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/*
* Copyright (C) 2003, 2004, 2005, 2006, 2009, 2013 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 "BitmapImage.h"
#include "FloatRoundedRect.h"
#include "Gradient.h"
#include "GraphicsContextImpl.h"
#include "ImageBuffer.h"
#include "IntRect.h"
#include "RoundedRect.h"
#include "TextRun.h"
#include <wtf/text/TextStream.h>
namespace WebCore {
class TextRunIterator {
public:
TextRunIterator()
: m_textRun(0)
, m_offset(0)
{
}
TextRunIterator(const TextRun* textRun, unsigned offset)
: m_textRun(textRun)
, m_offset(offset)
{
}
unsigned offset() const { return m_offset; }
void increment() { m_offset++; }
bool atEnd() const { return !m_textRun || m_offset >= m_textRun->length(); }
UChar current() const { return (*m_textRun)[m_offset]; }
UCharDirection direction() const { return atEnd() ? U_OTHER_NEUTRAL : u_charDirection(current()); }
bool operator==(const TextRunIterator& other)
{
return m_offset == other.m_offset && m_textRun == other.m_textRun;
}
bool operator!=(const TextRunIterator& other) { return !operator==(other); }
private:
const TextRun* m_textRun;
unsigned m_offset;
};
#define CHECK_FOR_CHANGED_PROPERTY(flag, property) \
if ((m_changeFlags & GraphicsContextState::flag) && (m_state.property != state.property)) \
changeFlags |= GraphicsContextState::flag;
GraphicsContextState::StateChangeFlags GraphicsContextStateChange::changesFromState(const GraphicsContextState& state) const
{
GraphicsContextState::StateChangeFlags changeFlags = GraphicsContextState::NoChange;
CHECK_FOR_CHANGED_PROPERTY(StrokeGradientChange, strokeGradient);
CHECK_FOR_CHANGED_PROPERTY(StrokePatternChange, strokePattern);
CHECK_FOR_CHANGED_PROPERTY(FillGradientChange, fillGradient);
CHECK_FOR_CHANGED_PROPERTY(FillPatternChange, fillPattern);
if ((m_changeFlags & GraphicsContextState::ShadowChange)
&& (m_state.shadowOffset != state.shadowOffset
|| m_state.shadowBlur != state.shadowBlur
|| m_state.shadowColor != state.shadowColor))
changeFlags |= GraphicsContextState::ShadowChange;
CHECK_FOR_CHANGED_PROPERTY(StrokeThicknessChange, strokeThickness);
CHECK_FOR_CHANGED_PROPERTY(TextDrawingModeChange, textDrawingMode);
CHECK_FOR_CHANGED_PROPERTY(StrokeColorChange, strokeColor);
CHECK_FOR_CHANGED_PROPERTY(FillColorChange, fillColor);
CHECK_FOR_CHANGED_PROPERTY(StrokeStyleChange, strokeStyle);
CHECK_FOR_CHANGED_PROPERTY(FillRuleChange, fillRule);
CHECK_FOR_CHANGED_PROPERTY(AlphaChange, alpha);
if ((m_changeFlags & (GraphicsContextState::CompositeOperationChange | GraphicsContextState::BlendModeChange))
&& (m_state.compositeOperator != state.compositeOperator || m_state.blendMode != state.blendMode))
changeFlags |= (GraphicsContextState::CompositeOperationChange | GraphicsContextState::BlendModeChange);
CHECK_FOR_CHANGED_PROPERTY(ShouldAntialiasChange, shouldAntialias);
CHECK_FOR_CHANGED_PROPERTY(ShouldSmoothFontsChange, shouldSmoothFonts);
CHECK_FOR_CHANGED_PROPERTY(ShouldSubpixelQuantizeFontsChange, shouldSubpixelQuantizeFonts);
CHECK_FOR_CHANGED_PROPERTY(ShadowsIgnoreTransformsChange, shadowsIgnoreTransforms);
CHECK_FOR_CHANGED_PROPERTY(DrawLuminanceMaskChange, drawLuminanceMask);
CHECK_FOR_CHANGED_PROPERTY(ImageInterpolationQualityChange, imageInterpolationQuality);
#if HAVE(OS_DARK_MODE_SUPPORT)
CHECK_FOR_CHANGED_PROPERTY(UseDarkAppearanceChange, useDarkAppearance);
#endif
return changeFlags;
}
void GraphicsContextStateChange::accumulate(const GraphicsContextState& state, GraphicsContextState::StateChangeFlags flags)
{
// FIXME: This code should move to GraphicsContextState.
