/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2011 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #pragma once #include "PathD2D.h" #include "HelpersD2D.h" #include #include "DrawTargetD2D.h" #include "Logging.h" #ifndef M_PI #define M_PI 3.14159265358979323846 #endif namespace mozilla { namespace gfx { // This class exists as a wrapper for ID2D1SimplifiedGeometry sink, it allows // a geometry to be duplicated into a geometry sink, while removing the final // figure end and thus allowing a figure that was implicitly closed to be // continued. class OpeningGeometrySink : public ID2D1SimplifiedGeometrySink { public: OpeningGeometrySink(ID2D1SimplifiedGeometrySink *aSink) : mSink(aSink) , mNeedsFigureEnded(false) { } HRESULT STDMETHODCALLTYPE QueryInterface(const IID &aIID, void **aPtr) { if (!aPtr) { return E_POINTER; } if (aIID == IID_IUnknown) { *aPtr = static_cast(this); return S_OK; } else if (aIID == IID_ID2D1SimplifiedGeometrySink) { *aPtr = static_cast(this); return S_OK; } return E_NOINTERFACE; } ULONG STDMETHODCALLTYPE AddRef() { return 1; } ULONG STDMETHODCALLTYPE Release() { return 1; } // We ignore SetFillMode, the copier will decide. STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode) { EnsureFigureEnded(); return; } STDMETHOD_(void, BeginFigure)(D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin) { EnsureFigureEnded(); return mSink->BeginFigure(aPoint, aBegin); } STDMETHOD_(void, AddLines)(const D2D1_POINT_2F *aLines, UINT aCount) { EnsureFigureEnded(); return mSink->AddLines(aLines, aCount); } STDMETHOD_(void, AddBeziers)(const D2D1_BEZIER_SEGMENT *aSegments, UINT aCount) { EnsureFigureEnded(); return mSink->AddBeziers(aSegments, aCount); } STDMETHOD(Close)() { /* Should never be called! */ return S_OK; } STDMETHOD_(void, SetSegmentFlags)(D2D1_PATH_SEGMENT aFlags) { return mSink->SetSegmentFlags(aFlags); } // This function is special - it's the reason this class exists. // It needs to intercept the very last endfigure. So that a user can // continue writing to this sink as if they never stopped. STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd) { if (aEnd == D2D1_FIGURE_END_CLOSED) { return mSink->EndFigure(aEnd); } else { mNeedsFigureEnded = true; } } private: void EnsureFigureEnded() { if (mNeedsFigureEnded) { mSink->EndFigure(D2D1_FIGURE_END_OPEN); mNeedsFigureEnded = false; } } ID2D1SimplifiedGeometrySink *mSink; bool mNeedsFigureEnded; }; PathBuilderD2D::~PathBuilderD2D() { } void PathBuilderD2D::MoveTo(const Point &aPoint) { if (mFigureActive) { mSink->EndFigure(D2D1_FIGURE_END_OPEN); mFigureActive = false; } EnsureActive(aPoint); mCurrentPoint = aPoint; } void PathBuilderD2D::LineTo(const Point &aPoint) { EnsureActive(aPoint); mSink->AddLine(D2DPoint(aPoint)); mCurrentPoint = aPoint; } void PathBuilderD2D::BezierTo(const Point &aCP1, const Point &aCP2, const Point &aCP3) { EnsureActive(aCP1); mSink->AddBezier(D2D1::BezierSegment(D2DPoint(aCP1), D2DPoint(aCP2), D2DPoint(aCP3))); mCurrentPoint = aCP3; } void PathBuilderD2D::QuadraticBezierTo(const Point &aCP1, const Point &aCP2) { EnsureActive(aCP1); mSink->AddQuadraticBezier(D2D1::QuadraticBezierSegment(D2DPoint(aCP1), D2DPoint(aCP2))); mCurrentPoint = aCP2; } void PathBuilderD2D::Close() { if (mFigureActive) { mSink->EndFigure(D2D1_FIGURE_END_CLOSED); mFigureActive = false; EnsureActive(mBeginPoint); } } void PathBuilderD2D::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle, Float aEndAngle, bool aAntiClockwise) { if (aAntiClockwise && aStartAngle < aEndAngle) { // D2D does things a little differently, and draws the arc by specifying an // beginning and an end point. This means the circle will be the wrong way // around if the start angle is smaller than the end angle. It might seem // tempting to invert aAntiClockwise but that would change the sweeping // direction of the arc to instead we