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+/*
+ * Copyright (C) 2011 Apple Inc.
+ * Copyright (C) 2010 Sencha, Inc.
+ * Copyright (C) 2010 Igalia S.L.
+ * All rights reserved.
+ *
+ * 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 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.
+ */
+
+#ifndef ShadowBlur_h
+#define ShadowBlur_h
+
+#include "Color.h"
+#include "ColorSpace.h"
+#include "FloatRect.h"
+#include "RoundedIntRect.h"
+#include <wtf/Noncopyable.h>
+
+namespace WebCore {
+
+class AffineTransform;
+class GraphicsContext;
+class ImageBuffer;
+
+class ShadowBlur {
+ WTF_MAKE_NONCOPYABLE(ShadowBlur);
+public:
+ ShadowBlur(float radius, const FloatSize& offset, const Color&, ColorSpace);
+
+ void setShadowsIgnoreTransforms(bool ignoreTransforms) { m_shadowsIgnoreTransforms = ignoreTransforms; }
+ bool shadowsIgnoreTransforms() const { return m_shadowsIgnoreTransforms; }
+
+ void drawRectShadow(GraphicsContext*, const FloatRect&, const RoundedIntRect::Radii&);
+ void drawInsetShadow(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedIntRect::Radii& holeRadii);
+
+private:
+ GraphicsContext* beginShadowLayer(GraphicsContext*, const IntRect& layerRect);
+ void endShadowLayer(GraphicsContext*);
+
+ void adjustBlurRadius(GraphicsContext*);
+ void blurLayerImage(unsigned char*, const IntSize&, int stride);
+
+ enum ShadowDirection {
+ OuterShadow,
+ InnerShadow
+ };
+
+ IntRect calculateLayerBoundingRect(GraphicsContext*, const FloatRect& layerArea, const IntRect& clipRect);
+ IntSize templateSize(const RoundedIntRect::Radii&) const;
+
+ void drawRectShadowWithoutTiling(GraphicsContext*, const FloatRect&, const RoundedIntRect::Radii&, const IntRect& layerRect);
+ void drawRectShadowWithTiling(GraphicsContext*, const FloatRect&, const RoundedIntRect::Radii&, const IntSize& shadowTemplateSize);
+
+ void drawInsetShadowWithoutTiling(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedIntRect::Radii&, const IntRect& layerRect);
+ void drawInsetShadowWithTiling(GraphicsContext*, const FloatRect&, const FloatRect& holeRect, const RoundedIntRect::Radii&, const IntSize& shadowTemplateSize);
+
+ void drawLayerPieces(GraphicsContext*, const FloatRect& shadowBounds, const RoundedIntRect::Radii&, float roundedRadius, const IntSize& templateSize, ShadowDirection);
+
+ void blurAndColorShadowBuffer(const IntSize& templateSize);
+
+ enum ShadowType {
+ NoShadow,
+ SolidShadow,
+ BlurShadow
+ };
+
+ ShadowType m_type;
+
+ Color m_color;
+ ColorSpace m_colorSpace;
+ float m_blurRadius;
+ FloatSize m_offset;
+
+ ImageBuffer* m_layerImage; // Buffer to where the temporary shadow will be drawn to.
+
+ FloatRect m_sourceRect; // Sub-rect of m_layerImage that contains the shadow pixels.
+ FloatPoint m_layerOrigin; // Top-left corner of the (possibly clipped) bounding rect to draw the shadow to.
+ FloatSize m_layerSize; // Size of m_layerImage pixels that need blurring.
+ FloatSize m_layerContextTranslation; // Translation to apply to m_layerContext for the shadow to be correctly clipped.
+
+ bool m_shadowsIgnoreTransforms;
+};
+
+} // namespace WebCore
+
+#endif // ShadowBlur_h