webengine/osswebengine/WebCore/html/CanvasRenderingContext2D.cpp
changeset 0 dd21522fd290
child 68 92a765b5b3e7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/osswebengine/WebCore/html/CanvasRenderingContext2D.cpp	Mon Mar 30 12:54:55 2009 +0300
@@ -0,0 +1,1151 @@
+/*
+ * Copyright (C) 2004, 2005, 2006, 2007 Apple Inc. All rights reserved.
+ * Copyright (C) 2007 Trolltech ASA
+ * Copyright (C) 2007 Alp Toker <alp@atoker.com>
+ *
+ * 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 "CanvasRenderingContext2D.h"
+
+#include "AffineTransform.h"
+#include "CSSParser.h"
+#include "CachedImage.h"
+#include "CanvasGradient.h"
+#include "CanvasPattern.h"
+#include "CanvasStyle.h"
+#include "Document.h"
+#include "ExceptionCode.h"
+#include "Frame.h"
+#include "GraphicsContext.h"
+#include "HTMLCanvasElement.h"
+#include "HTMLImageElement.h"
+#include "HTMLNames.h"
+#include "NotImplemented.h"
+#include "RenderHTMLCanvas.h"
+#include "Settings.h"
+#include <wtf/MathExtras.h>
+
+#if PLATFORM(QT)
+#include <QPainter>
+#include <QPixmap>
+#include <QPainterPath>
+#elif PLATFORM(CAIRO)
+#include "CairoPath.h"
+#include <cairo.h>
+#endif
+
+namespace WebCore {
+
+using namespace HTMLNames;
+
+CanvasRenderingContext2D::CanvasRenderingContext2D(HTMLCanvasElement* canvas)
+    : m_canvas(canvas)
+    , m_stateStack(1)
+{
+}
+
+void CanvasRenderingContext2D::reset()
+{
+    m_stateStack.resize(1);
+    m_stateStack.first() = State();
+}
+
+CanvasRenderingContext2D::State::State()
+    : m_strokeStyle(new CanvasStyle("black"))
+    , m_fillStyle(new CanvasStyle("black"))
+    , m_lineWidth(1)
+    , m_lineCap(ButtCap)
+    , m_lineJoin(MiterJoin)
+    , m_miterLimit(10)
+    , m_shadowBlur(0)
+    , m_shadowColor("black")
+    , m_globalAlpha(1)
+    , m_globalComposite(CompositeSourceOver)
+    , m_appliedStrokePattern(false)
+    , m_appliedFillPattern(false)
+{
+}
+
+void CanvasRenderingContext2D::save()
+{
+    ASSERT(m_stateStack.size() >= 1);
+    m_stateStack.append(state());
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->save();
+}
+
+void CanvasRenderingContext2D::restore()
+{
+    ASSERT(m_stateStack.size() >= 1);
+    if (m_stateStack.size() <= 1)
+        return;
+    m_stateStack.removeLast();
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->restore();
+}
+
+CanvasStyle* CanvasRenderingContext2D::strokeStyle() const
+{
+    return state().m_strokeStyle.get();
+}
+
+void CanvasRenderingContext2D::setStrokeStyle(PassRefPtr<CanvasStyle> style)
+{
+    if (!style)
+        return;
+    state().m_strokeStyle = style;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    state().m_strokeStyle->applyStrokeColor(c);
+    state().m_appliedStrokePattern = false;
+}
+
+CanvasStyle* CanvasRenderingContext2D::fillStyle() const
+{
+    return state().m_fillStyle.get();
+}
+
+void CanvasRenderingContext2D::setFillStyle(PassRefPtr<CanvasStyle> style)
+{
+    if (!style)
+        return;
+    state().m_fillStyle = style;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+#if PLATFORM(CAIRO)
+    // FIXME: hack to reduce code duplication in CanvasStyle.cpp
+    state().m_fillStyle->applyStrokeColor(c);
+#else
+    state().m_fillStyle->applyFillColor(c);
+#endif
+    state().m_appliedFillPattern = false;
+}
+
+float CanvasRenderingContext2D::lineWidth() const
+{
+    return state().m_lineWidth;
+}
+
+void CanvasRenderingContext2D::setLineWidth(float width)
+{
+    if (!(width > 0))
+        return;
+    state().m_lineWidth = width;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setStrokeThickness(width);
+}
+
+String CanvasRenderingContext2D::lineCap() const
+{
+    return lineCapName(state().m_lineCap);
