1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/gfx/2d/PathCG.cpp Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,336 @@ 1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- 1.5 + * This Source Code Form is subject to the terms of the Mozilla Public 1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this 1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ 1.8 + 1.9 +#include "PathCG.h" 1.10 +#include <math.h> 1.11 +#include "DrawTargetCG.h" 1.12 +#include "Logging.h" 1.13 + 1.14 +namespace mozilla { 1.15 +namespace gfx { 1.16 + 1.17 +PathBuilderCG::~PathBuilderCG() 1.18 +{ 1.19 + CGPathRelease(mCGPath); 1.20 +} 1.21 + 1.22 +void 1.23 +PathBuilderCG::MoveTo(const Point &aPoint) 1.24 +{ 1.25 + CGPathMoveToPoint(mCGPath, nullptr, aPoint.x, aPoint.y); 1.26 +} 1.27 + 1.28 +void 1.29 +PathBuilderCG::LineTo(const Point &aPoint) 1.30 +{ 1.31 + if (CGPathIsEmpty(mCGPath)) 1.32 + MoveTo(aPoint); 1.33 + else 1.34 + CGPathAddLineToPoint(mCGPath, nullptr, aPoint.x, aPoint.y); 1.35 +} 1.36 + 1.37 +void 1.38 +PathBuilderCG::BezierTo(const Point &aCP1, 1.39 + const Point &aCP2, 1.40 + const Point &aCP3) 1.41 +{ 1.42 + 1.43 + if (CGPathIsEmpty(mCGPath)) 1.44 + MoveTo(aCP1); 1.45 + CGPathAddCurveToPoint(mCGPath, nullptr, 1.46 + aCP1.x, aCP1.y, 1.47 + aCP2.x, aCP2.y, 1.48 + aCP3.x, aCP3.y); 1.49 + 1.50 +} 1.51 + 1.52 +void 1.53 +PathBuilderCG::QuadraticBezierTo(const Point &aCP1, 1.54 + const Point &aCP2) 1.55 +{ 1.56 + if (CGPathIsEmpty(mCGPath)) 1.57 + MoveTo(aCP1); 1.58 + CGPathAddQuadCurveToPoint(mCGPath, nullptr, 1.59 + aCP1.x, aCP1.y, 1.60 + aCP2.x, aCP2.y); 1.61 +} 1.62 + 1.63 +void 1.64 +PathBuilderCG::Close() 1.65 +{ 1.66 + if (!CGPathIsEmpty(mCGPath)) 1.67 + CGPathCloseSubpath(mCGPath); 1.68 +} 1.69 + 1.70 +void 1.71 +PathBuilderCG::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle, 1.72 + Float aEndAngle, bool aAntiClockwise) 1.73 +{ 1.74 + // Core Graphic's initial coordinate system is y-axis up, whereas Moz2D's is 1.75 + // y-axis down. Core Graphics therefore considers "clockwise" to mean "sweep 1.76 + // in the direction of decreasing angle" whereas Moz2D considers it to mean 1.77 + // "sweep in the direction of increasing angle". In other words if this 1.78 + // Moz2D method is instructed to sweep anti-clockwise we need to tell 1.79 + // CGPathAddArc to sweep clockwise, and vice versa. Hence why we pass the 1.80 + // value of aAntiClockwise directly to CGPathAddArc's "clockwise" bool 1.81 + // parameter. 1.82 + CGPathAddArc(mCGPath, nullptr, 1.83 + aOrigin.x, aOrigin.y, 1.84 + aRadius, 1.85 + aStartAngle, 1.86 + aEndAngle, 1.87 + aAntiClockwise); 1.88 +} 1.89 + 1.90 +Point 1.91 +PathBuilderCG::CurrentPoint() const 1.92 +{ 1.93 + CGPoint pt = CGPathGetCurrentPoint(mCGPath); 1.94 + Point ret(pt.x, pt.y); 1.95 + return ret; 1.96 +} 1.97 + 1.98 +void 1.99 +PathBuilderCG::EnsureActive(const Point &aPoint) 1.100 +{ 1.101 +} 1.102 + 1.103 +TemporaryRef<Path> 1.104 +PathBuilderCG::Finish() 1.105 +{ 1.106 + RefPtr<PathCG> path = new PathCG(mCGPath, mFillRule); 1.107 + return path; 1.108 +} 1.109 + 1.110 +TemporaryRef<PathBuilder> 1.111 +PathCG::CopyToBuilder(FillRule aFillRule) const 1.112 +{ 1.113 + CGMutablePathRef path = CGPathCreateMutableCopy(mPath); 1.114 + RefPtr<PathBuilderCG> builder = new PathBuilderCG(path, aFillRule); 1.115 + return builder; 1.116 +} 1.117 + 1.118 + 1.119 + 1.120 +TemporaryRef<PathBuilder> 1.121 +PathCG::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const 