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-rw-r--r--WebCore/platform/graphics/cg/GraphicsContextCG.cpp1144
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diff --git a/WebCore/platform/graphics/cg/GraphicsContextCG.cpp b/WebCore/platform/graphics/cg/GraphicsContextCG.cpp
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+++ b/WebCore/platform/graphics/cg/GraphicsContextCG.cpp
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+/*
+ * Copyright (C) 2003, 2004, 2005, 2006, 2007 Apple Inc. All rights reserved.
+ * Copyright (C) 2008 Eric Seidel <eric@webkit.org>
+ *
+ * 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.
+ */
+
+#define _USE_MATH_DEFINES 1
+#include "config.h"
+#include "GraphicsContext.h"
+
+#include "AffineTransform.h"
+#include "FloatConversion.h"
+#include "GraphicsContextPrivate.h"
+#include "GraphicsContextPlatformPrivateCG.h"
+#include "ImageBuffer.h"
+#include "KURL.h"
+#include "Path.h"
+#include "Pattern.h"
+#include <CoreGraphics/CGBitmapContext.h>
+#include <CoreGraphics/CGPDFContext.h>
+#include <wtf/MathExtras.h>
+#include <wtf/OwnArrayPtr.h>
+#include <wtf/RetainPtr.h>
+
+#if PLATFORM(MAC) && !defined(BUILDING_ON_TIGER) && !defined(BUILDING_ON_LEOPARD)
+#define HAVE_CG_INTERPOLATION_MEDIUM 1
+#endif
+
+using namespace std;
+
+namespace WebCore {
+
+static void setCGFillColor(CGContextRef context, const Color& color)
+{
+ CGFloat red, green, blue, alpha;
+ color.getRGBA(red, green, blue, alpha);
+ CGContextSetRGBFillColor(context, red, green, blue, alpha);
+}
+
+static void setCGStrokeColor(CGContextRef context, const Color& color)
+{
+ CGFloat red, green, blue, alpha;
+ color.getRGBA(red, green, blue, alpha);
+ CGContextSetRGBStrokeColor(context, red, green, blue, alpha);
+}
+
+GraphicsContext::GraphicsContext(CGContextRef cgContext)
+ : m_common(createGraphicsContextPrivate())
+ , m_data(new GraphicsContextPlatformPrivate(cgContext))
+{
+ setPaintingDisabled(!cgContext);
+ if (cgContext) {
+ // Make sure the context starts in sync with our state.
+ setPlatformFillColor(fillColor());
+ setPlatformStrokeColor(strokeColor());
+ }
+}
+
+GraphicsContext::~GraphicsContext()
+{
+ destroyGraphicsContextPrivate(m_common);
+ delete m_data;
+}
+
+CGContextRef GraphicsContext::platformContext() const
+{
+ ASSERT(!paintingDisabled());
+ ASSERT(m_data->m_cgContext);
+ return m_data->m_cgContext;
+}
+
+void GraphicsContext::savePlatformState()
+{
+ // Note: Do not use this function within this class implementation, since we want to avoid the extra
+ // save of the secondary context (in GraphicsContextPlatformPrivateCG.h).
+ CGContextSaveGState(platformContext());
+ m_data->save();
+}
+
+void GraphicsContext::restorePlatformState()
+{
+ // Note: Do not use this function within this class implementation, since we want to avoid the extra
+ // restore of the secondary context (in GraphicsContextPlatformPrivateCG.h).
+ CGContextRestoreGState(platformContext());
+ m_data->restore();
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+// Draws a filled rectangle with a stroked border.
+void GraphicsContext::drawRect(const IntRect& rect)
+{
+ // FIXME: this function does not handle patterns and gradients
+ // like drawPath does, it probably should.
+ if (paintingDisabled())
+ return;
+
+ CGContextRef context = platformContext();
+
+ if (fillColor().alpha())
+ CGContextFillRect(context, rect);
+
+ if (strokeStyle() != NoStroke && strokeColor().alpha()) {
+ // We do a fill of four rects to simulate the stroke of a border.
+ Color oldFillColor = fillColor();
+ if (oldFillColor != strokeColor())
+ setCGFillColor(context, strokeColor());
+ CGRect rects[4] = {
+ FloatRect(rect.x(), rect.y(), rect.width(), 1),
+ FloatRect(rect.x(), rect.bottom() - 1, rect.width(), 1),
+ FloatRect(rect.x(), rect.y() + 1, 1, rect.height() - 2),
+ FloatRect(rect.right() - 1, rect.y() + 1, 1, rect.height() - 2)
+ };
+ CGContextFillRects(context, rects, 4);
+ if (oldFillColor != strokeColor())
+ setCGFillColor(context, oldFillColor);
+ }
+}
+
+// This is only used to draw borders.
