gecko/gfx/thebes/gfxWindowsNativeDrawing.cpp
Ehsan Akhgari 0fd9123eac Bug 579517 - Part 1: Automated conversion of NSPR numeric types to stdint types in Gecko; r=bsmedberg
This patch was generated by a script.  Here's the source of the script for
future reference:

function convert() {
echo "Converting $1 to $2..."
find . ! -wholename "*nsprpub*" \
       ! -wholename "*security/nss*" \
       ! -wholename "*/.hg*" \
       ! -wholename "obj-ff-dbg*" \
       ! -name nsXPCOMCID.h \
       ! -name prtypes.h \
         -type f \
      \( -iname "*.cpp" \
         -o -iname "*.h" \
         -o -iname "*.c" \
         -o -iname "*.cc" \
         -o -iname "*.idl" \
         -o -iname "*.ipdl" \
         -o -iname "*.ipdlh" \
         -o -iname "*.mm" \) | \
    xargs -n 1 sed -i -e "s/\b$1\b/$2/g"
}

convert PRInt8 int8_t
convert PRUint8 uint8_t
convert PRInt16 int16_t
convert PRUint16 uint16_t
convert PRInt32 int32_t
convert PRUint32 uint32_t
convert PRInt64 int64_t
convert PRUint64 uint64_t