if (flags & GraphicsContextState::StrokeGradientChange)
m_state.strokeGradient = state.strokeGradient;
if (flags & GraphicsContextState::StrokePatternChange)
m_state.strokePattern = state.strokePattern;
if (flags & GraphicsContextState::FillGradientChange)
m_state.fillGradient = state.fillGradient;
if (flags & GraphicsContextState::FillPatternChange)
m_state.fillPattern = state.fillPattern;
if (flags & GraphicsContextState::ShadowChange) {
// FIXME: Deal with state.shadowsUseLegacyRadius.
m_state.shadowOffset = state.shadowOffset;
m_state.shadowBlur = state.shadowBlur;
m_state.shadowColor = state.shadowColor;
}
if (flags & GraphicsContextState::StrokeThicknessChange)
m_state.strokeThickness = state.strokeThickness;
if (flags & GraphicsContextState::TextDrawingModeChange)
m_state.textDrawingMode = state.textDrawingMode;
if (flags & GraphicsContextState::StrokeColorChange)
m_state.strokeColor = state.strokeColor;
if (flags & GraphicsContextState::FillColorChange)
m_state.fillColor = state.fillColor;
if (flags & GraphicsContextState::StrokeStyleChange)
m_state.strokeStyle = state.strokeStyle;
if (flags & GraphicsContextState::FillRuleChange)
m_state.fillRule = state.fillRule;
if (flags & GraphicsContextState::AlphaChange)
m_state.alpha = state.alpha;
if (flags & (GraphicsContextState::CompositeOperationChange | GraphicsContextState::BlendModeChange)) {
m_state.compositeOperator = state.compositeOperator;
m_state.blendMode = state.blendMode;
}
if (flags & GraphicsContextState::ShouldAntialiasChange)
m_state.shouldAntialias = state.shouldAntialias;
if (flags & GraphicsContextState::ShouldSmoothFontsChange)
m_state.shouldSmoothFonts = state.shouldSmoothFonts;
if (flags & GraphicsContextState::ShouldSubpixelQuantizeFontsChange)
m_state.shouldSubpixelQuantizeFonts = state.shouldSubpixelQuantizeFonts;
if (flags & GraphicsContextState::ShadowsIgnoreTransformsChange)
m_state.shadowsIgnoreTransforms = state.shadowsIgnoreTransforms;
if (flags & GraphicsContextState::DrawLuminanceMaskChange)
m_state.drawLuminanceMask = state.drawLuminanceMask;
if (flags & GraphicsContextState::ImageInterpolationQualityChange)
m_state.imageInterpolationQuality = state.imageInterpolationQuality;
#if HAVE(OS_DARK_MODE_SUPPORT)
if (flags & GraphicsContextState::UseDarkAppearanceChange)
m_state.useDarkAppearance = state.useDarkAppearance;
#endif
m_changeFlags |= flags;
}
void GraphicsContextStateChange::apply(GraphicsContext& context) const
{
if (m_changeFlags & GraphicsContextState::StrokeGradientChange)
context.setStrokeGradient(*m_state.strokeGradient);
if (m_changeFlags & GraphicsContextState::StrokePatternChange)
context.setStrokePattern(*m_state.strokePattern);
if (m_changeFlags & GraphicsContextState::FillGradientChange)
context.setFillGradient(*m_state.fillGradient);
if (m_changeFlags & GraphicsContextState::FillPatternChange)
context.setFillPattern(*m_state.fillPattern);
if (m_changeFlags & GraphicsContextState::ShadowChange) {
#if USE(CG)
if (m_state.shadowsUseLegacyRadius)
context.setLegacyShadow(m_state.shadowOffset, m_state.shadowBlur, m_state.shadowColor);
else
#endif
context.setShadow(m_state.shadowOffset, m_state.shadowBlur, m_state.shadowColor);
}
if (m_changeFlags & GraphicsContextState::StrokeThicknessChange)
context.setStrokeThickness(m_state.strokeThickness);
if (m_changeFlags & GraphicsContextState::TextDrawingModeChange)
context.setTextDrawingMode(m_state.textDrawingMode);