+void GraphicsContext::drawLine(const IntPoint& point1, const IntPoint& point2)
+{
+ if (paintingDisabled())
+ return;
+
+ if (strokeStyle() == NoStroke || !strokeColor().alpha())
+ return;
+
+ float width = strokeThickness();
+
+ FloatPoint p1 = point1;
+ FloatPoint p2 = point2;
+ bool isVerticalLine = (p1.x() == p2.x());
+
+ // For odd widths, we add in 0.5 to the appropriate x/y so that the float arithmetic
+ // works out. For example, with a border width of 3, KHTML will pass us (y1+y2)/2, e.g.,
+ // (50+53)/2 = 103/2 = 51 when we want 51.5. It is always true that an even width gave
+ // us a perfect position, but an odd width gave us a position that is off by exactly 0.5.
+ if (strokeStyle() == DottedStroke || strokeStyle() == DashedStroke) {
+ if (isVerticalLine) {
+ p1.move(0, width);
+ p2.move(0, -width);
+ } else {
+ p1.move(width, 0);
+ p2.move(-width, 0);
+ }
+ }
+
+ if (((int)width) % 2) {
+ if (isVerticalLine) {
+ // We're a vertical line. Adjust our x.
+ p1.move(0.5f, 0.0f);
+ p2.move(0.5f, 0.0f);
+ } else {
+ // We're a horizontal line. Adjust our y.
+ p1.move(0.0f, 0.5f);
+ p2.move(0.0f, 0.5f);
+ }
+ }
+
+ int patWidth = 0;
+ switch (strokeStyle()) {
+ case NoStroke:
+ case SolidStroke:
+ break;
+ case DottedStroke:
+ patWidth = (int)width;
+ break;
+ case DashedStroke:
+ patWidth = 3 * (int)width;
+ break;
+ }
+
+ CGContextRef context = platformContext();
+ CGContextSaveGState(context);
+
+ CGContextSetShouldAntialias(context, false);
+
+ if (patWidth) {
+ // Do a rect fill of our endpoints. This ensures we always have the
+ // appearance of being a border. We then draw the actual dotted/dashed line.
+ setCGFillColor(context, strokeColor()); // The save/restore make it safe to mutate the fill color here without setting it back to the old color.
+ if (isVerticalLine) {
+ CGContextFillRect(context, FloatRect(p1.x() - width / 2, p1.y() - width, width, width));
+ CGContextFillRect(context, FloatRect(p2.x() - width / 2, p2.y(), width, width));
+ } else {
+ CGContextFillRect(context, FloatRect(p1.x() - width, p1.y() - width / 2, width, width));
+ CGContextFillRect(context, FloatRect(p2.x(), p2.y() - width / 2, width, width));
+ }
+
+ // Example: 80 pixels with a width of 30 pixels.
+ // Remainder is 20. The maximum pixels of line we could paint
+ // will be 50 pixels.
+ int distance = (isVerticalLine ? (point2.y() - point1.y()) : (point2.x() - point1.x())) - 2*(int)width;
+ int remainder = distance % patWidth;
+ int coverage = distance - remainder;
+ int numSegments = coverage / patWidth;
+
+ float patternOffset = 0.0f;
+ // Special case 1px dotted borders for speed.
+ if (patWidth == 1)
+ patternOffset = 1.0f;
+ else {
+ bool evenNumberOfSegments = numSegments % 2 == 0;
+ if (remainder)
+ evenNumberOfSegments = !evenNumberOfSegments;
+ if (evenNumberOfSegments) {
+ if (remainder) {
+ patternOffset += patWidth - remainder;
+ patternOffset += remainder / 2;
+ } else
+ patternOffset = patWidth / 2;
+ } else {
+ if (remainder)
+ patternOffset = (patWidth - remainder)/2;
+ }
+ }
+
+ const CGFloat dottedLine[2] = { patWidth, patWidth };
+ CGContextSetLineDash(context, patternOffset, dottedLine, 2);
+ }
+
+ CGContextBeginPath(context);
+ CGContextMoveToPoint(context, p1.x(), p1.y());
+ CGContextAddLineToPoint(context, p2.x(), p2.y());
+
+ CGContextStrokePath(context);
+
+ CGContextRestoreGState(context);
+}
+
+// This method is only used to draw the little circles used in lists.