+}
+
+void CanvasRenderingContext2D::setLineCap(const String& s)
+{
+    LineCap cap;
+    if (!parseLineCap(s, cap))
+        return;
+    state().m_lineCap = cap;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setLineCap(cap);
+}
+
+String CanvasRenderingContext2D::lineJoin() const
+{
+    return lineJoinName(state().m_lineJoin);
+}
+
+void CanvasRenderingContext2D::setLineJoin(const String& s)
+{
+    LineJoin join;
+    if (!parseLineJoin(s, join))
+        return;
+    state().m_lineJoin = join;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setLineJoin(join);
+}
+
+float CanvasRenderingContext2D::miterLimit() const
+{
+    return state().m_miterLimit;
+}
+
+void CanvasRenderingContext2D::setMiterLimit(float limit)
+{
+    if (!(limit > 0))
+        return;
+    state().m_miterLimit = limit;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setMiterLimit(limit);
+}
+
+float CanvasRenderingContext2D::shadowOffsetX() const
+{
+    return state().m_shadowOffset.width();
+}
+
+void CanvasRenderingContext2D::setShadowOffsetX(float x)
+{
+    state().m_shadowOffset.setWidth(x);
+    applyShadow();
+}
+
+float CanvasRenderingContext2D::shadowOffsetY() const
+{
+    return state().m_shadowOffset.height();
+}
+
+void CanvasRenderingContext2D::setShadowOffsetY(float y)
+{
+    state().m_shadowOffset.setHeight(y);
+    applyShadow();
+}
+
+float CanvasRenderingContext2D::shadowBlur() const
+{
+    return state().m_shadowBlur;
+}
+
+void CanvasRenderingContext2D::setShadowBlur(float blur)
+{
+    state().m_shadowBlur = blur;
+    applyShadow();
+}
+
+String CanvasRenderingContext2D::shadowColor() const
+{
+    // FIXME: What should this return if you called setShadow with a non-string color?
+    return state().m_shadowColor;
+}
+
+void CanvasRenderingContext2D::setShadowColor(const String& color)
+{
+    state().m_shadowColor = color;
+    applyShadow();
+}
+
+float CanvasRenderingContext2D::globalAlpha() const
+{
+    return state().m_globalAlpha;
+}
+
+void CanvasRenderingContext2D::setGlobalAlpha(float alpha)
+{
+    if (!(alpha >= 0 && alpha <= 1))
+        return;
+    state().m_globalAlpha = alpha;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setAlpha(alpha);
+}
+
+String CanvasRenderingContext2D::globalCompositeOperation() const
+{
+    return compositeOperatorName(state().m_globalComposite);
+}
+
+void CanvasRenderingContext2D::setGlobalCompositeOperation(const String& operation)
+{
+    CompositeOperator op;
+    if (!parseCompositeOperator(operation, op))
+        return;
+    state().m_globalComposite = op;
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->setCompositeOperation(op);
+}
+
+void CanvasRenderingContext2D::scale(float sx, float sy)
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->scale(FloatSize(sx, sy));
+    state().m_path.transform(AffineTransform().scale(1.0/sx, 1.0/sy));
+}
+
+void CanvasRenderingContext2D::rotate(float angleInRadians)
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->rotate(angleInRadians);
+    state().m_path.transform(AffineTransform().rotate(-angleInRadians / piDouble * 180.0));
+}
+
+void CanvasRenderingContext2D::translate(float tx, float ty)
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->translate(tx, ty);
+    state().m_path.transform(AffineTransform().translate(-tx, -ty));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(const String& color)
+{
+    setStrokeStyle(new CanvasStyle(color));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(float grayLevel)
+{
+    setStrokeStyle(new CanvasStyle(grayLevel, 1));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(const String& color, float alpha)