if (m_changeFlags & GraphicsContextState::StrokeColorChange)
context.setStrokeColor(m_state.strokeColor);
if (m_changeFlags & GraphicsContextState::FillColorChange)
context.setFillColor(m_state.fillColor);
if (m_changeFlags & GraphicsContextState::StrokeStyleChange)
context.setStrokeStyle(m_state.strokeStyle);
if (m_changeFlags & GraphicsContextState::FillRuleChange)
context.setFillRule(m_state.fillRule);
if (m_changeFlags & GraphicsContextState::AlphaChange)
context.setAlpha(m_state.alpha);
if (m_changeFlags & (GraphicsContextState::CompositeOperationChange | GraphicsContextState::BlendModeChange))
context.setCompositeOperation(m_state.compositeOperator, m_state.blendMode);
if (m_changeFlags & GraphicsContextState::ShouldAntialiasChange)
context.setShouldAntialias(m_state.shouldAntialias);
if (m_changeFlags & GraphicsContextState::ShouldSmoothFontsChange)
context.setShouldSmoothFonts(m_state.shouldSmoothFonts);
if (m_changeFlags & GraphicsContextState::ShouldSubpixelQuantizeFontsChange)
context.setShouldSubpixelQuantizeFonts(m_state.shouldSubpixelQuantizeFonts);
if (m_changeFlags & GraphicsContextState::ShadowsIgnoreTransformsChange)
context.setShadowsIgnoreTransforms(m_state.shadowsIgnoreTransforms);
if (m_changeFlags & GraphicsContextState::DrawLuminanceMaskChange)
context.setDrawLuminanceMask(m_state.drawLuminanceMask);
if (m_changeFlags & GraphicsContextState::ImageInterpolationQualityChange)
context.setImageInterpolationQuality(m_state.imageInterpolationQuality);
#if HAVE(OS_DARK_MODE_SUPPORT)
if (m_changeFlags & GraphicsContextState::UseDarkAppearanceChange)
context.setUseDarkAppearance(m_state.useDarkAppearance);
#endif
}
void GraphicsContextStateChange::dump(TextStream& ts) const
{
ts.dumpProperty("change-flags", m_changeFlags);
if (m_changeFlags & GraphicsContextState::StrokeGradientChange)
ts.dumpProperty("stroke-gradient", m_state.strokeGradient.get());
if (m_changeFlags & GraphicsContextState::StrokePatternChange)
ts.dumpProperty("stroke-pattern", m_state.strokePattern.get());
if (m_changeFlags & GraphicsContextState::FillGradientChange)
ts.dumpProperty("fill-gradient", m_state.fillGradient.get());
if (m_changeFlags & GraphicsContextState::FillPatternChange)
ts.dumpProperty("fill-pattern", m_state.fillPattern.get());
if (m_changeFlags & GraphicsContextState::ShadowChange) {
ts.dumpProperty("shadow-blur", m_state.shadowBlur);
ts.dumpProperty("shadow-offset", m_state.shadowOffset);
#if USE(CG)
ts.dumpProperty("shadows-use-legacy-radius", m_state.shadowsUseLegacyRadius);
#endif
}
if (m_changeFlags & GraphicsContextState::StrokeThicknessChange)
ts.dumpProperty("stroke-thickness", m_state.strokeThickness);
if (m_changeFlags & GraphicsContextState::TextDrawingModeChange)
ts.dumpProperty("text-drawing-mode", m_state.textDrawingMode);
if (m_changeFlags & GraphicsContextState::StrokeColorChange)
ts.dumpProperty("stroke-color", m_state.strokeColor);
if (m_changeFlags & GraphicsContextState::FillColorChange)
ts.dumpProperty("fill-color", m_state.fillColor);
if (m_changeFlags & GraphicsContextState::StrokeStyleChange)
ts.dumpProperty("stroke-style", m_state.strokeStyle);
if (m_changeFlags & GraphicsContextState::FillRuleChange)
ts.dumpProperty("fill-rule", m_state.fillRule);
if (m_changeFlags & GraphicsContextState::AlphaChange)
ts.dumpProperty("alpha", m_state.alpha);
if (m_changeFlags & GraphicsContextState::CompositeOperationChange)
