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1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- |
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2 * This Source Code Form is subject to the terms of the Mozilla Public |
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3 * License, v. 2.0. If a copy of the MPL was not distributed with this |
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4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
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5 |
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6 #include "PathCG.h" |
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7 #include <math.h> |
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8 #include "DrawTargetCG.h" |
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9 #include "Logging.h" |
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10 |
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11 namespace mozilla { |
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12 namespace gfx { |
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13 |
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14 PathBuilderCG::~PathBuilderCG() |
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15 { |
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16 CGPathRelease(mCGPath); |
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17 } |
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18 |
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19 void |
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20 PathBuilderCG::MoveTo(const Point &aPoint) |
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21 { |
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22 CGPathMoveToPoint(mCGPath, nullptr, aPoint.x, aPoint.y); |
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23 } |
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24 |
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25 void |
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26 PathBuilderCG::LineTo(const Point &aPoint) |
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27 { |
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28 if (CGPathIsEmpty(mCGPath)) |
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29 MoveTo(aPoint); |
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30 else |
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31 CGPathAddLineToPoint(mCGPath, nullptr, aPoint.x, aPoint.y); |
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32 } |
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33 |
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34 void |
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35 PathBuilderCG::BezierTo(const Point &aCP1, |
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36 const Point &aCP2, |
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37 const Point &aCP3) |
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38 { |
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39 |
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40 if (CGPathIsEmpty(mCGPath)) |
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41 MoveTo(aCP1); |
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42 CGPathAddCurveToPoint(mCGPath, nullptr, |
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43 aCP1.x, aCP1.y, |
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44 aCP2.x, aCP2.y, |
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45 aCP3.x, aCP3.y); |
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46 |
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47 } |
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48 |
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49 void |
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50 PathBuilderCG::QuadraticBezierTo(const Point &aCP1, |
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51 const Point &aCP2) |
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52 { |
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53 if (CGPathIsEmpty(mCGPath)) |
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54 MoveTo(aCP1); |
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55 CGPathAddQuadCurveToPoint(mCGPath, nullptr, |
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56 aCP1.x, aCP1.y, |
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57 aCP2.x, aCP2.y); |
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58 } |
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59 |
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60 void |
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61 PathBuilderCG::Close() |
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62 { |
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63 if (!CGPathIsEmpty(mCGPath)) |
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64 CGPathCloseSubpath(mCGPath); |
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65 } |
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66 |
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67 void |
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68 PathBuilderCG::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle, |
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69 Float aEndAngle, bool aAntiClockwise) |
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70 { |
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71 // Core Graphic's initial coordinate system is y-axis up, whereas Moz2D's is |
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72 // y-axis down. Core Graphics therefore considers "clockwise" to mean "sweep |
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73 // in the direction of decreasing angle" whereas Moz2D considers it to mean |
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74 // "sweep in the direction of increasing angle". In other words if this |
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75 // Moz2D method is instructed to sweep anti-clockwise we need to tell |
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76 // CGPathAddArc to sweep clockwise, and vice versa. Hence why we pass the |
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77 // value of aAntiClockwise directly to CGPathAddArc's "clockwise" bool |
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78 // parameter. |
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79 CGPathAddArc(mCGPath, nullptr, |
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80 aOrigin.x, aOrigin.y, |
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81 aRadius, |
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82 aStartAngle, |
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83 aEndAngle, |
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84 aAntiClockwise); |
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85 } |
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86 |
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87 Point |
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88 PathBuilderCG::CurrentPoint() const |
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89 { |
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90 CGPoint pt = CGPathGetCurrentPoint(mCGPath); |
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91 Point ret(pt.x, pt.y); |
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92 return ret; |
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93 } |
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94 |
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95 void |
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96 PathBuilderCG::EnsureActive(const Point &aPoint) |
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97 { |
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98 } |
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99 |
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100 TemporaryRef<Path> |
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101 PathBuilderCG::Finish() |
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102 { |
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103 RefPtr<PathCG> path = new PathCG(mCGPath, mFillRule); |
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104 return path; |
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105 } |
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106 |
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107 TemporaryRef<PathBuilder> |
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108 PathCG::CopyToBuilder(FillRule aFillRule) const |
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109 { |
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110 CGMutablePathRef path = CGPathCreateMutableCopy(mPath); |
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111 RefPtr<PathBuilderCG> builder = new PathBuilderCG(path, aFillRule); |
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112 return builder; |
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113 } |
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114 |
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115 |