1.122 +{ 1.123 + // 10.7 adds CGPathCreateMutableCopyByTransformingPath it might be faster than doing 1.124 + // this by hand 1.125 + 1.126 + struct TransformApplier { 1.127 + CGMutablePathRef path; 1.128 + CGAffineTransform transform; 1.129 + static void 1.130 + TranformCGPathApplierFunc(void *vinfo, const CGPathElement *element) 1.131 + { 1.132 + TransformApplier *info = reinterpret_cast<TransformApplier*>(vinfo); 1.133 + switch (element->type) { 1.134 + case kCGPathElementMoveToPoint: 1.135 + { 1.136 + CGPoint pt = element->points[0]; 1.137 + CGPathMoveToPoint(info->path, &info->transform, pt.x, pt.y); 1.138 + break; 1.139 + } 1.140 + case kCGPathElementAddLineToPoint: 1.141 + { 1.142 + CGPoint pt = element->points[0]; 1.143 + CGPathAddLineToPoint(info->path, &info->transform, pt.x, pt.y); 1.144 + break; 1.145 + } 1.146 + case kCGPathElementAddQuadCurveToPoint: 1.147 + { 1.148 + CGPoint cpt = element->points[0]; 1.149 + CGPoint pt = element->points[1]; 1.150 + CGPathAddQuadCurveToPoint(info->path, &info->transform, cpt.x, cpt.y, pt.x, pt.y); 1.151 + break; 1.152 + } 1.153 + case kCGPathElementAddCurveToPoint: 1.154 + { 1.155 + CGPoint cpt1 = element->points[0]; 1.156 + CGPoint cpt2 = element->points[1]; 1.157 + CGPoint pt = element->points[2]; 1.158 + CGPathAddCurveToPoint(info->path, &info->transform, cpt1.x, cpt1.y, cpt2.x, cpt2.y, pt.x, pt.y); 1.159 + break; 1.160 + } 1.161 + case kCGPathElementCloseSubpath: 1.162 + { 1.163 + CGPathCloseSubpath(info->path); 1.164 + break; 1.165 + } 1.166 + } 1.167 + } 1.168 + }; 1.169 + 1.170 + TransformApplier ta; 1.171 + ta.path = CGPathCreateMutable(); 1.172 + ta.transform = GfxMatrixToCGAffineTransform(aTransform); 1.173 + 1.174 + CGPathApply(mPath, &ta, TransformApplier::TranformCGPathApplierFunc); 1.175 + RefPtr<PathBuilderCG> builder = new PathBuilderCG(ta.path, aFillRule); 1.176 + return builder; 1.177 +} 1.178 + 1.179 +static void 1.180 +StreamPathToSinkApplierFunc(void *vinfo, const CGPathElement *element) 1.181 +{ 1.182 + PathSink *sink = reinterpret_cast<PathSink*>(vinfo); 1.183 + switch (element->type) { 1.184 + case kCGPathElementMoveToPoint: 1.185 + { 1.186 + CGPoint pt = element->points[0]; 1.187 + sink->MoveTo(CGPointToPoint(pt)); 1.188 + break; 1.189 + } 1.190 + case kCGPathElementAddLineToPoint: 1.191 + { 1.192 + CGPoint pt = element->points[0]; 1.193 + sink->LineTo(CGPointToPoint(pt)); 1.194 + break; 1.195 + } 1.196 + case kCGPathElementAddQuadCurveToPoint: 1.197 + { 1.198 + CGPoint cpt = element->points[0]; 1.199 + CGPoint pt = element->points[1]; 1.200 + sink->QuadraticBezierTo(CGPointToPoint(cpt), 1.201 + CGPointToPoint(pt)); 1.202 + break; 1.203 + } 1.204 + case kCGPathElementAddCurveToPoint: 1.205 + { 1.206 + CGPoint cpt1 = element->points[0]; 1.207 + CGPoint cpt2 = element->points[1]; 1.208 + CGPoint pt = element->points[2]; 1.209 + sink->BezierTo(CGPointToPoint(cpt1), 1.210 + CGPointToPoint(cpt2), 1.211 + CGPointToPoint(pt)); 1.212 + break; 1.213 + } 1.214 + case kCGPathElementCloseSubpath: 1.215 + { 1.216 + sink->Close(); 1.217 + break; 1.218 + } 1.219 + } 1.220 +} 1.221 + 1.222 +void 1.223 +PathCG::StreamToSink(PathSink *aSink) const 1.224 +{ 1.225 + CGPathApply(mPath, aSink, StreamPathToSinkApplierFunc); 1.226 +} 1.227 + 1.228 +bool 1.229 +PathCG::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const 1.230 +{ 1.231 + Matrix inverse = aTransform; 1.232 + inverse.Invert(); 1.233 + Point transformedPoint = inverse*aPoint; 1.234 + // We could probably drop the input transform and just transform the point at the caller? 