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/*
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008 Apple 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, 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 COMPUTER, 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.
*/
#include "config.h"
#include "GraphicsContext.h"
#include "AffineTransform.h"
#include "Path.h"
#include <CoreGraphics/CGBitmapContext.h>
#include <WebKitSystemInterface/WebKitSystemInterface.h>
#include "GraphicsContextPlatformPrivateCG.h"
using namespace std;
namespace WebCore {
static CGContextRef CGContextWithHDC(HDC hdc, bool hasAlpha)
{
HBITMAP bitmap = static_cast<HBITMAP>(GetCurrentObject(hdc, OBJ_BITMAP));
CGColorSpaceRef deviceRGB = CGColorSpaceCreateDeviceRGB();
BITMAP info;
GetObject(bitmap, sizeof(info), &info);
ASSERT(info.bmBitsPixel == 32);
CGBitmapInfo bitmapInfo = kCGBitmapByteOrder32Little | (hasAlpha ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst);
CGContextRef context = CGBitmapContextCreate(info.bmBits, info.bmWidth, info.bmHeight, 8,
info.bmWidthBytes, deviceRGB, bitmapInfo);
CGColorSpaceRelease(deviceRGB);
// Flip coords
CGContextTranslateCTM(context, 0, info.bmHeight);
CGContextScaleCTM(context, 1, -1);
// Put the HDC In advanced mode so it will honor affine transforms.
SetGraphicsMode(hdc, GM_ADVANCED);
return context;
}
GraphicsContext::GraphicsContext(HDC hdc, bool hasAlpha)
: m_common(createGraphicsContextPrivate())
, m_data(new GraphicsContextPlatformPrivate(CGContextWithHDC(hdc, hasAlpha)))
{
CGContextRelease(m_data->m_cgContext.get());
m_data->m_hdc = hdc;
setPaintingDisabled(!m_data->m_cgContext);
if (m_data->m_cgContext) {
// Make sure the context starts in sync with our state.
setPlatformFillColor(fillColor(), DeviceColorSpace);
setPlatformStrokeColor(strokeColor(), DeviceColorSpace);
}
}
// FIXME: Is it possible to merge getWindowsContext and createWindowsBitmap into a single API
// suitable for all clients?
void GraphicsContext::releaseWindowsContext(HDC hdc, const IntRect& dstRect, bool supportAlphaBlend, bool mayCreateBitmap)
{
if (mayCreateBitmap && hdc && inTransparencyLayer()) {
if (dstRect.isEmpty())
return;
HBITMAP bitmap = static_cast<HBITMAP>(GetCurrentObject(hdc, OBJ_BITMAP));
// Need to make a CGImage out of the bitmap's pixel buffer and then draw
// it into our context.
BITMAP info;
GetObject(bitmap, sizeof(info), &info);
ASSERT(info.bmBitsPixel == 32);
CGColorSpaceRef deviceRGB = CGColorSpaceCreateDeviceRGB();
CGContextRef bitmapContext = CGBitmapContextCreate(info.bmBits, info.bmWidth, info.bmHeight, 8,
info.bmWidthBytes, deviceRGB, kCGBitmapByteOrder32Little |
(supportAlphaBlend ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst));
CGColorSpaceRelease(deviceRGB);
CGImageRef image = CGBitmapContextCreateImage(bitmapContext);
CGContextDrawImage(m_data->m_cgContext.get(), dstRect, image);
// Delete all our junk.