ts.dumpProperty("composite-operator", m_state.compositeOperator);
if (m_changeFlags & GraphicsContextState::BlendModeChange)
ts.dumpProperty("blend-mode", m_state.blendMode);
if (m_changeFlags & GraphicsContextState::ShouldAntialiasChange)
ts.dumpProperty("should-antialias", m_state.shouldAntialias);
if (m_changeFlags & GraphicsContextState::ShouldSmoothFontsChange)
ts.dumpProperty("should-smooth-fonts", m_state.shouldSmoothFonts);
if (m_changeFlags & GraphicsContextState::ShouldSubpixelQuantizeFontsChange)
ts.dumpProperty("should-subpixel-quantize-fonts", m_state.shouldSubpixelQuantizeFonts);
if (m_changeFlags & GraphicsContextState::ShadowsIgnoreTransformsChange)
ts.dumpProperty("shadows-ignore-transforms", m_state.shadowsIgnoreTransforms);
if (m_changeFlags & GraphicsContextState::DrawLuminanceMaskChange)
ts.dumpProperty("draw-luminance-mask", m_state.drawLuminanceMask);
#if HAVE(OS_DARK_MODE_SUPPORT)
if (m_changeFlags & GraphicsContextState::UseDarkAppearanceChange)
ts.dumpProperty("use-dark-appearance", m_state.useDarkAppearance);
#endif
}
TextStream& operator<<(TextStream& ts, const GraphicsContextStateChange& stateChange)
{
stateChange.dump(ts);
return ts;
}
GraphicsContext::GraphicsContext(PaintInvalidationReasons paintInvalidationReasons)
: m_paintInvalidationReasons(paintInvalidationReasons)
{
}
GraphicsContext::GraphicsContext(PlatformGraphicsContext* platformGraphicsContext)
{
platformInit(platformGraphicsContext);
}
GraphicsContext::GraphicsContext(const GraphicsContextImplFactory& factoryFunction)
: m_impl(factoryFunction(*this))
{
}
GraphicsContext::~GraphicsContext()
{
ASSERT(m_stack.isEmpty());
ASSERT(!m_transparencyCount);
platformDestroy();
}
bool GraphicsContext::hasPlatformContext() const
{
if (m_impl)
return m_impl->hasPlatformContext();
return !!m_data;
}
void GraphicsContext::save()
{
if (paintingDisabled())
return;
m_stack.append(m_state);
if (m_impl) {
m_impl->save();
return;
}
savePlatformState();
}
void GraphicsContext::restore()
{
if (paintingDisabled())
return;
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();
if (m_impl) {
m_impl->restore();
return;
}
restorePlatformState();
}
void GraphicsContext::drawRaisedEllipse(const FloatRect& rect, const Color& ellipseColor, const Color& shadowColor)
{
if (paintingDisabled())
return;
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::setStrokeThickness(float thickness)
{
m_state.strokeThickness = thickness;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::StrokeThicknessChange);
return;
}
setPlatformStrokeThickness(thickness);
}
void GraphicsContext::setStrokeStyle(StrokeStyle style)
{
m_state.strokeStyle = style;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::StrokeStyleChange);
return;
}
setPlatformStrokeStyle(style);
}
void GraphicsContext::setStrokeColor(const Color& color)
{
m_state.strokeColor = color;
m_state.strokeGradient = nullptr;
m_state.strokePattern = nullptr;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::StrokeColorChange);
return;
}
setPlatformStrokeColor(color);
}
void GraphicsContext::setShadow(const FloatSize& offset, float blur, const Color& color)
{
m_state.shadowOffset = offset;
m_state.shadowBlur = blur;
m_state.shadowColor = color;
#if USE(CG)
m_state.shadowsUseLegacyRadius = false;
#endif
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::ShadowChange);
return;
}
setPlatformShadow(offset, blur, color);
}
void GraphicsContext::setLegacyShadow(const FloatSize& offset, float blur, const Color& color)
