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/*
* Copyright (C) 2010 Sencha, 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 "ContextShadow.h"
#include "AffineTransform.h"
#include "GraphicsContext.h"
#include <QPainter>
#include <QTimerEvent>
namespace WebCore {
// ContextShadow needs a scratch image as the buffer for the blur filter.
// Instead of creating and destroying the buffer for every operation,
// we create a buffer which will be automatically purged via a timer.
class ShadowBuffer: public QObject {
public:
ShadowBuffer(QObject* parent = 0);
QImage* scratchImage(const QSize& size);
void schedulePurge();
protected:
void timerEvent(QTimerEvent* event);
private:
QImage image;
int timerId;
};
ShadowBuffer::ShadowBuffer(QObject* parent)
: QObject(parent)
, timerId(-1)
{
}
QImage* ShadowBuffer::scratchImage(const QSize& size)
{
int width = size.width();
int height = size.height();
// We do not need to recreate the buffer if the buffer is reasonably
// larger than the requested size. However, if the requested size is
// much smaller than our buffer, reduce our buffer so that we will not
// keep too many allocated pixels for too long.
if (!image.isNull() && (image.width() > width) && (image.height() > height))
if (((2 * width) > image.width()) && ((2 * height) > image.height())) {
image.fill(0);
return &image;
}
// Round to the nearest 32 pixels so we do not grow the buffer everytime
// there is larger request by 1 pixel.
width = (1 + (width >> 5)) << 5;
height = (1 + (height >> 5)) << 5;
image = QImage(width, height, QImage::Format_ARGB32_Premultiplied);
image.fill(0);
return &image;
}
void ShadowBuffer::schedulePurge()
{
static const double BufferPurgeDelay = 2; // seconds
if (timerId >= 0)
killTimer(timerId);
timerId = startTimer(BufferPurgeDelay * 1000);
}
void ShadowBuffer::timerEvent(QTimerEvent* event)
{
if (event->timerId() == timerId) {
killTimer(timerId);
image = QImage();
}
QObject::timerEvent(event);
}
Q_GLOBAL_STATIC(ShadowBuffer, scratchShadowBuffer)
PlatformContext ContextShadow::beginShadowLayer(GraphicsContext* context, const FloatRect& layerArea)
{
// Set m_blurDistance.
adjustBlurDistance(context);
PlatformContext p = context->platformContext();
QRect clipRect;
if (p->hasClipping())
#if QT_VERSION >= QT_VERSION_CHECK(4, 8, 0)
clipRect = p->clipBoundingRect().toAlignedRect();
#else
clipRect = p->clipRegion().boundingRect();
#endif
else
clipRect = p->transform().inverted().mapRect(p->window());
// Set m_layerOrigin, m_layerContextTranslation, m_sourceRect.
IntRect clip(clipRect.x(), clipRect.y(), clipRect.width(), clipRect.height());
IntRect layerRect = calculateLayerBoundingRect(context, layerArea, clip);
// Don't paint if we are totally outside the clip region.
if (layerRect.isEmpty())
return 0;
ShadowBuffer* shadowBuffer = scratchShadowBuffer();
QImage* shadowImage = shadowBuffer->scratchImage(layerRect.size());
m_layerImage = QImage(*shadowImage);
m_layerContext = new QPainter;
m_layerContext->begin(&m_layerImage);
m_layerContext->setFont(p->font());
m_layerContext->translate(m_layerContextTranslation);
return m_layerContext;
}
void ContextShadow::endShadowLayer(GraphicsContext* context)
{
m_layerContext->end();
delete m_layerContext;
m_layerContext = 0;
if (m_type == BlurShadow) {
blurLayerImage(m_layerImage.bits(), IntSize(m_layerImage.width(), m_layerImage.height()),
m_layerImage.bytesPerLine());
}
if (m_type != NoShadow) {
// "Colorize" with the right shadow color.
QPainter p(&m_layerImage);
p.setCompositionMode(QPainter::CompositionMode_SourceIn);
p.fillRect(m_layerImage.rect(), m_color.rgb());
p.end();
}
context->platformContext()->drawImage(m_layerOrigin, m_layerImage, m_sourceRect);
scratchShadowBuffer()->schedulePurge();
}
}