/*
* 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