+{
+    setStrokeStyle(new CanvasStyle(color, alpha));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(float grayLevel, float alpha)
+{
+    setStrokeStyle(new CanvasStyle(grayLevel, alpha));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(float r, float g, float b, float a)
+{
+    setStrokeStyle(new CanvasStyle(r, g, b, a));
+}
+
+void CanvasRenderingContext2D::setStrokeColor(float c, float m, float y, float k, float a)
+{
+    setStrokeStyle(new CanvasStyle(c, m, y, k, a));
+}
+
+void CanvasRenderingContext2D::setFillColor(const String& color)
+{
+    setFillStyle(new CanvasStyle(color));
+}
+
+void CanvasRenderingContext2D::setFillColor(float grayLevel)
+{
+    setFillStyle(new CanvasStyle(grayLevel, 1));
+}
+
+void CanvasRenderingContext2D::setFillColor(const String& color, float alpha)
+{
+    setFillStyle(new CanvasStyle(color, 1));
+}
+
+void CanvasRenderingContext2D::setFillColor(float grayLevel, float alpha)
+{
+    setFillStyle(new CanvasStyle(grayLevel, alpha));
+}
+
+void CanvasRenderingContext2D::setFillColor(float r, float g, float b, float a)
+{
+    setFillStyle(new CanvasStyle(r, g, b, a));
+}
+
+void CanvasRenderingContext2D::setFillColor(float c, float m, float y, float k, float a)
+{
+    setFillStyle(new CanvasStyle(c, m, y, k, a));
+}
+
+void CanvasRenderingContext2D::beginPath()
+{
+    state().m_path.clear();
+}
+
+void CanvasRenderingContext2D::closePath()
+{
+    state().m_path.closeSubpath();
+}
+
+void CanvasRenderingContext2D::moveTo(float x, float y)
+{
+    state().m_path.moveTo(FloatPoint(x, y));
+}
+
+void CanvasRenderingContext2D::lineTo(float x, float y)
+{
+    state().m_path.addLineTo(FloatPoint(x, y));
+}
+
+void CanvasRenderingContext2D::quadraticCurveTo(float cpx, float cpy, float x, float y)
+{
+    state().m_path.addQuadCurveTo(FloatPoint(cpx, cpy), FloatPoint(x, y));
+}
+
+void CanvasRenderingContext2D::bezierCurveTo(float cp1x, float cp1y, float cp2x, float cp2y, float x, float y)
+{
+    state().m_path.addBezierCurveTo(FloatPoint(cp1x, cp1y), FloatPoint(cp2x, cp2y), FloatPoint(x, y));
+}
+
+void CanvasRenderingContext2D::arcTo(float x0, float y0, float x1, float y1, float r, ExceptionCode& ec)
+{
+    ec = 0;
+    if (!(r > 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+    state().m_path.addArcTo(FloatPoint(x0, y0), FloatPoint(x1, y1), r);
+}
+
+void CanvasRenderingContext2D::arc(float x, float y, float r, float sa, float ea, bool clockwise, ExceptionCode& ec)
+{
+    ec = 0;
+    if (!(r > 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+    state().m_path.addArc(FloatPoint(x, y), r, sa, ea, clockwise);
+}
+
+void CanvasRenderingContext2D::rect(float x, float y, float width, float height, ExceptionCode& ec)
+{
+    ec = 0;
+    if (!(width >= 0 && height >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+    state().m_path.addRect(FloatRect(x, y, width, height));
+}
+
+void CanvasRenderingContext2D::clearPathForDashboardBackwardCompatibilityMode()
+{
+    if (m_canvas)
+        if (Settings* settings = m_canvas->document()->settings())
+            if (settings->usesDashboardBackwardCompatibilityMode())
+                state().m_path.clear();
+}
+
+void CanvasRenderingContext2D::fill()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    CGContextBeginPath(c->platformContext());
+    CGContextAddPath(c->platformContext(), state().m_path.platformPath());
+
+    if (!state().m_path.isEmpty())
+        willDraw(CGContextGetPathBoundingBox(c->platformContext()));
+
+    if (state().m_fillStyle->gradient()) {
+        // Shading works on the entire clip region, so convert the current path to a clip.