{
m_state.shadowOffset = offset;
m_state.shadowBlur = blur;
m_state.shadowColor = color;
#if USE(CG)
m_state.shadowsUseLegacyRadius = true;
#endif
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::ShadowChange);
return;
}
setPlatformShadow(offset, blur, color);
}
void GraphicsContext::clearShadow()
{
m_state.shadowOffset = FloatSize();
m_state.shadowBlur = 0;
m_state.shadowColor = Color();
#if USE(CG)
m_state.shadowsUseLegacyRadius = false;
#endif
if (m_impl) {
m_impl->clearShadow();
return;
}
clearPlatformShadow();
}
bool GraphicsContext::getShadow(FloatSize& offset, float& blur, Color& color) const
{
offset = m_state.shadowOffset;
blur = m_state.shadowBlur;
color = m_state.shadowColor;
return hasShadow();
}
void GraphicsContext::setFillColor(const Color& color)
{
m_state.fillColor = color;
m_state.fillGradient = nullptr;
m_state.fillPattern = nullptr;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::FillColorChange);
return;
}
setPlatformFillColor(color);
}
void GraphicsContext::setShadowsIgnoreTransforms(bool shadowsIgnoreTransforms)
{
m_state.shadowsIgnoreTransforms = shadowsIgnoreTransforms;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::ShadowsIgnoreTransformsChange);
}
void GraphicsContext::setShouldAntialias(bool shouldAntialias)
{
m_state.shouldAntialias = shouldAntialias;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::ShouldAntialiasChange);
return;
}
setPlatformShouldAntialias(shouldAntialias);
}
void GraphicsContext::setShouldSmoothFonts(bool shouldSmoothFonts)
{
m_state.shouldSmoothFonts = shouldSmoothFonts;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::ShouldSmoothFontsChange);
return;
}
setPlatformShouldSmoothFonts(shouldSmoothFonts);
}
void GraphicsContext::setShouldSubpixelQuantizeFonts(bool shouldSubpixelQuantizeFonts)
{
m_state.shouldSubpixelQuantizeFonts = shouldSubpixelQuantizeFonts;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::ShouldSubpixelQuantizeFontsChange);
}
void GraphicsContext::setImageInterpolationQuality(InterpolationQuality imageInterpolationQuality)
{
m_state.imageInterpolationQuality = imageInterpolationQuality;
if (paintingDisabled())
return;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::ImageInterpolationQualityChange);
return;
}
setPlatformImageInterpolationQuality(imageInterpolationQuality);
}
void GraphicsContext::setStrokePattern(Ref<Pattern>&& pattern)
{
m_state.strokeGradient = nullptr;
m_state.strokePattern = WTFMove(pattern);
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::StrokePatternChange);
}
void GraphicsContext::setFillPattern(Ref<Pattern>&& pattern)
{
m_state.fillGradient = nullptr;
m_state.fillPattern = WTFMove(pattern);
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::FillPatternChange);
}
void GraphicsContext::setStrokeGradient(Ref<Gradient>&& gradient)
{
m_state.strokeGradient = WTFMove(gradient);
m_state.strokePattern = nullptr;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::StrokeGradientChange);
}
void GraphicsContext::setFillRule(WindRule fillRule)
{
m_state.fillRule = fillRule;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::FillRuleChange);
}
void GraphicsContext::setFillGradient(Ref<Gradient>&& gradient)
{
m_state.fillGradient = WTFMove(gradient);
m_state.fillPattern = nullptr;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::FillGradientChange); // FIXME: also fill pattern?
