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/*
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2010, 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. ``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
* 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 "GraphicsContextCG.h"
#if USE(CG)
#include "AffineTransform.h"
#include "GraphicsContextImpl.h"
#include "GraphicsContextPlatformPrivateCG.h"
#include "Path.h"
#include <pal/spi/cg/CoreGraphicsSPI.h>
#include <wtf/win/GDIObject.h>
namespace WebCore {
static CGContextRef CGContextWithHDC(HDC hdc, bool hasAlpha)
{
HBITMAP bitmap = static_cast<HBITMAP>(GetCurrentObject(hdc, OBJ_BITMAP));
DIBPixelData pixelData(bitmap);
// FIXME: We can get here because we asked for a bitmap that is too big
// when we have a tiled layer and we're compositing. In that case
// bmBitsPixel will be 0. This seems to be benign, so for now we will
// exit gracefully and look at it later:
// https://bugs.webkit.org/show_bug.cgi?id=52041
// ASSERT(bitmapBits.bitsPerPixel() == 32);
if (pixelData.bitsPerPixel() != 32)
return 0;
CGBitmapInfo bitmapInfo = kCGBitmapByteOrder32Little | (hasAlpha ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst);
CGContextRef context = CGBitmapContextCreate(pixelData.buffer(), pixelData.size().width(), pixelData.size().height(), 8,
pixelData.bytesPerRow(), sRGBColorSpaceRef(), bitmapInfo);
// Flip coords
CGContextTranslateCTM(context, 0, pixelData.size().height());
CGContextScaleCTM(context, 1, -1);
// Put the HDC In advanced mode so it will honor affine transforms.
SetGraphicsMode(hdc, GM_ADVANCED);
return context;
}
GraphicsContext::GraphicsContext(HDC hdc, bool hasAlpha)
{
platformInit(hdc, hasAlpha);
}
void GraphicsContext::platformInit(HDC hdc, bool hasAlpha)
{
if (!hdc)
return;
m_data = new GraphicsContextPlatformPrivate(CGContextWithHDC(hdc, hasAlpha));
CGContextRelease(m_data->m_cgContext.get());
m_data->m_hdc = hdc;
if (m_data->m_cgContext) {
// Make sure the context starts in sync with our state.
setPlatformFillColor(fillColor());
setPlatformStrokeColor(strokeColor());
}
}
// FIXME: Is it possible to merge getWindowsContext and createWindowsBitmap into a single API
// suitable for all clients?
void GraphicsContext::releaseWindowsContext(HDC hdc, const IntRect& dstRect, bool supportAlphaBlend)
{
bool createdBitmap = m_impl || !m_data->m_hdc || isInTransparencyLayer();
if (!createdBitmap) {
m_data->restore();
return;
}
if (dstRect.isEmpty())
return;
auto bitmap = adoptGDIObject(static_cast<HBITMAP>(::GetCurrentObject(hdc, OBJ_BITMAP)));
DIBPixelData pixelData(bitmap.get());
ASSERT(pixelData.bitsPerPixel() == 32);
CGContextRef bitmapContext = CGBitmapContextCreate(pixelData.buffer(), pixelData.size().width(), pixelData.size().height(), 8,
pixelData.bytesPerRow(), sRGBColorSpaceRef(), kCGBitmapByteOrder32Little |
(supportAlphaBlend ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst));
CGImageRef image = CGBitmapContextCreateImage(bitmapContext);
CGContextDrawImage(m_data->m_cgContext.get(), dstRect, image);
// Delete all our junk.
CGImageRelease(image);
CGContextRelease(bitmapContext);
::DeleteDC(hdc);
}
void GraphicsContext::drawWindowsBitmap(WindowsBitmap* image, const IntPoint& point)
{
// FIXME: Creating CFData is non-optimal, but needed to avoid crashing when printing. Ideally we should
// make a custom CGDataProvider that controls the WindowsBitmap lifetime. see <rdar://6394455>
RetainPtr<CFDataRef> imageData = adoptCF(CFDataCreate(kCFAllocatorDefault, image->buffer(), image->bufferLength()));
RetainPtr<CGDataProviderRef> dataProvider = adoptCF(CGDataProviderCreateWithCFData(imageData.get()));
RetainPtr<CGImageRef> cgImage = adoptCF(CGImageCreate(image->size().width(), image->size().height(), 8, 32, image->bytesPerRow(), sRGBColorSpaceRef(),
kCGBitmapByteOrder32Little | kCGImageAlphaFirst, dataProvider.get(), 0, true, kCGRenderingIntentDefault));
CGContextDrawImage(m_data->m_cgContext.get(), CGRectMake(point.x(), point.y(), image->size().width(), image->size().height()), cgImage.get());
}
void GraphicsContext::drawFocusRing(const Path& path, float width, float offset, const Color& color)
{
// FIXME: implement
}
// FIXME: This is nearly identical to the GraphicsContext::drawFocusRing function in GraphicsContextMac.mm.