+        c->save();
+        CGContextClip(c->platformContext());
+        CGContextDrawShading(c->platformContext(), state().m_fillStyle->gradient()->platformShading());        
+        c->restore();
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+        CGContextFillPath(c->platformContext());
+    }
+#elif PLATFORM(QT)
+    QPainterPath* path = state().m_path.platformPath();
+    QPainter* p = static_cast<QPainter*>(c->platformContext());
+    willDraw(path->controlPointRect());
+    if (state().m_fillStyle->gradient()) {
+        p->fillPath(*path, QBrush(*(state().m_fillStyle->gradient()->platformShading())));
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+        p->fillPath(*path, p->brush());
+    }
+#elif PLATFORM(CAIRO)
+    cairo_t* pathCr = state().m_path.platformPath()->m_cr;
+    cairo_t* cr = c->platformContext();
+    cairo_save(cr);
+    willDraw(state().m_path.boundingRect());
+    if (state().m_fillStyle->gradient()) {
+        cairo_set_source(cr, state().m_fillStyle->gradient()->platformShading());
+        c->addPath(state().m_path);
+        cairo_fill(cr);
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+        c->addPath(state().m_path);
+        cairo_fill(cr);
+    }
+    cairo_restore(cr);
+#endif
+
+    clearPathForDashboardBackwardCompatibilityMode();
+}
+
+void CanvasRenderingContext2D::stroke()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    CGContextBeginPath(c->platformContext());
+    CGContextAddPath(c->platformContext(), state().m_path.platformPath());
+
+    if (!state().m_path.isEmpty()) {
+        float lineWidth = state().m_lineWidth;
+        float inset = -lineWidth / 2;
+        CGRect boundingRect = CGRectInset(CGContextGetPathBoundingBox(c->platformContext()), inset, inset);
+        willDraw(boundingRect);
+    }
+
+    if (state().m_strokeStyle->gradient()) {
+        // Shading works on the entire clip region, so convert the current path to a clip.
+        c->save();
+        CGContextReplacePathWithStrokedPath(c->platformContext());
+        CGContextClip(c->platformContext());
+        CGContextDrawShading(c->platformContext(), state().m_strokeStyle->gradient()->platformShading());        
+        c->restore();
+    } else {
+        if (state().m_strokeStyle->pattern())
+            applyStrokePattern();
+        CGContextStrokePath(c->platformContext());
+    }
+#elif PLATFORM(QT)
+    QPainterPath* path = state().m_path.platformPath();
+    QPainter* p = static_cast<QPainter*>(c->platformContext());
+    willDraw(path->controlPointRect());
+    if (state().m_strokeStyle->gradient()) {
+        p->save();
+        p->setBrush(*(state().m_strokeStyle->gradient()->platformShading()));
+        p->strokePath(*path, p->pen());
+        p->restore();
+    } else {
+        if (state().m_strokeStyle->pattern())
+            applyStrokePattern();
+        p->strokePath(*path, p->pen());
+    }
+#elif PLATFORM(CAIRO)
+    cairo_t* pathCr = state().m_path.platformPath()->m_cr;
+    cairo_t* cr = c->platformContext();
+    cairo_save(cr);
+    // FIXME: consider inset, as in CG
+    willDraw(state().m_path.boundingRect());
+    if (state().m_strokeStyle->gradient()) {
+        cairo_set_source(cr, state().m_strokeStyle->gradient()->platformShading());
+        c->addPath(state().m_path);
+        cairo_stroke(cr);
+    } else {
+        if (state().m_strokeStyle->pattern())
+            applyStrokePattern();
+        c->addPath(state().m_path);
+        cairo_stroke(cr);
+    }
+    cairo_restore(cr);
+#endif
+
+    clearPathForDashboardBackwardCompatibilityMode();
+}
+
+void CanvasRenderingContext2D::clip()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    c->clip(state().m_path);
+    clearPathForDashboardBackwardCompatibilityMode();
+}
+
+void CanvasRenderingContext2D::clearRect(float x, float y, float width, float height, ExceptionCode& ec)
+{
+    ec = 0;
+    if (!(width >= 0 && height >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    FloatRect rect(x, y, width, height);
+    willDraw(rect);
+    c->clearRect(rect);
+}
+
+void CanvasRenderingContext2D::fillRect(float x, float y, float width, float height, ExceptionCode& ec)
+{
+    ec = 0;
+
+    if (!(width >= 0 && height >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    CGRect rect = CGRectMake(x, y, width, height);
+
+    willDraw(rect);
+
+    if (state().m_fillStyle->gradient()) {
+        // Shading works on the entire clip region, so convert the rect to a clip.
