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/*
* 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