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347 lines
13 KiB
C++
347 lines
13 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Thebes gfx.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2007
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Vladimir Vukicevic <vladimir@pobox.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include <windows.h>
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#include "nsMathUtils.h"
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#include "gfxWindowsNativeDrawing.h"
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#include "gfxWindowsSurface.h"
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#include "gfxAlphaRecovery.h"
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#include "gfxPattern.h"
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enum {
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RENDER_STATE_INIT,
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RENDER_STATE_NATIVE_DRAWING,
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RENDER_STATE_NATIVE_DRAWING_DONE,
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RENDER_STATE_ALPHA_RECOVERY_BLACK,
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RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
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RENDER_STATE_ALPHA_RECOVERY_WHITE,
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RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,
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RENDER_STATE_DONE
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};
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gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
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const gfxRect& nativeRect,
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PRUint32 nativeDrawFlags)
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: mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
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{
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}
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HDC
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gfxWindowsNativeDrawing::BeginNativeDrawing()
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{
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if (mRenderState == RENDER_STATE_INIT) {
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nsRefPtr<gfxASurface> surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
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if (!surf || surf->CairoStatus())
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return nsnull;
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gfxMatrix m = mContext->CurrentMatrix();
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if (!m.HasNonTranslation())
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mTransformType = TRANSLATION_ONLY;
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else if (m.HasNonAxisAlignedTransform())
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mTransformType = COMPLEX;
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else
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mTransformType = AXIS_ALIGNED_SCALE;
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// if this is a native win32 surface, we don't have to
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// redirect rendering to our own HDC; in some cases,
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// we may be able to use the HDC from the surface directly.
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if ((surf->GetType() == gfxASurface::SurfaceTypeWin32 ||
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surf->GetType() == gfxASurface::SurfaceTypeWin32Printing) &&
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(surf->GetContentType() == gfxASurface::CONTENT_COLOR ||
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(surf->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA &&
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(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))
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{
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// grab the DC. This can fail if there is a complex clipping path,
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// in which case we'll have to fall back.
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mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
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mDC = mWinSurface->GetDCWithClip(mContext);
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if (mDC) {
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if (mTransformType == TRANSLATION_ONLY) {
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mRenderState = RENDER_STATE_NATIVE_DRAWING;
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mTranslation = m.GetTranslation();
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} else if (((mTransformType == AXIS_ALIGNED_SCALE)
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&& (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
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(mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
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{
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mWorldTransform.eM11 = (FLOAT) m.xx;
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mWorldTransform.eM12 = (FLOAT) m.yx;
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mWorldTransform.eM21 = (FLOAT) m.xy;
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mWorldTransform.eM22 = (FLOAT) m.yy;
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mWorldTransform.eDx = (FLOAT) m.x0;
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mWorldTransform.eDy = (FLOAT) m.y0;
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mRenderState = RENDER_STATE_NATIVE_DRAWING;
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}
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}
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}
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// If we couldn't do native drawing, then we have to do two-buffer drawing
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// and do alpha recovery
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if (mRenderState == RENDER_STATE_INIT) {
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;
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// We round out our native rect here, that way the snapping will
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// happen correctly.
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mNativeRect.RoundOut();
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// we only do the scale bit if we can do an axis aligned
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// scale; otherwise we scale (if necessary) after
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// rendering with cairo. Note that if we're doing alpha recovery,
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// we cannot do a full complex transform with win32 (I mean, we could, but
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// it would require more code that's not here.)
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if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
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mScale = gfxSize(1.0, 1.0);
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// Add 1 to the surface size; it's guaranteed to not be incorrect,
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// and it fixes bug 382458
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// There's probably a better fix, but I haven't figured out
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// the root cause of the problem.
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mTempSurfaceSize.width = (PRInt32) NS_ceil(mNativeRect.size.width + 1);
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mTempSurfaceSize.height = (PRInt32) NS_ceil(mNativeRect.size.height + 1);
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} else {
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// figure out the scale factors
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mScale = m.ScaleFactors(PR_TRUE);
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mWorldTransform.eM11 = (FLOAT) mScale.width;
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mWorldTransform.eM12 = 0.0f;
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mWorldTransform.eM21 = 0.0f;
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mWorldTransform.eM22 = (FLOAT) mScale.height;
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mWorldTransform.eDx = 0.0f;
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mWorldTransform.eDy = 0.0f;
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// See comment above about "+1"
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mTempSurfaceSize.width = (PRInt32) NS_ceil(mNativeRect.size.width * mScale.width + 1);
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mTempSurfaceSize.height = (PRInt32) NS_ceil(mNativeRect.size.height * mScale.height + 1);
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}
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}
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}
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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// we can just do native drawing directly to the context's surface
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// do we need to use SetWorldTransform?