+        c->save();
+        CGContextClipToRect(c->platformContext(), rect);
+        CGContextDrawShading(c->platformContext(), state().m_fillStyle->gradient()->platformShading());        
+        c->restore();
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+        CGContextFillRect(c->platformContext(), rect);
+    }
+#elif PLATFORM(QT)
+    QRectF rect(x, y, width, height);
+    willDraw(rect);
+    QPainter* p = static_cast<QPainter*>(c->platformContext());
+    if (state().m_fillStyle->gradient()) {
+        p->fillRect(rect, QBrush(*(state().m_fillStyle->gradient()->platformShading())));
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+        p->fillRect(rect, p->brush());
+    }
+#elif PLATFORM(CAIRO)
+    FloatRect rect(x, y, width, height);
+    willDraw(rect);
+    cairo_t* cr = c->platformContext();
+    cairo_save(cr);
+    if (state().m_fillStyle->gradient()) {
+        cairo_set_source(cr, state().m_fillStyle->gradient()->platformShading());
+    } else {
+        if (state().m_fillStyle->pattern())
+            applyFillPattern();
+    }
+    cairo_rectangle(cr, x, y, width, height);
+    cairo_fill(cr);
+    cairo_restore(cr);
+#endif
+}
+
+void CanvasRenderingContext2D::strokeRect(float x, float y, float width, float height, ExceptionCode& ec)
+{
+    strokeRect(x, y, width, height, state().m_lineWidth, ec);
+}
+
+void CanvasRenderingContext2D::strokeRect(float x, float y, float width, float height, float lineWidth, ExceptionCode& ec)
+{
+    ec = 0;
+
+    if (!(width >= 0 && height >= 0 && lineWidth >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+
+    FloatRect rect(x, y, width, height);
+
+    FloatRect boundingRect = rect;
+    boundingRect.inflate(lineWidth / 2);
+    willDraw(boundingRect);
+
+    // FIXME: No support for gradients!
+    if (state().m_strokeStyle->pattern())
+        applyStrokePattern();
+
+    c->strokeRect(rect, lineWidth);
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = "";
+    applyShadow();
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, const String& color)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = color;
+    applyShadow();
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, float grayLevel)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = "";
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    const CGFloat components[2] = { grayLevel, 1 };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
+    CGColorRef color = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(c->platformContext(), CGSizeMake(width, height), blur, color);
+    CGColorRelease(color);
+#endif
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, const String& color, float alpha)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = color;
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    RGBA32 rgba = CSSParser::parseColor(color);
+    const CGFloat components[4] = {
+        ((rgba >> 16) & 0xFF) / 255.0f,
+        ((rgba >> 8) & 0xFF) / 255.0f,
+        (rgba & 0xFF) / 255.0f,
+        alpha
+    };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
+    CGColorRef shadowColor = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(c->platformContext(), CGSizeMake(width, height), blur, shadowColor);
+    CGColorRelease(shadowColor);
+#endif
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, float grayLevel, float alpha)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = "";
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    const CGFloat components[2] = { grayLevel, alpha };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
+    CGColorRef color = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(c->platformContext(), CGSizeMake(width, height), blur, color);
+    CGColorRelease(color);
+#endif
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, float r, float g, float b, float a)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = "";
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    const CGFloat components[4] = { r, g, b, a };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
+    CGColorRef shadowColor = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(c->platformContext(), CGSizeMake(width, height), blur, shadowColor);
+    CGColorRelease(shadowColor);
+#endif
+}
+
+void CanvasRenderingContext2D::setShadow(float width, float height, float blur, float c, float m, float y, float k, float a)
+{
+    state().m_shadowOffset = FloatSize(width, height);
+    state().m_shadowBlur = blur;
+    state().m_shadowColor = "";
+
