| /* |
| * Copyright (C) 2011 Apple Inc. |
| * Copyright (C) 2010 Sencha, Inc. |
| * Copyright (C) 2010 Igalia S.L. |
| * 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. ``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. |
| */ |
| |
| #ifndef ShadowBlur_h |
| #define ShadowBlur_h |
| |
| #include "Color.h" |
| #include "ColorSpace.h" |
| #include "FloatRect.h" |
| #include "RoundedRect.h" |
| #include <wtf/Noncopyable.h> |
| |
| namespace WebCore { |
| |
| class AffineTransform; |
| class GraphicsContext; |
| struct GraphicsContextState; |
| class ImageBuffer; |
| |
| class ShadowBlur { |
| WTF_MAKE_NONCOPYABLE(ShadowBlur); |
| public: |
| enum ShadowType { |
| NoShadow, |
| SolidShadow, |
| BlurShadow |
| }; |
| |
| ShadowBlur(const FloatSize& radius, const FloatSize& offset, const Color&, ColorSpace); |
| ShadowBlur(const GraphicsContextState&); |
| ShadowBlur(); |
| |
| void setShadowValues(const FloatSize&, const FloatSize& , const Color&, ColorSpace, bool ignoreTransforms = false); |
| |
| void setShadowsIgnoreTransforms(bool ignoreTransforms) { m_shadowsIgnoreTransforms = ignoreTransforms; } |
| bool shadowsIgnoreTransforms() const { return m_shadowsIgnoreTransforms; } |
| |
| GraphicsContext* beginShadowLayer(GraphicsContext*, const FloatRect& layerArea); |
| void endShadowLayer(GraphicsContext*); |
| |
| void drawRectShadow(GraphicsContext*, const FloatRect&, const RoundedRect::Radii&); |
| void drawInsetShadow(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedRect::Radii& holeRadii); |
| |
| void blurLayerImage(unsigned char*, const IntSize&, int stride); |
| |
| void clear(); |
| |
| ShadowType type() const { return m_type; } |
| |
| private: |
| void updateShadowBlurValues(); |
| |
| void drawShadowBuffer(GraphicsContext*); |
| |
| void adjustBlurRadius(GraphicsContext*); |
| |
| enum ShadowDirection { |
| OuterShadow, |
| InnerShadow |
| }; |
| |
| IntRect calculateLayerBoundingRect(GraphicsContext*, const FloatRect& layerArea, const IntRect& clipRect); |
| IntSize templateSize(const IntSize& blurredEdgeSize, const RoundedRect::Radii&) const; |
| |
| void drawRectShadowWithoutTiling(GraphicsContext*, const FloatRect&, const RoundedRect::Radii&, const IntRect& layerRect); |
| void drawRectShadowWithTiling(GraphicsContext*, const FloatRect&, const RoundedRect::Radii&, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize); |
| |
| void drawInsetShadowWithoutTiling(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedRect::Radii&, const IntRect& layerRect); |
| void drawInsetShadowWithTiling(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedRect::Radii&, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize); |
| |
| void drawLayerPieces(GraphicsContext*, const FloatRect& shadowBounds, const RoundedRect::Radii&, const IntSize& roundedRadius, const IntSize& templateSize, ShadowDirection); |
| |
| void blurShadowBuffer(const IntSize& templateSize); |
| void blurAndColorShadowBuffer(const IntSize& templateSize); |
| |
| IntSize blurredEdgeSize() const; |
| |
| |
| ShadowType m_type; |
| |
| Color m_color; |
| ColorSpace m_colorSpace; |
| FloatSize m_blurRadius; |
| FloatSize m_offset; |
| |
| ImageBuffer* m_layerImage; // Buffer to where the temporary shadow will be drawn to. |
| |
| FloatRect m_sourceRect; // Sub-rect of m_layerImage that contains the shadow pixels. |
| FloatPoint m_layerOrigin; // Top-left corner of the (possibly clipped) bounding rect to draw the shadow to. |
| FloatSize m_layerSize; // Size of m_layerImage pixels that need blurring. |
| FloatSize m_layerContextTranslation; // Translation to apply to m_layerContext for the shadow to be correctly clipped. |
| |
| bool m_shadowsIgnoreTransforms; |
| }; |
| |
| } // namespace WebCore |
| |
| #endif // ShadowBlur_h |