exchange start/begin. Float oldStart = aStartAngle; aStartAngle = aEndAngle; aEndAngle = oldStart; } // XXX - Workaround for now, D2D does not appear to do the desired thing when // the angle sweeps a complete circle. if (aEndAngle - aStartAngle >= 2 * M_PI) { aEndAngle = Float(aStartAngle + M_PI * 1.9999); } else if (aStartAngle - aEndAngle >= 2 * M_PI) { aStartAngle = Float(aEndAngle + M_PI * 1.9999); } Point startPoint; startPoint.x = aOrigin.x + aRadius * cos(aStartAngle); startPoint.y = aOrigin.y + aRadius * sin(aStartAngle); if (!mFigureActive) { EnsureActive(startPoint); } else { mSink->AddLine(D2DPoint(startPoint)); } Point endPoint; endPoint.x = aOrigin.x + aRadius * cos(aEndAngle); endPoint.y = aOrigin.y + aRadius * sin(aEndAngle); D2D1_ARC_SIZE arcSize = D2D1_ARC_SIZE_SMALL; if (aAntiClockwise) { if (aStartAngle - aEndAngle > M_PI) { arcSize = D2D1_ARC_SIZE_LARGE; } } else { if (aEndAngle - aStartAngle > M_PI) { arcSize = D2D1_ARC_SIZE_LARGE; } } mSink->AddArc(D2D1::ArcSegment(D2DPoint(endPoint), D2D1::SizeF(aRadius, aRadius), 0.0f, aAntiClockwise ? D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE : D2D1_SWEEP_DIRECTION_CLOCKWISE, arcSize)); mCurrentPoint = endPoint; } Point PathBuilderD2D::CurrentPoint() const { return mCurrentPoint; } void PathBuilderD2D::EnsureActive(const Point &aPoint) { if (!mFigureActive) { mSink->BeginFigure(D2DPoint(aPoint), D2D1_FIGURE_BEGIN_FILLED); mBeginPoint = aPoint; mFigureActive = true; } } TemporaryRef PathBuilderD2D::Finish() { if (mFigureActive) { mSink->EndFigure(D2D1_FIGURE_END_OPEN); } HRESULT hr = mSink->Close(); if (FAILED(hr)) { gfxDebug() << "Failed to close PathSink. Code: " << hr; return NULL; } return new PathD2D(mGeometry, mFigureActive, mCurrentPoint, mFillRule); } TemporaryRef PathD2D::CopyToBuilder(FillRule aFillRule) const { return TransformedCopyToBuilder(Matrix(), aFillRule); } TemporaryRef PathD2D::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const { RefPtr path; HRESULT hr = DrawTargetD2D::factory()->CreatePathGeometry(byRef(path)); if (FAILED(hr)) { gfxWarning() << "Failed to create PathGeometry. Code: " << hr; return NULL; } RefPtr sink; hr = path->Open(byRef(sink)); if (FAILED(hr)) { gfxWarning() << "Failed to open Geometry for writing. Code: " << hr; return NULL; } if (aFillRule == FILL_WINDING) { sink->SetFillMode(D2D1_FILL_MODE_WINDING); } if (mEndedActive) { OpeningGeometrySink wrapSink(sink); mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES, D2DMatrix(aTransform), &wrapSink); } else { mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES, D2DMatrix(aTransform), sink); } RefPtr pathBuilder = new PathBuilderD2D(sink, path, mFillRule); pathBuilder->mCurrentPoint = aTransform * mEndPoint; if (mEndedActive) { pathBuilder->mFigureActive = true; } return pathBuilder; } bool PathD2D::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const { BOOL result; HRESULT hr = mGeometry->FillContainsPoint(D2DPoint(aPoint), D2DMatrix(aTransform), 0.001f, &result); if (FAILED(hr)) { // Log return false; } return !!result; } Rect PathD2D::GetBounds(const Matrix &aTransform) const { D2D1_RECT_F bounds; HRESULT hr = mGeometry->GetBounds(D2DMatrix(aTransform), &bounds); if (FAILED(hr)) { gfxWarning() << "Failed to get stroked bounds for path. Code: " << hr; bounds.bottom = bounds.left = bounds.right = bounds.top = 0; } return ToRect(bounds); } Rect PathD2D::GetStrokedBounds(const StrokeOptions &aStrokeOptions, const Matrix &aTransform) const { D2D1_RECT_F bounds; RefPtr strokeStyle = DrawTargetD2D::CreateStrokeStyleForOptions(aStrokeOptions); HRESULT hr = mGeometry->GetWidenedBounds(aStrokeOptions.mLineWidth, strokeStyle, D2DMatrix(aTransform), &bounds); if (FAILED(hr)) { gfxWarning() << "Failed to get stroked bounds for path. Code: " << hr; bounds.bottom = bounds.left = bounds.right = bounds.top = 0; } return ToRect(bounds); } } }