer)    , m_currentFrame(0)    , m_frames(0)    , m_frameTimer(0)    , m_repetitionCount(cAnimationNone)    , m_repetitionCountStatus(Unknown)    , m_repetitionsComplete(0)    , m_isSolidColor(false)    , m_checkedForSolidColor(false)    , m_animationFinished(true)    , m_allDataReceived(true)    , m_haveSize(true)    , m_sizeAvailable(true)    , m_decodedSize(0)    , m_haveFrameCount(true)    , m_frameCount(1){    initPlatformData();        CGFloat width = CGImageGetWidth(cgImage);    CGFloat height = CGImageGetHeight(cgImage);    m_decodedSize = width * height * 4;    m_size = IntSize(width, height);    m_frames.grow(1);    m_frames[0].m_frame = cgImage;    m_frames[0].m_hasAlpha = true;    m_frames[0].m_haveMetadata = true;    checkForSolidColor();}// Drawing Routinesvoid BitmapImage::checkForSolidColor(){    m_checkedForSolidColor = true;    if (frameCount() > 1)        m_isSolidColor = false;    else {        CGImageRef image = frameAtIndex(0);                // Currently we only check for solid color in the important special case of a 1x1 image.        if (image && CGImageGetWidth(image) == 1 && CGImageGetHeight(image) == 1) {            unsigned char pixel[4]; // RGBA            CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();            CGContextRef bmap = CGBitmapContextCreate(pixel, 1, 1, 8, sizeof(pixel), space,                kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);            if (bmap) {                GraphicsContext(bmap).setCompositeOperation(CompositeCopy);                CGRect dst = { {0, 0}, {1, 1} };                CGContextDrawImage(bmap, dst, image);                if (pixel[3] == 0)                    m_solidColor = Color(0, 0, 0, 0);                else                    m_solidColor = Color(pixel[0] * 255 / pixel[3], pixel[1] * 255 / pixel[3], pixel[2] * 255 / pixel[3], pixel[3]);                m_isSolidColor = true;                CFRelease(bmap);            }             CFRelease(space);        }    }}CGImageRef BitmapImage::getCGImageRef(){    return frameAtIndex(0);}void BitmapImage::draw(GraphicsContext* ctxt, const FloatRect& destRect, const FloatRect& srcRect, CompositeOperator compositeOp){    startAnimation();    CGImageRef image = frameAtIndex(m_currentFrame);    if (!image) // If it's too early we won't have an image yet.        return;        if (mayFillWithSolidColor()) {        fillWithSolidColor(ctxt, destRect, solidColor(), compositeOp);        return;    }    float currHeight = CGImageGetHeight(image);    if (currHeight <= srcRect.y())        return;    CGContextRef context = ctxt->platformContext();    ctxt->save();    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;    FloatSize selfSize = currentFrameSize();    if (srcRect.size() != selfSize) {        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 == kCGInterpolationHigh || interpolationQuality == kCGInterpolationDefault) && srcRect.size() != destRect.size();        if (shouldUseSubimage) {            image = CGImageCreateWithImageInRect(image, srcRect);            if (currHeight < srcRect.bottom()) {                ASSERT(CGImageGetHeight(image) == currHeight - CGRectIntegral(srcRect).origin.y);                adjustedDestRect.setHeight(destRect.height() / srcRect.height() * CGImageGetHeight(image));            }        } else {            float xScale = srcRect.width() / destRect.width();            float yScale = srcRect.height() / destRect.height();            adjustedDestRect.setLocation(FloatPoint(destRect.x() - srcRect.x() / xScale, destRect.y() - srcRect.y() / yScale));            adjustedDestRect.setSize(FloatSize(selfSize.width() / xScale, selfSize.height() / yScale));            CGContextClipToRect(context, destRect);        }    }    // If the image is only partially loaded, then shrink the destination rect that we're drawing into accordingly.    if (!shouldUseSubimage && currHeight < selfSize.height())        adjustedDestRect.setHeight(adjustedDestRect.height() * currHeight / selfSize.height());    // Flip the coords.    ctxt->setCompositeOperation(compositeOp);    CGContextTranslateCTM(context, adjustedDestRect.x(), adjustedDestRect.bottom());    CGContextScaleCTM(context, 1, -1);    adjustedDestRect.setLocation(FloatPoint());    // Draw the image.    CGContextDrawImage(context, adjustedDestRect, image);    if (shouldUseSubimage)        CGImageRelease(image);    ctxt->restore();    if (imageObserver())        imageObserver()->didDraw(this);}void Image::drawPatternCallback(void* info, CGContextRef context){    CGImageRef image = (CGImageRef)info;    CGContextDrawImage(context, GraphicsContext(context).roundToDevicePixels(FloatRect(0, 0, CGImageGetWidth(image), CGImageGetHeight(image))), image);}void Image::drawPattern(GraphicsContext* ctxt, const FloatRect& tileRect, const TransformationMatrix& patternTransform,                        const FloatPoint& phase, CompositeOperator op, const FloatRect& destRect){    if (!nativeImageForCurrentFrame())        return;    ASSERT(patternTransform.isInvertible());    if (!patternTransform.isInvertible())        // Avoid a hang under CGContextDrawTiledImage on release builds.        