convert PRIntn int
convert PRUintn unsigned

convert PRSize size_t

convert PROffset32 int32_t
convert PROffset64 int64_t

convert PRPtrdiff ptrdiff_t

convert PRFloat64 double
2012-08-22 11:56:38 -04:00

322 lines
11 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <windows.h>
#include "nsMathUtils.h"
#include "gfxWindowsNativeDrawing.h"
#include "gfxWindowsSurface.h"
#include "gfxAlphaRecovery.h"
#include "gfxPattern.h"
enum {
RENDER_STATE_INIT,
RENDER_STATE_NATIVE_DRAWING,
RENDER_STATE_NATIVE_DRAWING_DONE,
RENDER_STATE_ALPHA_RECOVERY_BLACK,
RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
RENDER_STATE_ALPHA_RECOVERY_WHITE,
RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,
RENDER_STATE_DONE
};
gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
const gfxRect& nativeRect,
uint32_t nativeDrawFlags)
: mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
{
}
HDC
gfxWindowsNativeDrawing::BeginNativeDrawing()
{
if (mRenderState == RENDER_STATE_INIT) {
nsRefPtr<gfxASurface> surf;
if (mContext->GetCairo()) {
surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
}
if (surf && surf->CairoStatus())
return nullptr;
gfxMatrix m = mContext->CurrentMatrix();
if (!m.HasNonTranslation())
mTransformType = TRANSLATION_ONLY;
else if (m.HasNonAxisAlignedTransform())
mTransformType = COMPLEX;
else
mTransformType = AXIS_ALIGNED_SCALE;
// if this is a native win32 surface, we don't have to
// redirect rendering to our own HDC; in some cases,
// we may be able to use the HDC from the surface directly.
if (surf &&
((surf->GetType() == gfxASurface::SurfaceTypeWin32 ||
surf->GetType() == gfxASurface::SurfaceTypeWin32Printing) &&
(surf->GetContentType() == gfxASurface::CONTENT_COLOR ||
(surf->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA &&
(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA)))))
{
// grab the DC. This can fail if there is a complex clipping path,
// in which case we'll have to fall back.
mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
mDC = mWinSurface->GetDCWithClip(mContext);
if (mDC) {
if (mTransformType == TRANSLATION_ONLY) {
mRenderState = RENDER_STATE_NATIVE_DRAWING;
mTranslation = m.GetTranslation();
} else if (((mTransformType == AXIS_ALIGNED_SCALE)
&& (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
(mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
{
mWorldTransform.eM11 = (FLOAT) m.xx;
mWorldTransform.eM12 = (FLOAT) m.yx;
mWorldTransform.eM21 = (FLOAT) m.xy;
mWorldTransform.eM22 = (FLOAT) m.yy;
mWorldTransform.eDx = (FLOAT) m.x0;
mWorldTransform.eDy = (FLOAT) m.y0;
mRenderState = RENDER_STATE_NATIVE_DRAWING;
}
}
}
// If we couldn't do native drawing, then we have to do two-buffer drawing
// and do alpha recovery
if (mRenderState == RENDER_STATE_INIT) {
mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;
// We round out our native rect here, that way the snapping will
// happen correctly.
mNativeRect.RoundOut();
// we only do the scale bit if we can do an axis aligned
// scale; otherwise we scale (if necessary) after
// rendering with cairo. Note that if we're doing alpha recovery,
// we cannot do a full complex transform with win32 (I mean, we could, but
// it would require more code that's not here.)
if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
mScale = gfxSize(1.0, 1.0);
// Add 1 to the surface size; it's guaranteed to not be incorrect,
// and it fixes bug 382458
// There's probably a better fix, but I haven't figured out
// the root cause of the problem.
mTempSurfaceSize =
gfxIntSize((int32_t) ceil(mNativeRect.Width() + 1),
(int32_t) ceil(mNativeRect.Height() + 1));
} else {
// figure out the scale factors
mScale = m.ScaleFactors(true);
mWorldTransform.eM11 = (FLOAT) mScale.width;
mWorldTransform.eM12 = 0.0f;
mWorldTransform.eM21 = 0.0f;
mWorldTransform.eM22 = (FLOAT) mScale.height;
mWorldTransform.eDx = 0.0f;
mWorldTransform.eDy = 0.0f;
// See comment above about "+1"
mTempSurfaceSize =
gfxIntSize((int32_t) ceil(mNativeRect.Width() * mScale.width + 1),
(int32_t) ceil(mNativeRect.Height() * mScale.height + 1));
}
}
}
if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
// we can just do native drawing directly to the context's surface
// do we need to use SetWorldTransform?
if (mTransformType != TRANSLATION_ONLY) {
SetGraphicsMode(mDC, GM_ADVANCED);
GetWorldTransform(mDC, &mOldWorldTransform);
SetWorldTransform(mDC, &mWorldTransform);
}
GetViewportOrgEx(mDC, &mOrigViewportOrigin);
SetViewportOrgEx(mDC,
mOrigViewportOrigin.x + (int)mDeviceOffset.x,
mOrigViewportOrigin.y + (int)mDeviceOffset.y,
NULL);
return mDC;
} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
{
// we're going to use mWinSurface to create our temporary surface here
// get us a RGB24 DIB; DIB is important, because
// we can later call GetImageSurface on it.
mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
mDC = mWinSurface->GetDC();
RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
else
FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
if ((mTransformType != TRANSLATION_ONLY) &&
(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
{
SetGraphicsMode(mDC, GM_ADVANCED);
SetWorldTransform(mDC, &mWorldTransform);
}
return mDC;
} else {
NS_ERROR("Bogus render state!");
return nullptr;
}
}
bool
gfxWindowsNativeDrawing::IsDoublePass()
{
if (!mContext->IsCairo()) {
return true;
}
nsRefPtr<gfxASurface> surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
if (!surf || surf->CairoStatus())
return false;
if (surf->GetType() != gfxASurface::SurfaceTypeWin32 &&
surf->GetType() != gfxASurface::SurfaceTypeWin32Printing) {
return true;
}
if ((surf->GetContentType() != gfxASurface::CONTENT_COLOR ||
(surf->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA &&
!(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA))))
return true;
return false;
}
bool
gfxWindowsNativeDrawing::ShouldRenderAgain()
{
switch (mRenderState) {
case RENDER_STATE_NATIVE_DRAWING_DONE:
return false;
case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
return true;
case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
return false;
default:
NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
break;
}
return false;
}
void
gfxWindowsNativeDrawing::EndNativeDrawing()
{
if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
// we drew directly to the HDC in the context; undo our changes
SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, NULL);
if (mTransformType != TRANSLATION_ONLY)
SetWorldTransform(mDC, &mOldWorldTransform);
mWinSurface->MarkDirty();
mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
mBlackSurface = mWinSurface;
mWinSurface = nullptr;
mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
mWhiteSurface = mWinSurface;
mWinSurface = nullptr;
mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
} else {
NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
}
}
void
gfxWindowsNativeDrawing::PaintToContext()
{
if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
// nothing to do, it already went to the context
mRenderState = RENDER_STATE_DONE;
} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
nsRefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
nsRefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
NS_ERROR("Alpha recovery failure");
return;
}
nsRefPtr<gfxImageSurface> alphaSurface =
new gfxImageSurface(black->Data(), black->GetSize(),
black->Stride(),
gfxASurface::ImageFormatARGB32);
mContext->Save();
mContext->Translate(mNativeRect.TopLeft());
mContext->NewPath();
mContext->Rectangle(gfxRect(gfxPoint(0.0, 0.0), mNativeRect.Size()));
nsRefPtr<gfxPattern> pat = new gfxPattern(alphaSurface);
gfxMatrix m;
m.Scale(mScale.width, mScale.height);
pat->SetMatrix(m);
if (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
pat->SetFilter(gfxPattern::FILTER_FAST);
pat->SetExtend(gfxPattern::EXTEND_PAD);
mContext->SetPattern(pat);
mContext->Fill();
mContext->Restore();
mRenderState = RENDER_STATE_DONE;
} else {
NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
}
}
void
gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
RECT& rout)
{
/* If we're doing native drawing, then we're still in the coordinate space
* of the context; otherwise, we're in our own little world,
* relative to the passed-in nativeRect.
*/
gfxRect roundedRect(r);
if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
if (mTransformType == TRANSLATION_ONLY) {
roundedRect.MoveBy(mTranslation);
}
} else {
roundedRect.MoveBy(-mNativeRect.TopLeft());
}
roundedRect.Round();
rout.left = LONG(roundedRect.X());
rout.right = LONG(roundedRect.XMost());
rout.top = LONG(roundedRect.Y());
rout.bottom = LONG(roundedRect.YMost());
}