+void GraphicsContext::drawEllipse(const IntRect& rect)
+{
+ // FIXME: CG added CGContextAddEllipseinRect in Tiger, so we should be able to quite easily draw an ellipse.
+ // This code can only handle circles, not ellipses. But khtml only
+ // uses it for circles.
+ ASSERT(rect.width() == rect.height());
+
+ if (paintingDisabled())
+ return;
+
+ CGContextRef context = platformContext();
+ CGContextBeginPath(context);
+ float r = (float)rect.width() / 2;
+ CGContextAddArc(context, rect.x() + r, rect.y() + r, r, 0.0f, 2.0f * piFloat, 0);
+ CGContextClosePath(context);
+
+ drawPath();
+}
+
+
+void GraphicsContext::strokeArc(const IntRect& rect, int startAngle, int angleSpan)
+{
+ if (paintingDisabled() || strokeStyle() == NoStroke || strokeThickness() <= 0.0f || !strokeColor().alpha())
+ return;
+
+ CGContextRef context = platformContext();
+ CGContextSaveGState(context);
+ CGContextBeginPath(context);
+ CGContextSetShouldAntialias(context, false);
+
+ int x = rect.x();
+ int y = rect.y();
+ float w = (float)rect.width();
+ float h = (float)rect.height();
+ float scaleFactor = h / w;
+ float reverseScaleFactor = w / h;
+
+ if (w != h)
+ scale(FloatSize(1, scaleFactor));
+
+ float hRadius = w / 2;
+ float vRadius = h / 2;
+ float fa = startAngle;
+ float falen = fa + angleSpan;
+ float start = -fa * piFloat / 180.0f;
+ float end = -falen * piFloat / 180.0f;
+ CGContextAddArc(context, x + hRadius, (y + vRadius) * reverseScaleFactor, hRadius, start, end, true);
+
+ if (w != h)
+ scale(FloatSize(1, reverseScaleFactor));
+
+
+ float width = strokeThickness();
+ int patWidth = 0;
+
+ switch (strokeStyle()) {
+ case DottedStroke:
+ patWidth = (int)(width / 2);
+ break;
+ case DashedStroke:
+ patWidth = 3 * (int)(width / 2);
+ break;
+ default:
+ break;
+ }
+
+ if (patWidth) {
+ // Example: 80 pixels with a width of 30 pixels.
+ // Remainder is 20. The maximum pixels of line we could paint
+ // will be 50 pixels.
+ int distance;
+ if (hRadius == vRadius)
+ distance = static_cast<int>((piFloat * hRadius) / 2.0f);
+ else // We are elliptical and will have to estimate the distance
+ distance = static_cast<int>((piFloat * sqrtf((hRadius * hRadius + vRadius * vRadius) / 2.0f)) / 2.0f);
+
+ int remainder = distance % patWidth;
+ int coverage = distance - remainder;
+ int numSegments = coverage / patWidth;
+
+ float patternOffset = 0.0f;
+ // Special case 1px dotted borders for speed.