CGImageRelease(image);
CGContextRelease(bitmapContext);
::DeleteDC(hdc);
::DeleteObject(bitmap);
return;
}
m_data->restore();
}
void GraphicsContext::drawWindowsBitmap(WindowsBitmap* image, const IntPoint& point)
{
RetainPtr<CGColorSpaceRef> deviceRGB(AdoptCF, CGColorSpaceCreateDeviceRGB());
// FIXME: Creating CFData is non-optimal, but needed to avoid crashing when printing. Ideally we should
// make a custom CGDataProvider that controls the WindowsBitmap lifetime. see <rdar://6394455>
RetainPtr<CFDataRef> imageData(AdoptCF, CFDataCreate(kCFAllocatorDefault, image->buffer(), image->bufferLength()));
RetainPtr<CGDataProviderRef> dataProvider(AdoptCF, CGDataProviderCreateWithCFData(imageData.get()));
RetainPtr<CGImageRef> cgImage(AdoptCF, CGImageCreate(image->size().width(), image->size().height(), 8, 32, image->bytesPerRow(), deviceRGB.get(),
kCGBitmapByteOrder32Little | kCGImageAlphaFirst, dataProvider.get(), 0, true, kCGRenderingIntentDefault));
CGContextDrawImage(m_data->m_cgContext.get(), CGRectMake(point.x(), point.y(), image->size().width(), image->size().height()), cgImage.get());
}
void GraphicsContext::drawFocusRing(const Vector<Path>& paths, int width, int offset, const Color& color)
{
// FIXME: implement
}
void GraphicsContext::drawFocusRing(const Vector<IntRect>& rects, int width, int offset, const Color& color)
{
if (paintingDisabled())
return;
float radius = (width - 1) / 2.0f;
offset += radius;
CGColorRef colorRef = color.isValid() ? createCGColor(color) : 0;
CGMutablePathRef focusRingPath = CGPathCreateMutable();
unsigned rectCount = rects.size();
for (unsigned i = 0; i < rectCount; i++)
CGPathAddRect(focusRingPath, 0, CGRectInset(rects[i], -offset, -offset));
CGContextRef context = platformContext();
CGContextSaveGState(context);
CGContextBeginPath(context);
CGContextAddPath(context, focusRingPath);
wkDrawFocusRing(context, colorRef, radius);
CGColorRelease(colorRef);
CGPathRelease(focusRingPath);
CGContextRestoreGState(context);
}
// Pulled from GraphicsContextCG
static void setCGStrokeColor(CGContextRef context, const Color& color)
{
CGFloat red, green, blue, alpha;
color.getRGBA(red, green, blue, alpha);
CGContextSetRGBStrokeColor(context, red, green, blue, alpha);
}
static const Color& spellingPatternColor() {
static const Color spellingColor(255, 0, 0);
return spellingColor;
}
static const Color& grammarPatternColor() {
static const Color grammarColor(0, 128, 0);
return grammarColor;
}
void GraphicsContext::drawLineForMisspellingOrBadGrammar(const IntPoint& point, int width, bool grammar)
{
if (paintingDisabled())
return;
// These are the same for misspelling or bad grammar
const int patternHeight = 3; // 3 rows
ASSERT(cMisspellingLineThickness == patternHeight);
const int patternWidth = 4; // 4 pixels
ASSERT(patternWidth == cMisspellingLinePatternWidth);
// Make sure to draw only complete dots.
// NOTE: Code here used to shift the underline to the left and increase the width
// to make sure everything gets underlined, but that results in drawing out of
// bounds (e.g. when at the edge of a view) and could make it appear that the
// space between adjacent misspelled words was underlined.
// allow slightly more considering that the pattern ends with a transparent pixel
int widthMod = width % patternWidth;
if (patternWidth - widthMod > cMisspellingLinePatternGapWidth)
width -= widthMod;
// Draw the underline
CGContextRef context = platformContext();
CGContextSaveGState(context);
const Color& patternColor = grammar ? grammarPatternColor() : spellingPatternColor();
setCGStrokeColor(context, patternColor);
wkSetPatternPhaseInUserSpace(context, point);
CGContextSetBlendMode(context, kCGBlendModeNormal);
// 3 rows, each offset by half a pixel for blending purposes
const CGPoint upperPoints [] = {{point.x(), point.y() + patternHeight - 2.5 }, {point.x() + width, point.y() + patternHeight - 2.5}};
const CGPoint middlePoints [] = {{point.x(), point.y() + patternHeight - 1.5 }, {point.x() + width, point.y() + patternHeight - 1.5}};
const CGPoint lowerPoints [] = {{point.x(), point.y() + patternHeight - 0.5 }, {point.x() + width, point.y() + patternHeight - 0.5 }};
// Dash lengths for the top and bottom of the error underline are the same.
// These are magic.
static const float edge_dash_lengths[] = {2.0f, 2.0f};
static const float middle_dash_lengths[] = {2.76f, 1.24f};
static const float edge_offset = -(edge_dash_lengths[1] - 1.0f) / 2.0f;
static const float middle_offset = -(middle_dash_lengths[1] - 1.0f) / 2.0f;
// Line opacities. Once again, these are magic.
const float upperOpacity = 0.33f;
const float middleOpacity = 0.75f;
const float lowerOpacity = 0.88f;
//Top line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths,
sizeof(edge_dash_lengths) / sizeof(edge_dash_lengths[0]));
CGContextSetAlpha(context, upperOpacity);
CGContextStrokeLineSegments(context, upperPoints, 2);
// Middle line
CGContextSetLineDash(context, middle_offset, middle_dash_lengths,
sizeof(middle_dash_lengths) / sizeof(middle_dash_lengths[0]));
CGContextSetAlpha(context, middleOpacity);
CGContextStrokeLineSegments(context, middlePoints, 2);
// Bottom line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths,
sizeof(edge_dash_lengths) / sizeof(edge_dash_lengths[0]));
CGContextSetAlpha(context, lowerOpacity);
CGContextStrokeLineSegments(context, lowerPoints, 2);
CGContextRestoreGState(context);
}
void GraphicsContextPlatformPrivate::flush()
{
CGContextFlush(m_cgContext.get());
}
}