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116 |
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117 TemporaryRef<PathBuilder> |
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118 PathCG::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const |
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119 { |
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120 // 10.7 adds CGPathCreateMutableCopyByTransformingPath it might be faster than doing |
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121 // this by hand |
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122 |
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123 struct TransformApplier { |
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124 CGMutablePathRef path; |
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125 CGAffineTransform transform; |
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126 static void |
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127 TranformCGPathApplierFunc(void *vinfo, const CGPathElement *element) |
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128 { |
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129 TransformApplier *info = reinterpret_cast<TransformApplier*>(vinfo); |
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130 switch (element->type) { |
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131 case kCGPathElementMoveToPoint: |
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132 { |
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133 CGPoint pt = element->points[0]; |
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134 CGPathMoveToPoint(info->path, &info->transform, pt.x, pt.y); |
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135 break; |
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136 } |
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137 case kCGPathElementAddLineToPoint: |
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138 { |
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139 CGPoint pt = element->points[0]; |
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140 CGPathAddLineToPoint(info->path, &info->transform, pt.x, pt.y); |
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141 break; |
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142 } |
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143 case kCGPathElementAddQuadCurveToPoint: |
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144 { |
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145 CGPoint cpt = element->points[0]; |
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146 CGPoint pt = element->points[1]; |
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147 CGPathAddQuadCurveToPoint(info->path, &info->transform, cpt.x, cpt.y, pt.x, pt.y); |
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148 break; |
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149 } |
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150 case kCGPathElementAddCurveToPoint: |
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151 { |
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152 CGPoint cpt1 = element->points[0]; |
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153 CGPoint cpt2 = element->points[1]; |
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154 CGPoint pt = element->points[2]; |
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155 CGPathAddCurveToPoint(info->path, &info->transform, cpt1.x, cpt1.y, cpt2.x, cpt2.y, pt.x, pt.y); |
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156 break; |
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157 } |
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158 case kCGPathElementCloseSubpath: |
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159 { |
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160 CGPathCloseSubpath(info->path); |
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161 break; |
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162 } |
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163 } |
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164 } |
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165 }; |
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166 |
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167 TransformApplier ta; |
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168 ta.path = CGPathCreateMutable(); |
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169 ta.transform = GfxMatrixToCGAffineTransform(aTransform); |
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170 |
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171 CGPathApply(mPath, &ta, TransformApplier::TranformCGPathApplierFunc); |
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172 RefPtr<PathBuilderCG> builder = new PathBuilderCG(ta.path, aFillRule); |
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173 return builder; |
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174 } |
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175 |
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176 static void |
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177 StreamPathToSinkApplierFunc(void *vinfo, const CGPathElement *element) |
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178 { |
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179 PathSink *sink = reinterpret_cast<PathSink*>(vinfo); |
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180 switch (element->type) { |
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181 case kCGPathElementMoveToPoint: |
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182 { |
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183 CGPoint pt = element->points[0]; |
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184 sink->MoveTo(CGPointToPoint(pt)); |
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185 break; |
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186 } |
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187 case kCGPathElementAddLineToPoint: |
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188 { |
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189 CGPoint pt = element->points[0]; |
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190 sink->LineTo(CGPointToPoint(pt)); |
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191 break; |
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192 } |
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193 case kCGPathElementAddQuadCurveToPoint: |
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194 { |
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195 CGPoint cpt = element->points[0]; |
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196 CGPoint pt = element->points[1]; |
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197 sink->QuadraticBezierTo(CGPointToPoint(cpt), |
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198 CGPointToPoint(pt)); |
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199 break; |
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200 } |
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201 case kCGPathElementAddCurveToPoint: |
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202 { |
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203 CGPoint cpt1 = element->points[0]; |
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204 CGPoint cpt2 = element->points[1]; |
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205 CGPoint pt = element->points[2]; |
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206 sink->BezierTo(CGPointToPoint(cpt1), |
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207 CGPointToPoint(cpt2), |
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208 CGPointToPoint(pt)); |
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209 break; |
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210 } |
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211 case kCGPathElementCloseSubpath: |
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212 { |
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213 sink->Close(); |
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214 break; |
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215 } |
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216 } |
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217 } |
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218 |
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219 void |
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220 PathCG::StreamToSink(PathSink *aSink) const |
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221 { |
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222 CGPathApply(mPath, aSink, StreamPathToSinkApplierFunc); |
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223 } |
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224 |
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225 bool |
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226 PathCG::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const |
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227 { |
