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/*
* Copyright (C) 2009 Google Inc. All rights reserved.
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* modification, are permitted provided that the following conditions are
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#ifndef TransparencyWin_h
#define TransparencyWin_h
#include <windows.h>
#include "core/platform/graphics/ImageBuffer.h"
#include "platform/transforms/AffineTransform.h"
#include "wtf/Noncopyable.h"
#include "wtf/OwnPtr.h"
class SkBitmap;
class SkCanvas;
namespace WebCore {
class GraphicsContext;
class TransparencyWin_NoLayer_Test;
class TransparencyWin_WhiteLayer_Test;
class TransparencyWin_TextComposite_Test;
class TransparencyWin_OpaqueCompositeLayer_Test;
// Helper class that abstracts away drawing ClearType text and Windows form
// controls either to the original context directly, or to an offscreen context
// that is composited later manually. This is to get around Windows' inability
// to handle the alpha channel, semitransparent text, and transformed form
// controls.
class TransparencyWin {
WTF_MAKE_NONCOPYABLE(TransparencyWin);
public:
enum LayerMode {
// No extra layer is created. Drawing will happen to the source.
// Valid only with KeepTransform and ScaleTransform. The region being
// drawn onto must be opaque, since the modified region will be forced
// to opaque when drawing is complete.
NoLayer,
// Makes a temporary layer consisting of the composited layers below
// it. This result must be opaque. When complete, the result will be
// compared to the original, and the difference will be added to a thee
// destination layer.
//
// This mode only works if the lower layers are opque (normally the
// case for a web page) and layers are only drawn in the stack order,
// meaning you can never draw underneath a layer.
//
// This doesn't technically produce the correct answer in all cases. If
// you have an opaque base, a transparency layer, than a semitransparent
// drawing on top, the result will actually be blended in twice. But
// this isn't a very important case. This mode is used for form
// controls which are always opaque except for occationally some
// antialiasing. It means form control antialiasing will be too light in
// some cases, but only if you have extra layers.
OpaqueCompositeLayer,
// Allows semitransparent text to be drawn on any background (even if it
// is itself semitransparent), but disables ClearType.
//
// It makes a trmporary layer filled with white. This is composited with
// the lower layer with a custom color applied to produce the result.
// The caller must draw the text in black, and set the desired final
// text color by calling setTextCompositeColor().
//
// Only valid with KeepTransform, which is the only mode where drawing
// text in this fashion makes sense.
TextComposite,
// Makes a temporary layer filled with white. When complete, the layer
// will be forced to be opqaue (since Windows may have messed up the
// alpha channel) and composited down. Any areas not drawn into will
// remain white.
//
// This is the mode of last resort. If the opacity of the final image
// is unknown and we can't do the text trick (since we know its color),
// then we have to live with potential white halos. This is used for
// form control drawing, for example.
WhiteLayer,
};
enum TransformMode {
// There are no changes to the transform. Use this when drawing
// horizontal text. The current transform must not have rotation.
KeepTransform,
// Drawing happens in an Untransformed space, and then that bitmap is
// transformed according to the current context when it is copied down.
// Requires that a layer be created (layer mode is not NoLayer).
Untransform,
// When the current transform only has a scaling factor applied and
// you're drawing form elements, use this parameter. This will unscale
// the coordinate space, so the OS will just draw the form controls
// larger or smaller depending on the destination size.
ScaleTransform,
};
// You MUST call init() below.
// |region| is expressed relative to the current transformation.
TransparencyWin();
~TransparencyWin();
// Initializes the members if you use the 0-argument constructor. Don't call
// this if you use the multiple-argument constructor.
void init(GraphicsContext* dest,
LayerMode layerMode,
TransformMode transformMode,
const IntRect& region);
// Combines the source and destination bitmaps using the given mode.
// Calling this function before the destructor runs is mandatory in most
// cases, and harmless otherwise. The mandatory cases are:
// (m_layerMode != NoLayer) || (m_transformMode == ScaleTransform)
void composite();
// Returns the context for drawing into, which may be the destination
// context, or a temporary one.