+    GraphicsContext* dc = drawingContext();
+    if (!dc)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    const CGFloat components[5] = { c, m, y, k, a };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceCMYK();
+    CGColorRef shadowColor = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(dc->platformContext(), CGSizeMake(width, height), blur, shadowColor);
+    CGColorRelease(shadowColor);
+#endif
+}
+
+void CanvasRenderingContext2D::clearShadow()
+{
+    state().m_shadowOffset = FloatSize();
+    state().m_shadowBlur = 0;
+    state().m_shadowColor = "";
+    applyShadow();
+}
+
+void CanvasRenderingContext2D::applyShadow()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    RGBA32 rgba = state().m_shadowColor.isEmpty() ? 0 : CSSParser::parseColor(state().m_shadowColor);
+    const CGFloat components[4] = {
+        ((rgba >> 16) & 0xFF) / 255.0f,
+        ((rgba >> 8) & 0xFF) / 255.0f,
+        (rgba & 0xFF) / 255.0f,
+        ((rgba >> 24) & 0xFF) / 255.0f
+    };
+    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
+    CGColorRef color = CGColorCreate(colorSpace, components);
+    CGColorSpaceRelease(colorSpace);
+    CGContextSetShadowWithColor(c->platformContext(), state().m_shadowOffset, state().m_shadowBlur, color);
+    CGColorRelease(color);
+#endif
+}
+
+static IntSize size(HTMLImageElement* image)
+{
+    if (CachedImage* cachedImage = image->cachedImage())
+        return cachedImage->imageSize();
+    return IntSize();
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLImageElement* image, float x, float y)
+{
+    ASSERT(image);
+    IntSize s = size(image);
+    ExceptionCode ec;
+    drawImage(image, x, y, s.width(), s.height(), ec);
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLImageElement* image,
+    float x, float y, float width, float height, ExceptionCode& ec)
+{
+    ASSERT(image);
+    IntSize s = size(image);
+    drawImage(image, FloatRect(0, 0, s.width(), s.height()), FloatRect(x, y, width, height), ec);
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLImageElement* image, const FloatRect& srcRect, const FloatRect& dstRect,
+    ExceptionCode& ec)
+{
+    ASSERT(image);
+
+    ec = 0;
+
+    FloatRect imageRect = FloatRect(FloatPoint(), size(image));
+    if (!(imageRect.contains(srcRect) && srcRect.width() >= 0 && srcRect.height() >= 0 
+            && dstRect.width() >= 0 && dstRect.height() >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+
+    if (srcRect.isEmpty() || dstRect.isEmpty())
+        return;
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+
+    CachedImage* cachedImage = image->cachedImage();
+    if (!cachedImage)
+        return;
+
+    FloatRect sourceRect = c->roundToDevicePixels(srcRect);
+    FloatRect destRect = c->roundToDevicePixels(dstRect);
+    willDraw(destRect);
+    c->drawImage(cachedImage->image(), destRect, sourceRect, state().m_globalComposite);
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLCanvasElement* canvas, float x, float y)
+{
+    ASSERT(canvas);
+    ExceptionCode ec;
+    drawImage(canvas, x, y, canvas->width(), canvas->height(), ec);
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLCanvasElement* canvas,
+    float x, float y, float width, float height, ExceptionCode& ec)
+{
+    ASSERT(canvas);
+    drawImage(canvas, FloatRect(0, 0, canvas->width(), canvas->height()), FloatRect(x, y, width, height), ec);
+}
+
+void CanvasRenderingContext2D::drawImage(HTMLCanvasElement* canvas, const FloatRect& srcRect,
+    const FloatRect& dstRect, ExceptionCode& ec)
+{
+    ASSERT(canvas);
+
+    ec = 0;
+
+    FloatRect srcCanvasRect = FloatRect(FloatPoint(), canvas->size());
+    if (!(srcCanvasRect.contains(srcRect) && srcRect.width() >= 0 && srcRect.height() >= 0 
+            && dstRect.width() >= 0 && dstRect.height() >= 0)) {
+        ec = INDEX_SIZE_ERR;
+        return;
+    }
+
+    if (srcRect.isEmpty() || dstRect.isEmpty())
+        return;
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+        
+    FloatRect sourceRect = c->roundToDevicePixels(srcRect);
+    FloatRect destRect = c->roundToDevicePixels(dstRect);
+        
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    CGImageRef platformImage = canvas->createPlatformImage();
+    if (!platformImage)
+        return;
+
+    willDraw(destRect);
+
+    float iw = CGImageGetWidth(platformImage);
+    float ih = CGImageGetHeight(platformImage);
+    if (sourceRect.x() == 0 && sourceRect.y() == 0 && iw == sourceRect.width() && ih == sourceRect.height()) {
+        // Fast path, yay!