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if (mTransformType != TRANSLATION_ONLY) {
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SetGraphicsMode(mDC, GM_ADVANCED);
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GetWorldTransform(mDC, &mOldWorldTransform);
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SetWorldTransform(mDC, &mWorldTransform);
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}
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#ifdef WINCE
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SetViewportOrgEx(mDC, 0, 0, &mOrigViewportOrigin);
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#else
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GetViewportOrgEx(mDC, &mOrigViewportOrigin);
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#endif
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SetViewportOrgEx(mDC,
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mOrigViewportOrigin.x + (int)mDeviceOffset.x,
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mOrigViewportOrigin.y + (int)mDeviceOffset.y,
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NULL);
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return mDC;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
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mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
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{
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// we're going to use mWinSurface to create our temporary surface here
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// get us a RGB24 DIB; DIB is important, because
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// we can later call GetImageSurface on it.
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mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
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mDC = mWinSurface->GetDC();
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RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
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if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
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FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
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else
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FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
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if ((mTransformType != TRANSLATION_ONLY) &&
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(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
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{
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SetGraphicsMode(mDC, GM_ADVANCED);
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SetWorldTransform(mDC, &mWorldTransform);
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}
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return mDC;
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} else {
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NS_ERROR("Bogus render state!");
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return nsnull;
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}
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}
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PRBool
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gfxWindowsNativeDrawing::IsDoublePass()
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{
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nsRefPtr<gfxASurface> surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
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if (!surf || surf->CairoStatus())
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return false;
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if (surf->GetType() != gfxASurface::SurfaceTypeWin32 &&
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surf->GetType() != gfxASurface::SurfaceTypeWin32Printing) {
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return PR_TRUE;
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}
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if ((surf->GetContentType() != gfxASurface::CONTENT_COLOR ||
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(surf->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA &&
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!(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))
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return PR_TRUE;
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return PR_FALSE;
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}
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PRBool
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gfxWindowsNativeDrawing::ShouldRenderAgain()
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{
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switch (mRenderState) {
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case RENDER_STATE_NATIVE_DRAWING_DONE:
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return PR_FALSE;
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case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
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return PR_TRUE;
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case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
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return PR_FALSE;
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default:
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
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break;
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}
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return PR_FALSE;
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}
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void
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gfxWindowsNativeDrawing::EndNativeDrawing()
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{
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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// we drew directly to the HDC in the context; undo our changes
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SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, NULL);
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if (mTransformType != TRANSLATION_ONLY)
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SetWorldTransform(mDC, &mOldWorldTransform);
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mWinSurface->MarkDirty();
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mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
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mBlackSurface = mWinSurface;
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mWinSurface = nsnull;
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
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mWhiteSurface = mWinSurface;
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mWinSurface = nsnull;
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
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} else {
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
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}
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}
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void
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gfxWindowsNativeDrawing::PaintToContext()
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{
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
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// nothing to do, it already went to the context
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mRenderState = RENDER_STATE_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
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nsRefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
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nsRefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
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if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
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NS_ERROR("Alpha recovery failure");
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return;
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}
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nsRefPtr<gfxImageSurface> alphaSurface =
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new gfxImageSurface(black->Data(), black->GetSize(),
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black->Stride(),
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gfxASurface::ImageFormatARGB32);
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mContext->Save();
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mContext->Translate(mNativeRect.pos);
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mContext->NewPath();
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mContext->Rectangle(gfxRect(gfxPoint(0.0, 0.0), mNativeRect.size));
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nsRefPtr<gfxPattern> pat = new gfxPattern(alphaSurface);
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gfxMatrix m;
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m.Scale(mScale.width, mScale.height);
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pat->SetMatrix(m);
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if (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
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pat->SetFilter(gfxPattern::FILTER_FAST);
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pat->SetExtend(gfxPattern::EXTEND_PAD);
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mContext->SetPattern(pat);
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mContext->Fill();
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mContext->Restore();
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mRenderState = RENDER_STATE_DONE;
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} else {
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
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}
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}
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void
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gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
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RECT& rout)
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{
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/* If we're doing native drawing, then we're still in the coordinate space
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* of the context; otherwise, we're in our own little world,
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* relative to the passed-in nativeRect.
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*/
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gfxRect roundedRect(r);
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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if (mTransformType == TRANSLATION_ONLY) {
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roundedRect.MoveBy(mTranslation);
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}
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} else {
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roundedRect.MoveBy(- mNativeRect.pos);
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}
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roundedRect.Round();
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rout.left = LONG(roundedRect.X());
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rout.right = LONG(roundedRect.XMost());
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rout.top = LONG(roundedRect.Y());
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rout.bottom = LONG(roundedRect.YMost());
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}
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