+ if (patWidth == 1)
+ patternOffset = 1.0f;
+ else {
+ bool evenNumberOfSegments = numSegments % 2 == 0;
+ if (remainder)
+ evenNumberOfSegments = !evenNumberOfSegments;
+ if (evenNumberOfSegments) {
+ if (remainder) {
+ patternOffset += patWidth - remainder;
+ patternOffset += remainder / 2.0f;
+ } else
+ patternOffset = patWidth / 2.0f;
+ } else {
+ if (remainder)
+ patternOffset = (patWidth - remainder) / 2.0f;
+ }
+ }
+
+ const CGFloat dottedLine[2] = { patWidth, patWidth };
+ CGContextSetLineDash(context, patternOffset, dottedLine, 2);
+ }
+
+ CGContextStrokePath(context);
+
+ CGContextRestoreGState(context);
+}
+
+void GraphicsContext::drawConvexPolygon(size_t npoints, const FloatPoint* points, bool shouldAntialias)
+{
+ if (paintingDisabled() || !fillColor().alpha() && (strokeThickness() <= 0 || strokeStyle() == NoStroke))
+ return;
+
+ if (npoints <= 1)
+ return;
+
+ CGContextRef context = platformContext();
+
+ CGContextSaveGState(context);
+
+ CGContextSetShouldAntialias(context, shouldAntialias);
+
+ CGContextBeginPath(context);
+ CGContextMoveToPoint(context, points[0].x(), points[0].y());
+ for (size_t i = 1; i < npoints; i++)
+ CGContextAddLineToPoint(context, points[i].x(), points[i].y());
+ CGContextClosePath(context);
+
+ drawPath();
+
+ CGContextRestoreGState(context);
+}
+
+static void applyStrokePattern(GraphicsContext* context, Pattern* pattern)
+{
+ CGContextRef cgContext = context->platformContext();
+
+ CGPatternRef platformPattern = pattern->createPlatformPattern(context->getCTM());
+ if (!platformPattern)
+ return;
+
+ CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0);
+ CGContextSetStrokeColorSpace(cgContext, patternSpace);
+ CGColorSpaceRelease(patternSpace);
+
+ const CGFloat patternAlpha = 1;
+ CGContextSetStrokePattern(cgContext, platformPattern, &patternAlpha);
+ CGPatternRelease(platformPattern);
+}
+
+static void applyFillPattern(GraphicsContext* context, Pattern* pattern)
+{
+ CGContextRef cgContext = context->platformContext();
+
+ CGPatternRef platformPattern = pattern->createPlatformPattern(context->getCTM());
+ if (!platformPattern)
+ return;
+
+ CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0);
+ CGContextSetFillColorSpace(cgContext, patternSpace);
+ CGColorSpaceRelease(patternSpace);
+
+ const CGFloat patternAlpha = 1;
+ CGContextSetFillPattern(cgContext, platformPattern, &patternAlpha);
+ CGPatternRelease(platformPattern);
+}
+
+static inline bool calculateDrawingMode(const GraphicsContextState& state, CGPathDrawingMode& mode)
+{
+ bool shouldFill = state.fillColorSpace == PatternColorSpace || state.fillColor.alpha();
+ bool shouldStroke = state.strokeColorSpace == PatternColorSpace || (state.strokeStyle != NoStroke && state.strokeColor.alpha());
+ bool useEOFill = state.fillRule == RULE_EVENODD;
+
+ if (shouldFill) {
+ if (shouldStroke) {
+ if (useEOFill)
+ mode = kCGPathEOFillStroke;
+ else
+ mode = kCGPathFillStroke;
+ } else { // fill, no stroke
+ if (useEOFill)
+ mode = kCGPathEOFill;
+ else
+ mode = kCGPathFill;
+ }
+ } else {
+ // Setting mode to kCGPathStroke even if shouldStroke is false. In that case, we return false and mode will not be used,
+ // but the compiler will not compain about an uninitialized variable.
+ mode = kCGPathStroke;
+ }
+
+ return shouldFill || shouldStroke;
+}
+
+void GraphicsContext::drawPath()
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextRef context = platformContext();
+ const GraphicsContextState& state = m_common->state;
+
+ if (state.fillColorSpace == GradientColorSpace || state.strokeColorSpace == GradientColorSpace) {
+ // We don't have any optimized way to fill & stroke a path using gradients
+ fillPath();
+ strokePath();
+ return;
+ }
+
+ if (state.fillColorSpace == PatternColorSpace)
+ applyFillPattern(this, m_common->state.fillPattern.get());
+ if (state.strokeColorSpace == PatternColorSpace)
+ applyStrokePattern(this, m_common->state.strokePattern.get());
+
+ CGPathDrawingMode drawingMode;
+ if (calculateDrawingMode(state, drawingMode))
+ CGContextDrawPath(context, drawingMode);
+}
+
+static inline void fillPathWithFillRule(CGContextRef context, WindRule fillRule)
+{
+ if (fillRule == RULE_EVENODD)