}
void GraphicsContext::beginTransparencyLayer(float opacity)
{
if (m_impl) {
m_impl->beginTransparencyLayer(opacity);
return;
}
beginPlatformTransparencyLayer(opacity);
++m_transparencyCount;
}
void GraphicsContext::endTransparencyLayer()
{
if (m_impl) {
m_impl->endTransparencyLayer();
return;
}
endPlatformTransparencyLayer();
ASSERT(m_transparencyCount > 0);
--m_transparencyCount;
}
float GraphicsContext::drawText(const FontCascade& font, const TextRun& run, const FloatPoint& point, unsigned from, Optional<unsigned> to)
{
if (paintingDisabled())
return 0;
// 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 GlyphBuffer& buffer, unsigned from, unsigned numGlyphs, const FloatPoint& point, FontSmoothingMode fontSmoothingMode)
{
if (paintingDisabled())
return;
if (m_impl) {
m_impl->drawGlyphs(font, buffer, from, numGlyphs, point, fontSmoothingMode);
return;
}
FontCascade::drawGlyphs(*this, font, buffer, from, numGlyphs, point, fontSmoothingMode);
}
void GraphicsContext::drawEmphasisMarks(const FontCascade& font, const TextRun& run, const AtomString& mark, const FloatPoint& point, unsigned from, Optional<unsigned> to)
{
if (paintingDisabled())
return;
font.drawEmphasisMarks(*this, run, mark, point, from, to);
}
void GraphicsContext::drawBidiText(const FontCascade& font, const TextRun& run, const FloatPoint& point, FontCascade::CustomFontNotReadyAction customFontNotReadyAction)
{
if (paintingDisabled())
return;
BidiResolver<TextRunIterator, BidiCharacterRun> bidiResolver;
bidiResolver.setStatus(BidiStatus(run.direction(), run.directionalOverride()));
bidiResolver.setPositionIgnoringNestedIsolates(TextRunIterator(&run, 0));
// FIXME: This ownership should be reversed. We should pass BidiRunList
// to BidiResolver in createBidiRunsForLine.
BidiRunList<BidiCharacterRun>& bidiRuns = bidiResolver.runs();
bidiResolver.createBidiRunsForLine(TextRunIterator(&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));
float width = font.drawText(*this, subrun, currPoint, 0, WTF::nullopt, customFontNotReadyAction);
currPoint.move(width, 0);
bidiRun = bidiRun->next();
}
bidiRuns.clear();
}
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());
return drawImage(image, destination, srcRect, imagePaintingOptions);
}
ImageDrawResult GraphicsContext::drawImage(Image& image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
if (paintingDisabled())
return ImageDrawResult::DidNothing;
if (m_impl)
return m_impl->drawImage(image, destination, source, 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)
{
if (paintingDisabled())
return ImageDrawResult::DidNothing;
if (m_impl)
return m_impl->drawTiledImage(image, destination, source, tileSize, spacing, 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 (paintingDisabled())
return ImageDrawResult::DidNothing;
if (m_impl)
return m_impl->drawTiledImage(image, destination, source, tileScaleFactor, hRule, vRule, 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(FloatPoint(), image.logicalSize()), imagePaintingOptions);
}
void GraphicsContext::drawImageBuffer(ImageBuffer& image, const FloatRect& destination, const ImagePaintingOptions& imagePaintingOptions)
{
drawImageBuffer(image, destination, FloatRect(FloatPoint(), FloatSize(image.logicalSize())), imagePaintingOptions);
}
void GraphicsContext::drawImageBuffer(ImageBuffer& image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
if (paintingDisabled())
return;
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
image.draw(*this, destination, source, options);
}
void GraphicsContext::drawConsumingImageBuffer(std::unique_ptr<ImageBuffer> image, const FloatPoint& destination, const ImagePaintingOptions& imagePaintingOptions)
{
if (!image)
return;
IntSize imageLogicalSize = image->logicalSize();
drawConsumingImageBuffer(WTFMove(image), FloatRect(destination, imageLogicalSize), FloatRect(FloatPoint(), imageLogicalSize), imagePaintingOptions);
}