GraphicsContext* context() const { return m_drawContext; }
// When the mode is TextComposite, this sets the color that the text will
// get. See the enum above for more.
void setTextCompositeColor(Color color);
// Returns the input bounds translated into the destination space. This is
// not necessary for KeepTransform since the rectangle will be unchanged.
const IntRect& drawRect() { return m_drawRect; }
private:
friend TransparencyWin_NoLayer_Test;
friend TransparencyWin_WhiteLayer_Test;
friend TransparencyWin_TextComposite_Test;
friend TransparencyWin_OpaqueCompositeLayer_Test;
class OwnedBuffers;
void computeLayerSize();
// Sets up a new layer, if any. setupLayer() will call the appopriate layer-
// specific helper. Must be called after computeLayerSize();
void setupLayer();
void setupLayerForNoLayer();
void setupLayerForOpaqueCompositeLayer();
void setupLayerForTextComposite();
void setupLayerForWhiteLayer();
// Sets up the transformation on the newly created layer. setupTransform()
// will call the appropriate transform-specific helper. Must be called after
// setupLayer().
void setupTransform(const IntRect& region);
void setupTransformForKeepTransform(const IntRect& region);
void setupTransformForUntransform();
void setupTransformForScaleTransform();
void initializeNewContext();
void compositeOpaqueComposite();
void compositeTextComposite();
// Fixes the alpha channel to make the region inside m_transformedRect
// opaque.
void makeLayerOpaque();
// The context our drawing will eventually end up in.
GraphicsContext* m_destContext;
// The original transform from the destination context.
AffineTransform m_orgTransform;
LayerMode m_layerMode;
TransformMode m_transformMode;
// The rectangle we're drawing in the destination's coordinate space
IntRect m_sourceRect;
// The source rectangle transformed into pixels in the final image. For
// Untransform this has no meaning, since the destination might not be a
// rectangle.
IntRect m_transformedSourceRect;
// The size of the layer we created. If there's no layer, this is the size
// of the region we're using in the source.
IntSize m_layerSize;
// The rectangle we're drawing to in the draw context's coordinate space.
// This will be the same as the source rectangle except for ScaleTransform
// where we create a new virtual coordinate space for the layer.
IntRect m_drawRect;
// Points to the graphics context to draw text to, which will either be
// the original context or the copy, depending on our mode.
GraphicsContext* m_drawContext;
// This flag is set when we call save() on the draw context during
// initialization. It allows us to avoid doing an extra save()/restore()
// when one is unnecessary.
bool m_savedOnDrawContext;
// Used only when m_mode = TextComposite, this is the color that the text
// will end up being once we figure out the transparency.
Color m_textCompositeColor;
// Layer we're drawing to.
ImageBuffer* m_layerBuffer;
// When the layer type is OpaqueCompositeLayer, this will contain a copy
// of the original contents of the m_layerBuffer before Windows drew on it.
// It allows us to re-create what Windows did to the layer. It is an
// SkBitmap instead of an ImageBuffer because an SkBitmap is lighter-weight
// (ImageBuffers are also GDI surfaces, which we don't need here).
SkBitmap* m_referenceBitmap;
// If the given size of bitmap can be cached, they will be stored here. Both
// the bitmap and the reference are guaranteed to be allocated if this
// member is non-null.
static OwnedBuffers* m_cachedBuffers;
// If a buffer was too big to be cached, it will be created temporarily, and
// this member tracks its scope to make sure it gets deleted. Always use
// m_layerBuffer, which will either point to this object, or the statically
// cached one. Don't access directly.
OwnPtr<OwnedBuffers> m_ownedBuffers;
// Sometimes we're asked to create layers that have negative dimensions.
// This API is not designed to fail to initialize, so we hide the fact
// that they are illegal and can't be rendered (failing silently, drawing
// nothing).
bool m_validLayer;
};
} // namespace WebCore
#endif // TransaprencyWin_h