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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 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.
*/
#pragma once
#include "Color.h"
#include "FloatRect.h"
#include "FloatRoundedRect.h"
#include <wtf/Function.h>
#include <wtf/Noncopyable.h>
namespace WebCore {
class AffineTransform;
class GraphicsContext;
struct DropShadow;
class ImageBuffer;
class ShadowBlur {
WTF_MAKE_NONCOPYABLE(ShadowBlur);
public:
enum ShadowType {
NoShadow,
SolidShadow,
BlurShadow
};
ShadowBlur();
ShadowBlur(const FloatSize& radius, const FloatSize& offset, const Color&, bool shadowsIgnoreTransforms = false);
ShadowBlur(const DropShadow&, bool shadowsIgnoreTransforms = false);
void setShadowValues(const FloatSize&, const FloatSize& , const Color&, bool ignoreTransforms = false);
void setShadowsIgnoreTransforms(bool ignoreTransforms) { m_shadowsIgnoreTransforms = ignoreTransforms; }
bool shadowsIgnoreTransforms() const { return m_shadowsIgnoreTransforms; }
void drawRectShadow(GraphicsContext&, const FloatRoundedRect&);
void drawInsetShadow(GraphicsContext&, const FloatRect&, const FloatRoundedRect& holeRect);
using DrawBufferCallback = Function<void(ImageBuffer&, const FloatPoint&, const FloatSize&)>;
using DrawImageCallback = Function<void(ImageBuffer&, const FloatRect&, const FloatRect&)>;
using FillRectCallback = Function<void(const FloatRect&, const Color&)>;
using FillRectWithHoleCallback = Function<void(const FloatRect&, const FloatRect&, const Color&)>;
using DrawShadowCallback = Function<void(GraphicsContext&)>;
// DrawBufferCallback is for drawing shadow without tiling.
// DrawImageCallback and FillRectCallback is for drawing shadow with tiling.
void drawRectShadow(const AffineTransform&, const IntRect& clipBounds, const FloatRoundedRect& shadowedRect, const DrawBufferCallback&, const DrawImageCallback&, const FillRectCallback&);
void drawInsetShadow(const AffineTransform&, const IntRect& clipBounds, const FloatRect& fullRect, const FloatRoundedRect& holeRect, const DrawBufferCallback&, const DrawImageCallback&, const FillRectWithHoleCallback&);
void drawShadowLayer(const AffineTransform&, const IntRect& clipBounds, const FloatRect& layerArea, const DrawShadowCallback&, const DrawBufferCallback&);
void blurLayerImage(unsigned char*, const IntSize&, int stride);
void clear();
ShadowType type() const { return m_type; }
private:
void updateShadowBlurValues();
void drawShadowBuffer(GraphicsContext&, ImageBuffer&, const FloatPoint&, const FloatSize&);
void adjustBlurRadius(const AffineTransform&);
enum ShadowDirection {
OuterShadow,
InnerShadow
};
struct LayerImageProperties {
FloatSize shadowedResultSize; // Size of the result of shadowing which is same as shadowedRect + blurred edges.
FloatPoint layerOrigin; // Top-left corner of the (possibly clipped) bounding rect to draw the shadow to.
FloatSize layerSize; // Size of layerImage pixels that need blurring.
FloatSize layerContextTranslation; // Translation to apply to layerContext for the shadow to be correctly clipped.
};
std::optional<ShadowBlur::LayerImageProperties> calculateLayerBoundingRect(const AffineTransform&, const FloatRect& layerArea, const IntRect& clipRect);
IntSize templateSize(const IntSize& blurredEdgeSize, const FloatRoundedRect::Radii&) const;
void blurShadowBuffer(ImageBuffer& layerImage, const IntSize& templateSize);
void blurAndColorShadowBuffer(ImageBuffer& layerImage, const IntSize& templateSize);
void drawInsetShadowWithoutTiling(const AffineTransform&, const FloatRect& fullRect, const FloatRoundedRect& holeRect, const LayerImageProperties&, const DrawBufferCallback&);
void drawInsetShadowWithTiling(const AffineTransform&, const FloatRect& fullRect, const FloatRoundedRect& holeRect, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize, const DrawImageCallback&, const FillRectWithHoleCallback&);
void drawInsetShadowWithTilingWithLayerImageBuffer(ImageBuffer& layerImage, const AffineTransform&, const FloatRect& fullRect, const FloatRoundedRect& holeRect, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize, const DrawImageCallback&, const FillRectWithHoleCallback&, const FloatRect& templateBounds, const FloatRect& templateHole, bool redrawNeeded = true);
void drawRectShadowWithoutTiling(const AffineTransform&, const FloatRoundedRect& shadowedRect, const LayerImageProperties&, const DrawBufferCallback&);
void drawRectShadowWithTiling(const AffineTransform&, const FloatRoundedRect& shadowedRect, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize, const DrawImageCallback&, const FillRectCallback&, const LayerImageProperties&);
void drawRectShadowWithTilingWithLayerImageBuffer(ImageBuffer& layerImage, const AffineTransform&, const FloatRoundedRect& shadowedRect, const IntSize& templateSize, const IntSize& edgeSize, const DrawImageCallback&, const FillRectCallback&, const FloatRect& templateShadow, bool redrawNeeded = true);
void drawLayerPiecesAndFillCenter(ImageBuffer& layerImage, const FloatRect& shadowBounds, const FloatRoundedRect::Radii&, const IntSize& roundedRadius, const IntSize& templateSize, const DrawImageCallback&, const FillRectCallback&);
void drawLayerPieces(ImageBuffer& layerImage, const FloatRect& shadowBounds, const FloatRoundedRect::Radii&, const IntSize& roundedRadius, const IntSize& templateSize, const DrawImageCallback&);
IntSize blurredEdgeSize() const;
ShadowType m_type { NoShadow };
Color m_color;
FloatSize m_blurRadius;
FloatSize m_offset;
bool m_shadowsIgnoreTransforms { false };
};
} // namespace WebCore