+ CGContextEOFillPath(context);
+ else
+ CGContextFillPath(context);
+}
+
+void GraphicsContext::fillPath()
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextRef context = platformContext();
+ switch (m_common->state.fillColorSpace) {
+ case SolidColorSpace:
+ if (fillColor().alpha())
+ fillPathWithFillRule(context, fillRule());
+ break;
+ case PatternColorSpace:
+ applyFillPattern(this, m_common->state.fillPattern.get());
+ fillPathWithFillRule(context, fillRule());
+ break;
+ case GradientColorSpace:
+ CGContextSaveGState(context);
+ if (fillRule() == RULE_EVENODD)
+ CGContextEOClip(context);
+ else
+ CGContextClip(context);
+ CGContextDrawShading(context, m_common->state.fillGradient->platformGradient());
+ CGContextRestoreGState(context);
+ break;
+ }
+}
+
+void GraphicsContext::strokePath()
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextRef context = platformContext();
+ switch (m_common->state.strokeColorSpace) {
+ case SolidColorSpace:
+ if (fillColor().alpha())
+ CGContextStrokePath(context);
+ break;
+ case PatternColorSpace:
+ applyStrokePattern(this, m_common->state.strokePattern.get());
+ CGContextStrokePath(context);
+ break;
+ case GradientColorSpace:
+ CGContextSaveGState(context);
+ CGContextReplacePathWithStrokedPath(context);
+ CGContextClip(context);
+ CGContextDrawShading(context, m_common->state.strokeGradient->platformGradient());
+ CGContextRestoreGState(context);
+ break;
+ }
+}
+
+void GraphicsContext::fillRect(const FloatRect& rect)
+{
+ if (paintingDisabled())
+ return;
+ CGContextRef context = platformContext();
+ switch (m_common->state.fillColorSpace) {
+ case SolidColorSpace:
+ if (fillColor().alpha())
+ CGContextFillRect(context, rect);
+ break;
+ case PatternColorSpace:
+ applyFillPattern(this, m_common->state.fillPattern.get());
+ CGContextFillRect(context, rect);
+ break;
+ case GradientColorSpace:
+ CGContextSaveGState(context);
+ CGContextClipToRect(context, rect);
+ CGContextDrawShading(context, m_common->state.fillGradient->platformGradient());
+ CGContextRestoreGState(context);
+ break;
+ }
+}
+
+void GraphicsContext::fillRect(const FloatRect& rect, const Color& color)
+{
+ if (paintingDisabled())
+ return;
+ if (color.alpha()) {
+ CGContextRef context = platformContext();
+ Color oldFillColor = fillColor();
+ if (oldFillColor != color)
+ setCGFillColor(context, color);
+ CGContextFillRect(context, rect);
+ if (oldFillColor != color)
+ setCGFillColor(context, oldFillColor);
+ }
+}
+
+void GraphicsContext::fillRoundedRect(const IntRect& rect, const IntSize& topLeft, const IntSize& topRight, const IntSize& bottomLeft, const IntSize& bottomRight, const Color& color)
+{
+ if (paintingDisabled() || !color.alpha())
+ return;
+
+ CGContextRef context = platformContext();
+ Color oldFillColor = fillColor();
+ if (oldFillColor != color)
+ setCGFillColor(context, color);
+
+ addPath(Path::createRoundedRectangle(rect, topLeft, topRight, bottomLeft, bottomRight));
+ fillPath();
+
+ if (oldFillColor != color)
+ setCGFillColor(context, oldFillColor);
+}
+
+void GraphicsContext::clip(const FloatRect& rect)
+{
+ if (paintingDisabled())
+ return;
+ CGContextClipToRect(platformContext(), rect);
+ m_data->clip(rect);
+}
+
+void GraphicsContext::clipOut(const IntRect& rect)
+{
+ if (paintingDisabled())
+ return;
+
+ CGRect rects[2] = { CGContextGetClipBoundingBox(platformContext()), rect };
+ CGContextBeginPath(platformContext());
+ CGContextAddRects(platformContext(), rects, 2);
+ CGContextEOClip(platformContext());
+}
+
+void GraphicsContext::clipOutEllipseInRect(const IntRect& rect)
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextBeginPath(platformContext());
+ CGContextAddRect(platformContext(), CGContextGetClipBoundingBox(platformContext()));
+ CGContextAddEllipseInRect(platformContext(), rect);
+ CGContextEOClip(platformContext());
+}
+
+void GraphicsContext::addInnerRoundedRectClip(const IntRect& rect, int thickness)
+{
+ if (paintingDisabled())
+ return;
+
+ clip(rect);
+ CGContextRef context = platformContext();
+
+ // Add outer ellipse
+ CGContextAddEllipseInRect(context, CGRectMake(rect.x(), rect.y(), rect.width(), rect.height()));
+ // Add inner ellipse.