return;    CGContextRef context = ctxt->platformContext();    ctxt->save();    CGContextClipToRect(context, destRect);    ctxt->setCompositeOperation(op);    CGContextTranslateCTM(context, destRect.x(), destRect.y() + destRect.height());    CGContextScaleCTM(context, 1, -1);        // Compute the scaled tile size.    float scaledTileHeight = tileRect.height() * narrowPrecisionToFloat(patternTransform.d());        // We have to adjust the phase to deal with the fact we're in Cartesian space now (with the bottom left corner of destRect being    // the origin).    float adjustedX = phase.x() - destRect.x() + tileRect.x() * narrowPrecisionToFloat(patternTransform.a()); // We translated the context so that destRect.x() is the origin, so subtract it out.    float adjustedY = destRect.height() - (phase.y() - destRect.y() + tileRect.y() * narrowPrecisionToFloat(patternTransform.d()) + scaledTileHeight);    CGImageRef tileImage = nativeImageForCurrentFrame();    float h = CGImageGetHeight(tileImage);    CGImageRef subImage;    if (tileRect.size() == size())        subImage = tileImage;    else {        // Copying a sub-image out of a partially-decoded image stops the decoding of the original image. It should never happen        // because sub-images are only used for border-image, which only renders when the image is fully decoded.        ASSERT(h == height());        subImage = CGImageCreateWithImageInRect(tileImage, tileRect);    }    #ifndef BUILDING_ON_TIGER    // Leopard has an optimized call for the tiling of image patterns, but we can only use it if the image has been decoded enough that    // its buffer is the same size as the overall image.  Because a partially decoded CGImageRef with a smaller width or height than the    // overall image buffer needs to tile with "gaps", we can't use the optimized tiling call in that case.    // FIXME: Could create WebKitSystemInterface SPI for CGCreatePatternWithImage2 and probably make Tiger tile faster as well.    // FIXME: We cannot use CGContextDrawTiledImage with scaled tiles on Leopard, because it suffers from rounding errors.  Snow Leopard is ok.    float scaledTileWidth = tileRect.width() * narrowPrecisionToFloat(patternTransform.a());    float w = CGImageGetWidth(tileImage);#ifdef BUILDING_ON_LEOPARD    if (w == size().width() && h == size().height() && scaledTileWidth == tileRect.width() && scaledTileHeight == tileRect.height())#else    if (w == size().width() && h == size().height())#endif        CGContextDrawTiledImage(context, FloatRect(adjustedX, adjustedY, scaledTileWidth, scaledTileHeight), subImage);    else {#endif    // On Leopard, this code now only runs for partially decoded images whose buffers do not yet match the overall size of the image.    // On Tiger this code runs all the time.  This code is suboptimal because the pattern does not reference the image directly, and the    // pattern is destroyed before exiting the function.  This means any decoding the pattern does doesn't end up cached anywhere, so we    // redecode every time we paint.    static const CGPatternCallbacks patternCallbacks = { 0, drawPatternCallback, NULL };    CGAffineTransform matrix = CGAffineTransformMake(narrowPrecisionToCGFloat(patternTransform.a()), 0, 0, narrowPrecisionToCGFloat(patternTransform.d()), adjustedX, adjustedY);    matrix = CGAffineTransformConcat(matrix, CGContextGetCTM(context));    // The top of a partially-decoded image is drawn at the bottom of the tile. Map it to the top.    matrix = CGAffineTransformTranslate(matrix, 0, size().height() - h);    CGPatternRef pattern = CGPatternCreate(subImage, CGRectMake(0, 0, tileRect.width(), tileRect.height()),                                           matrix, tileRect.width(), tileRect.height(),                                            kCGPatternTilingConstantSpacing, true, &patternCallbacks);    if (pattern == NULL) {        if (subImage != tileImage)            CGImageRelease(subImage);        ctxt->restore();        return;    }    CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(NULL);        CGFloat alpha = 1;    CGColorRef color = CGColorCreateWithPattern(patternSpace, pattern, &alpha);    CGContextSetFillColorSpace(context, patternSpace);    CGColorSpaceRelease(patternSpace);    CGPatternRelease(pattern);    // FIXME: Really want a public API for this.  It is just CGContextSetBaseCTM(context, CGAffineTransformIdentiy).    wkSetPatternBaseCTM(context, CGAffineTransformIdentity);    CGContextSetPatternPhase(context, CGSizeZero);    CGContextSetFillColorWithColor(context, color);    CGContextFillRect(context, CGContextGetClipBoundingBox(context));        CGColorRelease(color);    #ifndef BUILDING_ON_TIGER    }#endif    if (subImage != tileImage)        CGImageRelease(subImage);    ctxt->restore();    if (imageObserver())        imageObserver()->didDraw(this);}}#endif // PLATFORM(CG)

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