// The code could move to GraphicsContextCG.cpp and be shared.
void GraphicsContext::drawFocusRing(const Vector<FloatRect>& rects, float width, float offset, const Color& color)
{
if (paintingDisabled())
return;
float radius = (width - 1) / 2.0f;
offset += radius;
CGColorRef colorRef = color.isValid() ? cachedCGColor(color) : nullptr;
CGMutablePathRef focusRingPath = CGPathCreateMutable();
unsigned rectCount = rects.size();
for (unsigned i = 0; i < rectCount; i++)
CGPathAddRect(focusRingPath, 0, CGRectInset(rects[i], -offset, -offset));
CGContextRef context = platformContext();
CGContextSaveGState(context);
CGContextBeginPath(context);
CGContextAddPath(context, focusRingPath);
// FIXME: We clear the fill color here to avoid getting a black fill when drawing the focus ring.
// Find out from CG if this is their bug.
CGContextSetRGBFillColor(context, 0, 0, 0, 0);
CGContextSetFocusRingWithColor(context, radius, colorRef, 0, (CFDictionaryRef)0);
CGContextFillPath(context);
CGPathRelease(focusRingPath);
CGContextRestoreGState(context);
}
// Pulled from GraphicsContextCG
static void setCGStrokeColor(CGContextRef context, const Color& color)
{
CGFloat red, green, blue, alpha;
color.getRGBA(red, green, blue, alpha);
CGContextSetRGBStrokeColor(context, red, green, blue, alpha);
}
static const Color& spellingPatternColor() {
static const Color spellingColor(255, 0, 0);
return spellingColor;
}
static const Color& grammarPatternColor() {
static const Color grammarColor(0, 128, 0);
return grammarColor;
}
void GraphicsContext::drawDotsForDocumentMarker(const FloatRect& rect, DocumentMarkerLineStyle style)
{
if (paintingDisabled())
return;
if (style.mode != DocumentMarkerLineStyle::Mode::Spelling && style.mode != DocumentMarkerLineStyle::Mode::Grammar)
return;
auto point = rect.location();
auto width = rect.width();
auto lineThickness = rect.height();
auto patternGapWidth = lineThickness / 3;
auto patternWidth = lineThickness + patternGapWidth;
// Make sure to draw only complete dots.
// NOTE: Code here used to shift the underline to the left and increase the width
// to make sure everything gets underlined, but that results in drawing out of
// bounds (e.g. when at the edge of a view) and could make it appear that the
// space between adjacent misspelled words was underlined.
// allow slightly more considering that the pattern ends with a transparent pixel
float widthMod = fmodf(width, patternWidth);
if (patternWidth - widthMod > patternGapWidth)
width -= widthMod;
// Draw the underline
CGContextRef context = platformContext();
CGContextSaveGState(context);
const Color& patternColor = style.mode == DocumentMarkerLineStyle::Mode::Grammar ? grammarPatternColor() : spellingPatternColor();
setCGStrokeColor(context, patternColor);
CGAffineTransform userToBase = getUserToBaseCTM(context);
CGPoint phase = CGPointApplyAffineTransform(point, userToBase);
CGContextSetPatternPhase(context, CGSizeMake(phase.x, phase.y));
CGContextSetBlendMode(context, kCGBlendModeNormal);
// 3 rows, each offset by half a pixel for blending purposes
const CGPoint upperPoints[] = {{ point.x(), point.y() + lineThickness - 2.5 }, {point.x() + width, point.y() + lineThickness - 2.5 }};
const CGPoint middlePoints[] = {{ point.x(), point.y() + lineThickness - 1.5 }, {point.x() + width, point.y() + lineThickness - 1.5 }};
const CGPoint lowerPoints[] = {{ point.x(), point.y() + lineThickness - 0.5 }, {point.x() + width, point.y() + lineThickness - 0.5 }};
// Dash lengths for the top and bottom of the error underline are the same.
// These are magic.
static const CGFloat edge_dash_lengths[] = {2.0f, 2.0f};
static const CGFloat middle_dash_lengths[] = { 2.76f, 1.24f };
static const CGFloat edge_offset = -(edge_dash_lengths[1] - 1.0f) / 2.0f;
static const CGFloat middle_offset = -(middle_dash_lengths[1] - 1.0f) / 2.0f;
// Line opacities. Once again, these are magic.
const float upperOpacity = 0.33f;
const float middleOpacity = 0.75f;
const float lowerOpacity = 0.88f;
//Top line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths, WTF_ARRAY_LENGTH(edge_dash_lengths));
CGContextSetAlpha(context, upperOpacity);
CGContextStrokeLineSegments(context, upperPoints, 2);
// Middle line
CGContextSetLineDash(context, middle_offset, middle_dash_lengths, WTF_ARRAY_LENGTH(middle_dash_lengths));
CGContextSetAlpha(context, middleOpacity);
CGContextStrokeLineSegments(context, middlePoints, 2);
// Bottom line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths, WTF_ARRAY_LENGTH(edge_dash_lengths));
CGContextSetAlpha(context, lowerOpacity);
CGContextStrokeLineSegments(context, lowerPoints, 2);
CGContextRestoreGState(context);
}
void GraphicsContextPlatformPrivate::flush()
{
CGContextFlush(m_cgContext.get());
}
}
#endif