+        CGContextDrawImage(c->platformContext(), destRect, platformImage);
+    } else {
+        // Slow path, boo!
+        // Create a new bitmap of the appropriate size and then draw that into our context.
+
+        size_t csw = static_cast<size_t>(ceilf(sourceRect.width()));
+        size_t csh = static_cast<size_t>(ceilf(sourceRect.height()));
+
+        CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
+        size_t bytesPerRow = csw * 4;
+        void* buffer = fastMalloc(csh * bytesPerRow);
+
+        CGContextRef clippedSourceContext = CGBitmapContextCreate(buffer, csw, csh,
+            8, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
+        CGColorSpaceRelease(colorSpace);
+        CGContextTranslateCTM(clippedSourceContext, -sourceRect.x(), -sourceRect.y());
+        CGContextDrawImage(clippedSourceContext, CGRectMake(0, 0, iw, ih), platformImage);
+
+        CGImageRef clippedSourceImage = CGBitmapContextCreateImage(clippedSourceContext);
+        CGContextRelease(clippedSourceContext);
+
+        CGContextDrawImage(c->platformContext(), destRect, clippedSourceImage);
+        CGImageRelease(clippedSourceImage);
+        
+        fastFree(buffer);
+    }
+
+    CGImageRelease(platformImage);
+#elif PLATFORM(QT)
+    QImage px = canvas->createPlatformImage();
+    if (px.isNull())
+        return;
+    willDraw(dstRect);
+    QPainter* painter = static_cast<QPainter*>(c->platformContext());
+    painter->drawImage(dstRect, px, srcRect);
+#elif PLATFORM(CAIRO)
+    cairo_surface_t* image = canvas->createPlatformImage();
+    willDraw(dstRect);
+    cairo_t* cr = c->platformContext();
+    cairo_save(cr);
+    cairo_set_source_surface(cr, image, srcRect.x(), srcRect.y());
+    cairo_rectangle(cr, dstRect.x(), dstRect.y(), dstRect.width(), dstRect.height());
+    cairo_fill(cr);
+    cairo_restore(cr);
+#endif
+}
+
+// FIXME: Why isn't this just another overload of drawImage? Why have a different name?
+void CanvasRenderingContext2D::drawImageFromRect(HTMLImageElement* image,
+    float sx, float sy, float sw, float sh,
+    float dx, float dy, float dw, float dh,
+    const String& compositeOperation)
+{
+    if (!image)
+        return;
+
+    CachedImage* cachedImage = image->cachedImage();
+    if (!cachedImage)
+        return;
+
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+
+    CompositeOperator op;
+    if (!parseCompositeOperator(compositeOperation, op))
+        op = CompositeSourceOver;
+
+    FloatRect destRect = FloatRect(dx, dy, dw, dh);
+    willDraw(destRect);
+    c->drawImage(cachedImage->image(), destRect, FloatRect(sx, sy, sw, sh), op);
+}
+
+void CanvasRenderingContext2D::setAlpha(float alpha)
+{
+    setGlobalAlpha(alpha);
+}
+
+void CanvasRenderingContext2D::setCompositeOperation(const String& operation)
+{
+    setGlobalCompositeOperation(operation);
+}
+
+PassRefPtr<CanvasGradient> CanvasRenderingContext2D::createLinearGradient(float x0, float y0, float x1, float y1)
+{
+    return new CanvasGradient(FloatPoint(x0, y0), FloatPoint(x1, y1));
+}
+
+PassRefPtr<CanvasGradient> CanvasRenderingContext2D::createRadialGradient(float x0, float y0, float r0, float x1, float y1, float r1)
+{
+    return new CanvasGradient(FloatPoint(x0, y0), r0, FloatPoint(x1, y1), r1);
+}
+
+PassRefPtr<CanvasPattern> CanvasRenderingContext2D::createPattern(HTMLImageElement* image,
+    const String& repetitionType, ExceptionCode& ec)
+{
+    bool repeatX, repeatY;
+    CanvasPattern::parseRepetitionType(repetitionType, repeatX, repeatY, ec);
+    if (ec)
+        return 0;
+    return new CanvasPattern(image ? image->cachedImage() : 0, repeatX, repeatY);
+}
+
+PassRefPtr<CanvasPattern> CanvasRenderingContext2D::createPattern(HTMLCanvasElement* canvas,
+    const String& repetitionType, ExceptionCode& ec)
+{
+    bool repeatX, repeatY;
+    CanvasPattern::parseRepetitionType(repetitionType, repeatX, repeatY, ec);
+    if (ec)
+        return 0;
+    // FIXME: Do this through platform-independent GraphicsContext API.