1.235 + CGPoint point = {transformedPoint.x, transformedPoint.y}; 1.236 + 1.237 + // The transform parameter of CGPathContainsPoint doesn't seem to work properly on OS X 10.5 1.238 + // so we transform aPoint ourselves. 1.239 + return CGPathContainsPoint(mPath, nullptr, point, mFillRule == FillRule::FILL_EVEN_ODD); 1.240 +} 1.241 + 1.242 +static size_t 1.243 +PutBytesNull(void *info, const void *buffer, size_t count) 1.244 +{ 1.245 + return count; 1.246 +} 1.247 + 1.248 +/* The idea of a scratch context comes from WebKit */ 1.249 +static CGContextRef 1.250 +CreateScratchContext() 1.251 +{ 1.252 + CGDataConsumerCallbacks callbacks = {PutBytesNull, nullptr}; 1.253 + CGDataConsumerRef consumer = CGDataConsumerCreate(nullptr, &callbacks); 1.254 + CGContextRef cg = CGPDFContextCreate(consumer, nullptr, nullptr); 1.255 + CGDataConsumerRelease(consumer); 1.256 + return cg; 1.257 +} 1.258 + 1.259 +static CGContextRef 1.260 +ScratchContext() 1.261 +{ 1.262 + static CGContextRef cg = CreateScratchContext(); 1.263 + return cg; 1.264 +} 1.265 + 1.266 +bool 1.267 +PathCG::StrokeContainsPoint(const StrokeOptions &aStrokeOptions, 1.268 + const Point &aPoint, 1.269 + const Matrix &aTransform) const 1.270 +{ 1.271 + Matrix inverse = aTransform; 1.272 + inverse.Invert(); 1.273 + Point transformedPoint = inverse*aPoint; 1.274 + // We could probably drop the input transform and just transform the point at the caller? 1.275 + CGPoint point = {transformedPoint.x, transformedPoint.y}; 1.276 + 1.277 + CGContextRef cg = ScratchContext(); 1.278 + 1.279 + CGContextSaveGState(cg); 1.280 + 1.281 + CGContextBeginPath(cg); 1.282 + CGContextAddPath(cg, mPath); 1.283 + 1.284 + SetStrokeOptions(cg, aStrokeOptions); 1.285 + 1.286 + CGContextReplacePathWithStrokedPath(cg); 1.287 + CGContextRestoreGState(cg); 1.288 + 1.289 + CGPathRef sPath = CGContextCopyPath(cg); 1.290 + bool inStroke = CGPathContainsPoint(sPath, nullptr, point, false); 1.291 + CGPathRelease(sPath); 1.292 + 1.293 + return inStroke; 1.294 +} 1.295 + 1.296 +//XXX: what should these functions return for an empty path? 1.297 +// currently they return CGRectNull {inf,inf, 0, 0} 1.298 +Rect 1.299 +PathCG::GetBounds(const Matrix &aTransform) const 1.300 +{ 1.301 + //XXX: are these bounds tight enough 1.302 + Rect bounds = CGRectToRect(CGPathGetBoundingBox(mPath)); 1.303 + 1.304 + //XXX: currently this returns the bounds of the transformed bounds 1.305 + // this is strictly looser than the bounds of the transformed path 1.306 + return aTransform.TransformBounds(bounds); 1.307 +} 1.308 + 1.309 +Rect 1.310 +PathCG::GetStrokedBounds(const StrokeOptions &aStrokeOptions, 1.311 + const Matrix &aTransform) const 1.312 +{ 1.313 + // 10.7 has CGPathCreateCopyByStrokingPath which we could use 1.314 + // instead of this scratch context business 1.315 + CGContextRef cg = ScratchContext(); 1.316 + 1.317 + CGContextSaveGState(cg); 1.318 + 1.319 + CGContextBeginPath(cg); 1.320 + CGContextAddPath(cg, mPath); 1.321 + 1.322 + SetStrokeOptions(cg, aStrokeOptions); 1.323 + 1.324 + CGContextReplacePathWithStrokedPath(cg); 1.325 + Rect bounds = CGRectToRect(CGContextGetPathBoundingBox(cg)); 1.326 + 1.327 + CGContextRestoreGState(cg); 1.328 + 1.329 + if (!bounds.IsFinite()) { 1.330 + return Rect(); 1.331 + } 1.332 + 1.333 + return aTransform.TransformBounds(bounds); 1.334 +} 1.335 + 1.336 + 1.337 +} 1.338 + 1.339 +}