void GraphicsContext::drawConsumingImageBuffer(std::unique_ptr<ImageBuffer> image, const FloatRect& destination, const ImagePaintingOptions& imagePaintingOptions)
{
if (!image)
return;
IntSize imageLogicalSize = image->logicalSize();
drawConsumingImageBuffer(WTFMove(image), destination, FloatRect(FloatPoint(), FloatSize(imageLogicalSize)), imagePaintingOptions);
}
void GraphicsContext::drawConsumingImageBuffer(std::unique_ptr<ImageBuffer> image, const FloatRect& destination, const FloatRect& source, const ImagePaintingOptions& options)
{
if (paintingDisabled() || !image)
return;
InterpolationQualityMaintainer interpolationQualityForThisScope(*this, options.interpolationQuality());
ImageBuffer::drawConsuming(WTFMove(image), *this, destination, source, options);
}
void GraphicsContext::clipRoundedRect(const FloatRoundedRect& rect)
{
if (paintingDisabled())
return;
Path path;
path.addRoundedRect(rect);
clipPath(path);
}
void GraphicsContext::clipOutRoundedRect(const FloatRoundedRect& rect)
{
if (paintingDisabled())
return;
if (!rect.isRounded()) {
clipOut(rect.rect());
return;
}
Path path;
path.addRoundedRect(rect);
clipOut(path);
}
#if !USE(CG) && !USE(DIRECT2D) && !USE(CAIRO)
IntRect GraphicsContext::clipBounds() const
{
ASSERT_NOT_REACHED();
return IntRect();
}
#endif
void GraphicsContext::setTextDrawingMode(TextDrawingModeFlags mode)
{
m_state.textDrawingMode = mode;
if (paintingDisabled())
return;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::TextDrawingModeChange);
return;
}
setPlatformTextDrawingMode(mode);
}
void GraphicsContext::fillRect(const FloatRect& rect, Gradient& gradient)
{
if (paintingDisabled())
return;
if (m_impl) {
m_impl->fillRect(rect, gradient);
return;
}
gradient.fill(*this, rect);
}
void GraphicsContext::fillRect(const FloatRect& rect, const Color& color, CompositeOperator op, BlendMode blendMode)
{
if (paintingDisabled())
return;
if (m_impl) {
m_impl->fillRect(rect, color, op, blendMode);
return;
}
CompositeOperator previousOperator = compositeOperation();
setCompositeOperation(op, blendMode);
fillRect(rect, color);
setCompositeOperation(previousOperator);
}
void GraphicsContext::fillRoundedRect(const FloatRoundedRect& rect, const Color& color, BlendMode blendMode)
{
if (paintingDisabled())
return;
if (m_impl) {
m_impl->fillRoundedRect(rect, color, blendMode);
return;
}
if (rect.isRounded()) {
setCompositeOperation(compositeOperation(), blendMode);
platformFillRoundedRect(rect, color);
setCompositeOperation(compositeOperation());
} else
fillRect(rect.rect(), color, compositeOperation(), blendMode);
}
#if !USE(CG) && !USE(DIRECT2D) && !USE(CAIRO)
void GraphicsContext::fillRectWithRoundedHole(const IntRect& rect, const FloatRoundedRect& roundedHoleRect, const Color& color)
{
if (paintingDisabled())
return;
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);
}
#endif
void GraphicsContext::setAlpha(float alpha)
{
m_state.alpha = alpha;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::AlphaChange);
return;
}
setPlatformAlpha(alpha);
}
void GraphicsContext::setCompositeOperation(CompositeOperator compositeOperation, BlendMode blendMode)
{
m_state.compositeOperator = compositeOperation;
m_state.blendMode = blendMode;
if (m_impl) {
m_impl->updateState(m_state, GraphicsContextState::CompositeOperationChange);
return;
}
setPlatformCompositeOperation(compositeOperation, blendMode);
}
void GraphicsContext::setDrawLuminanceMask(bool drawLuminanceMask)
{
m_state.drawLuminanceMask = drawLuminanceMask;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::DrawLuminanceMaskChange);
}
#if HAVE(OS_DARK_MODE_SUPPORT)
void GraphicsContext::setUseDarkAppearance(bool useDarkAppearance)
{
m_state.useDarkAppearance = useDarkAppearance;
if (m_impl)
m_impl->updateState(m_state, GraphicsContextState::UseDarkAppearanceChange);
}
#endif
#if !USE(CG) && !USE(DIRECT2D)
// Implement this if you want to go push the drawing mode into your native context immediately.