+#if PLATFORM(CG)
+    CGImageRef image = canvas->createPlatformImage();
+    if (!image)
+        return 0;
+    PassRefPtr<CanvasPattern> pattern = new CanvasPattern(image, repeatX, repeatY);
+    CGImageRelease(image);
+    return pattern;
+#else
+    notImplemented();
+    return 0;
+#endif
+}
+
+void CanvasRenderingContext2D::willDraw(const FloatRect& r)
+{
+    if (!m_canvas)
+        return;
+    m_canvas->willDraw(r);
+}
+
+GraphicsContext* CanvasRenderingContext2D::drawingContext() const
+{
+    if (!m_canvas)
+        return 0;
+    return m_canvas->drawingContext();
+}
+
+void CanvasRenderingContext2D::applyStrokePattern()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+
+#if PLATFORM(CG)
+    // Check for case where the pattern is already set.
+    CGAffineTransform m = CGContextGetCTM(c->platformContext());
+    if (state().m_appliedStrokePattern
+            && CGAffineTransformEqualToTransform(m, state().m_strokeStylePatternTransform))
+        return;
+
+    CanvasPattern* pattern = state().m_strokeStyle->pattern();
+    if (!pattern)
+        return;
+
+    CGPatternRef platformPattern = pattern->createPattern(m);
+    if (!platformPattern)
+        return;
+
+    CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0);
+    CGContextSetStrokeColorSpace(c->platformContext(), patternSpace);
+    CGColorSpaceRelease(patternSpace);
+
+    const CGFloat patternAlpha = 1;
+    CGContextSetStrokePattern(c->platformContext(), platformPattern, &patternAlpha);
+    CGPatternRelease(platformPattern);
+
+    state().m_strokeStylePatternTransform = m;
+#elif PLATFORM(QT)
+    fprintf(stderr, "FIXME: CanvasRenderingContext2D::applyStrokePattern\n");
+#elif PLATFORM(CAIRO)
+    notImplemented();
+#endif
+    state().m_appliedStrokePattern = true;
+}
+
+void CanvasRenderingContext2D::applyFillPattern()
+{
+    GraphicsContext* c = drawingContext();
+    if (!c)
+        return;
+
+#if PLATFORM(CG)
+    // Check for case where the pattern is already set.
+    CGAffineTransform m = CGContextGetCTM(c->platformContext());
+    if (state().m_appliedFillPattern
+            && CGAffineTransformEqualToTransform(m, state().m_fillStylePatternTransform))
+        return;
+
+    CanvasPattern* pattern = state().m_fillStyle->pattern();
+    if (!pattern)
+        return;
+
+    CGPatternRef platformPattern = pattern->createPattern(m);
+    if (!platformPattern)
+        return;
+
+    CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0);
+    CGContextSetFillColorSpace(c->platformContext(), patternSpace);
+    CGColorSpaceRelease(patternSpace);
+
+    const CGFloat patternAlpha = 1;
+    CGContextSetFillPattern(c->platformContext(), platformPattern, &patternAlpha);
+    CGPatternRelease(platformPattern);
+
+    state().m_fillStylePatternTransform = m;
+#elif PLATFORM(QT)
+    fprintf(stderr, "FIXME: CanvasRenderingContext2D::applyFillPattern\n");
+#endif
+    state().m_appliedFillPattern = true;
+}
+
+} // namespace WebCore