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228 Matrix inverse = aTransform; |
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229 inverse.Invert(); |
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230 Point transformedPoint = inverse*aPoint; |
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231 // We could probably drop the input transform and just transform the point at the caller? |
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232 CGPoint point = {transformedPoint.x, transformedPoint.y}; |
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233 |
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234 // The transform parameter of CGPathContainsPoint doesn't seem to work properly on OS X 10.5 |
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235 // so we transform aPoint ourselves. |
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236 return CGPathContainsPoint(mPath, nullptr, point, mFillRule == FillRule::FILL_EVEN_ODD); |
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237 } |
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238 |
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239 static size_t |
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240 PutBytesNull(void *info, const void *buffer, size_t count) |
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241 { |
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242 return count; |
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243 } |
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244 |
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245 /* The idea of a scratch context comes from WebKit */ |
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246 static CGContextRef |
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247 CreateScratchContext() |
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248 { |
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249 CGDataConsumerCallbacks callbacks = {PutBytesNull, nullptr}; |
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250 CGDataConsumerRef consumer = CGDataConsumerCreate(nullptr, &callbacks); |
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251 CGContextRef cg = CGPDFContextCreate(consumer, nullptr, nullptr); |
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252 CGDataConsumerRelease(consumer); |
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253 return cg; |
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254 } |
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255 |
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256 static CGContextRef |
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257 ScratchContext() |
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258 { |
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259 static CGContextRef cg = CreateScratchContext(); |
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260 return cg; |
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261 } |
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262 |
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263 bool |
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264 PathCG::StrokeContainsPoint(const StrokeOptions &aStrokeOptions, |
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265 const Point &aPoint, |
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266 const Matrix &aTransform) const |
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267 { |
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268 Matrix inverse = aTransform; |
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269 inverse.Invert(); |
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270 Point transformedPoint = inverse*aPoint; |
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271 // We could probably drop the input transform and just transform the point at the caller? |
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272 CGPoint point = {transformedPoint.x, transformedPoint.y}; |
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273 |
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274 CGContextRef cg = ScratchContext(); |
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275 |
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276 CGContextSaveGState(cg); |
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277 |
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278 CGContextBeginPath(cg); |
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279 CGContextAddPath(cg, mPath); |
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280 |
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281 SetStrokeOptions(cg, aStrokeOptions); |
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282 |
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283 CGContextReplacePathWithStrokedPath(cg); |
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284 CGContextRestoreGState(cg); |
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285 |
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286 CGPathRef sPath = CGContextCopyPath(cg); |
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287 bool inStroke = CGPathContainsPoint(sPath, nullptr, point, false); |
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288 CGPathRelease(sPath); |
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289 |
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290 return inStroke; |
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291 } |
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292 |
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293 //XXX: what should these functions return for an empty path? |
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294 // currently they return CGRectNull {inf,inf, 0, 0} |
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295 Rect |
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296 PathCG::GetBounds(const Matrix &aTransform) const |
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297 { |
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298 //XXX: are these bounds tight enough |
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299 Rect bounds = CGRectToRect(CGPathGetBoundingBox(mPath)); |
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300 |
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301 //XXX: currently this returns the bounds of the transformed bounds |
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302 // this is strictly looser than the bounds of the transformed path |
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303 return aTransform.TransformBounds(bounds); |
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304 } |
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305 |
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306 Rect |
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307 PathCG::GetStrokedBounds(const StrokeOptions &aStrokeOptions, |
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308 const Matrix &aTransform) const |
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309 { |
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310 // 10.7 has CGPathCreateCopyByStrokingPath which we could use |
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311 // instead of this scratch context business |
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312 CGContextRef cg = ScratchContext(); |
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313 |
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314 CGContextSaveGState(cg); |
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315 |
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316 CGContextBeginPath(cg); |
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317 CGContextAddPath(cg, mPath); |
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318 |
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319 SetStrokeOptions(cg, aStrokeOptions); |
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320 |
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321 CGContextReplacePathWithStrokedPath(cg); |
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322 Rect bounds = CGRectToRect(CGContextGetPathBoundingBox(cg)); |
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323 |
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324 CGContextRestoreGState(cg); |
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325 |
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326 if (!bounds.IsFinite()) { |
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327 return Rect(); |
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328 } |
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329 |
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330 return aTransform.TransformBounds(bounds); |
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331 } |
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332 |
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333 |
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334 } |
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335 |
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336 } |