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/*
* Copyright (C) 2008 Google 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.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "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 OR ITS 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 "Pattern.h"
#include "Image.h"
#include "NativeImageSkia.h"
#include "TransformationMatrix.h"
#include "SkCanvas.h"
#include "SkColor.h"
#include "SkColorShader.h"
#include "SkShader.h"
namespace WebCore {
PlatformPatternPtr Pattern::createPlatformPattern(const TransformationMatrix& patternTransform) const
{
// Note: patternTransform is ignored since it seems to be applied elsewhere
// (when the pattern is used?). Applying it to the pattern (i.e.
// shader->setLocalMatrix) results in a double transformation. This can be
// seen, for instance, as an extra offset in:
// LayoutTests/fast/canvas/patternfill-repeat.html
// and expanded scale and skew in:
// LayoutTests/svg/W3C-SVG-1.1/pservers-grad-06-b.svg
SkBitmap* bm = m_tileImage->nativeImageForCurrentFrame();
// If we don't have a bitmap, return a transparent shader.
if (!bm)
return new SkColorShader(SkColorSetARGB(0, 0, 0, 0));
if (m_repeatX && m_repeatY)
return SkShader::CreateBitmapShader(*bm, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
// Skia does not have a "draw the tile only once" option. Clamp_TileMode
// repeats the last line of the image after drawing one tile. To avoid
// filling the space with arbitrary pixels, this workaround forces the
// image to have a line of transparent pixels on the "repeated" edge(s),
// thus causing extra space to be transparent filled.
SkShader::TileMode tileModeX = m_repeatX ? SkShader::kRepeat_TileMode : SkShader::kClamp_TileMode;
SkShader::TileMode tileModeY = m_repeatY ? SkShader::kRepeat_TileMode : SkShader::kClamp_TileMode;
int expandW = m_repeatX ? 0 : 1;
int expandH = m_repeatY ? 0 : 1;
// Create a transparent bitmap 1 pixel wider and/or taller than the
// original, then copy the orignal into it.
// FIXME: Is there a better way to pad (not scale) an image in skia?
SkBitmap bm2;
bm2.setConfig(bm->config(), bm->width() + expandW, bm->height() + expandH);
bm2.allocPixels();
bm2.eraseARGB(0x00, 0x00, 0x00, 0x00);
SkCanvas canvas(bm2);
canvas.drawBitmap(*bm, 0, 0);
return SkShader::CreateBitmapShader(bm2, tileModeX, tileModeY);
}
} // namespace WebCore