void GraphicsContext::setPlatformTextDrawingMode(TextDrawingModeFlags)
{
}
#endif
#if !USE(CAIRO) && !USE(DIRECT2D)
void GraphicsContext::setPlatformStrokeStyle(StrokeStyle)
{
}
#endif
#if !USE(CG) && !USE(DIRECT2D)
void GraphicsContext::setPlatformShouldSmoothFonts(bool)
{
}
#endif
#if !USE(CG) && !USE(DIRECT2D) && !USE(CAIRO)
bool GraphicsContext::isAcceleratedContext() const
{
return false;
}
#endif
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 == DottedStroke || penStyle == 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);
}
}
}
#if !USE(CG) && !USE(DIRECT2D)
void GraphicsContext::platformApplyDeviceScaleFactor(float)
{
}
#endif
void GraphicsContext::applyDeviceScaleFactor(float deviceScaleFactor)
{
scale(deviceScaleFactor);
if (m_impl) {
m_impl->applyDeviceScaleFactor(deviceScaleFactor);
return;
}
platformApplyDeviceScaleFactor(deviceScaleFactor);
}
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::fillEllipse(const FloatRect& ellipse)
{
if (m_impl) {
m_impl->fillEllipse(ellipse);
return;
}
platformFillEllipse(ellipse);
}
void GraphicsContext::strokeEllipse(const FloatRect& ellipse)
{
if (m_impl) {
m_impl->strokeEllipse(ellipse);
return;
}
platformStrokeEllipse(ellipse);
}
void GraphicsContext::fillEllipseAsPath(const FloatRect& ellipse)
{
Path path;
path.addEllipse(ellipse);
fillPath(path);
}
void GraphicsContext::strokeEllipseAsPath(const FloatRect& ellipse)
{
Path path;
path.addEllipse(ellipse);
strokePath(path);
}
#if !USE(CG) && !USE(DIRECT2D)
void GraphicsContext::platformFillEllipse(const FloatRect& ellipse)
{
if (paintingDisabled())
return;
fillEllipseAsPath(ellipse);
}
void GraphicsContext::platformStrokeEllipse(const FloatRect& ellipse)
{
if (paintingDisabled())
return;
strokeEllipseAsPath(ellipse);
}
#endif
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() ? sqrtf(transform.a() * transform.a() + transform.b() * 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));
}
void GraphicsContext::builderState(const GraphicsContextState& state)
{
setPlatformShadow(state.shadowOffset, state.shadowBlur, state.shadowColor);
setPlatformStrokeThickness(state.strokeThickness);
setPlatformTextDrawingMode(state.textDrawingMode);
setPlatformStrokeColor(state.strokeColor);
setPlatformFillColor(state.fillColor);
setPlatformStrokeStyle(state.strokeStyle);
setPlatformAlpha(state.alpha);
setPlatformCompositeOperation(state.compositeOperator, state.blendMode);
setPlatformShouldAntialias(state.shouldAntialias);
setPlatformShouldSmoothFonts(state.shouldSmoothFonts);
}
float GraphicsContext::dashedLineCornerWidthForStrokeWidth(float strokeWidth) const
{
float thickness = strokeThickness();
return 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() == 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 };
}
#if !USE(CG)
bool GraphicsContext::supportsInternalLinks() const
{
return false;
}
void GraphicsContext::setDestinationForRect(const String&, const FloatRect&)
{
}
void GraphicsContext::addDestinationAtPoint(const String&, const FloatPoint&)
{
}
#endif
}