+ CGContextAddEllipseInRect(context, CGRectMake(rect.x() + thickness, rect.y() + thickness,
+ rect.width() - (thickness * 2), rect.height() - (thickness * 2)));
+
+ CGContextEOClip(context);
+}
+
+void GraphicsContext::clipToImageBuffer(const FloatRect& rect, const ImageBuffer* imageBuffer)
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextTranslateCTM(platformContext(), rect.x(), rect.y() + rect.height());
+ CGContextScaleCTM(platformContext(), 1, -1);
+ CGContextClipToMask(platformContext(), FloatRect(FloatPoint(), rect.size()), imageBuffer->image()->getCGImageRef());
+ CGContextScaleCTM(platformContext(), 1, -1);
+ CGContextTranslateCTM(platformContext(), -rect.x(), -rect.y() - rect.height());
+}
+
+void GraphicsContext::beginTransparencyLayer(float opacity)
+{
+ if (paintingDisabled())
+ return;
+ CGContextRef context = platformContext();
+ CGContextSaveGState(context);
+ CGContextSetAlpha(context, opacity);
+ CGContextBeginTransparencyLayer(context, 0);
+ m_data->beginTransparencyLayer();
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+void GraphicsContext::endTransparencyLayer()
+{
+ if (paintingDisabled())
+ return;
+ CGContextRef context = platformContext();
+ CGContextEndTransparencyLayer(context);
+ CGContextRestoreGState(context);
+ m_data->endTransparencyLayer();
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+void GraphicsContext::setPlatformShadow(const IntSize& size, int blur, const Color& color)
+{
+ if (paintingDisabled())
+ return;
+ CGContextRef context = platformContext();
+ CGAffineTransform transform = CGContextGetCTM(context);
+
+ CGFloat A = transform.a * transform.a + transform.b * transform.b;
+ CGFloat B = transform.a * transform.c + transform.b * transform.d;
+ CGFloat C = B;
+ CGFloat D = transform.c * transform.c + transform.d * transform.d;
+
+ CGFloat smallEigenvalue = narrowPrecisionToCGFloat(sqrt(0.5 * ((A + D) - sqrt(4 * B * C + (A - D) * (A - D)))));
+
+ // Extreme "blur" values can make text drawing crash or take crazy long times, so clamp
+ CGFloat blurRadius = min(blur * smallEigenvalue, narrowPrecisionToCGFloat(1000.0));
+
+ CGSize sizeInDeviceSpace = CGSizeApplyAffineTransform(size, transform);
+
+ CGFloat width = sizeInDeviceSpace.width;
+ CGFloat height = sizeInDeviceSpace.height;
+
+ // Work around <rdar://problem/5539388> by ensuring that the offsets will get truncated
+ // to the desired integer.
+ static const CGFloat extraShadowOffset = narrowPrecisionToCGFloat(1.0 / 128);
+ if (width > 0)
+ width += extraShadowOffset;
+ else if (width < 0)
+ width -= extraShadowOffset;
+
+ if (height > 0)
+ height += extraShadowOffset;
+ else if (height < 0)
+ height -= extraShadowOffset;
+
+ // Check for an invalid color, as this means that the color was not set for the shadow
+ // and we should therefore just use the default shadow color.
+ if (!color.isValid())
+ CGContextSetShadow(context, CGSizeMake(width, height), blurRadius);
+ else {
+ CGColorRef colorCG = cgColor(color);
+ CGContextSetShadowWithColor(context,
+ CGSizeMake(width, height),
+ blurRadius,
+ colorCG);
+ CGColorRelease(colorCG);
+ }
+}
+
+void GraphicsContext::clearPlatformShadow()
+{
+ if (paintingDisabled())
+ return;
+ CGContextSetShadowWithColor(platformContext(), CGSizeZero, 0, 0);
+}
+
+void GraphicsContext::setMiterLimit(float limit)
+{
+ if (paintingDisabled())
+ return;
+ CGContextSetMiterLimit(platformContext(), limit);
+}
+
+void GraphicsContext::setAlpha(float alpha)
+{
+ if (paintingDisabled())
+ return;
+ CGContextSetAlpha(platformContext(), alpha);
+}
+
+void GraphicsContext::clearRect(const FloatRect& r)
+{
+ if (paintingDisabled())
+ return;
+ CGContextClearRect(platformContext(), r);
+}
+
+void GraphicsContext::strokeRect(const FloatRect& r, float lineWidth)
+{
+ if (paintingDisabled())
+ return;
+ CGContextStrokeRectWithWidth(platformContext(), r, lineWidth);
+}
+
+void GraphicsContext::setLineCap(LineCap cap)
+{
+ if (paintingDisabled())
+ return;
+ switch (cap) {
+ case ButtCap:
+ CGContextSetLineCap(platformContext(), kCGLineCapButt);
+ break;
+ case RoundCap:
+ CGContextSetLineCap(platformContext(), kCGLineCapRound);
+ break;
+ case SquareCap:
+ CGContextSetLineCap(platformContext(), kCGLineCapSquare);
+ break;
+ }
+}
+
+void GraphicsContext::setLineDash(const DashArray& dashes, float dashOffset)
+{
+ CGContextSetLineDash(platformContext(), dashOffset, dashes.data(), dashes.size());
+}
+
+void GraphicsContext::setLineJoin(LineJoin join)
+{
+ if (paintingDisabled())
+ return;
+ switch (join) {
+ case MiterJoin:
+ CGContextSetLineJoin(platformContext(), kCGLineJoinMiter);
+ break;
+ case RoundJoin:
+ CGContextSetLineJoin(platformContext(), kCGLineJoinRound);
+ break;
+ case BevelJoin:
+ CGContextSetLineJoin(platformContext(), kCGLineJoinBevel);
+ break;
+ }
+}
+
+void GraphicsContext::beginPath()
+{
+ CGContextBeginPath(platformContext());
+}
+
+void GraphicsContext::addPath(const Path& path)
+{
+ CGContextAddPath(platformContext(), path.platformPath());
+}
+
+void GraphicsContext::clip(const Path& path)
+{
+ if (paintingDisabled())
+ return;
+ CGContextRef context = platformContext();
+ CGContextBeginPath(context);
+ CGContextAddPath(context, path.platformPath());
+ CGContextClip(context);
+ m_data->clip(path);
+}
+
+void GraphicsContext::clipOut(const Path& path)
+{
+ if (paintingDisabled())
+ return;
+
+ CGContextBeginPath(platformContext());
+ CGContextAddRect(platformContext(), CGContextGetClipBoundingBox(platformContext()));
+ CGContextAddPath(platformContext(), path.platformPath());
+ CGContextEOClip(platformContext());
+}
+
+void GraphicsContext::scale(const FloatSize& size)
+{
+ if (paintingDisabled())
+ return;
+ CGContextScaleCTM(platformContext(), size.width(), size.height());
+ m_data->scale(size);
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+void GraphicsContext::rotate(float angle)
+{
+ if (paintingDisabled())
+ return;
+ CGContextRotateCTM(platformContext(), angle);
+ m_data->rotate(angle);
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+void GraphicsContext::translate(float x, float y)
+{
+ if (paintingDisabled())
+ return;
+ CGContextTranslateCTM(platformContext(), x, y);
+ m_data->translate(x, y);
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+void GraphicsContext::concatCTM(const AffineTransform& transform)
+{
+ if (paintingDisabled())
+ return;
+ CGContextConcatCTM(platformContext(), transform);
+ m_data->concatCTM(transform);
+ m_data->m_userToDeviceTransformKnownToBeIdentity = false;
+}
+
+AffineTransform GraphicsContext::getCTM() const
+{
+ return CGContextGetCTM(platformContext());
+}
+
+FloatRect GraphicsContext::roundToDevicePixels(const FloatRect& rect)
+{
+ // It is not enough just to round to pixels in device space. The rotation part of the
+ // affine transform matrix to device space can mess with this conversion if we have a
+ // rotating image like the hands of the world clock widget. We just need the scale, so
+ // we get the affine transform matrix and extract the scale.
+
+ if (m_data->m_userToDeviceTransformKnownToBeIdentity)
+ return rect;
+
+ CGAffineTransform deviceMatrix = CGContextGetUserSpaceToDeviceSpaceTransform(platformContext());
+ if (CGAffineTransformIsIdentity(deviceMatrix)) {
+ m_data->m_userToDeviceTransformKnownToBeIdentity = true;
+ return rect;
+ }
+
+ float deviceScaleX = sqrtf(deviceMatrix.a * deviceMatrix.a + deviceMatrix.b * deviceMatrix.b);
+ float deviceScaleY = sqrtf(deviceMatrix.c * deviceMatrix.c + deviceMatrix.d * deviceMatrix.d);
+
+ CGPoint deviceOrigin = CGPointMake(rect.x() * deviceScaleX, rect.y() * deviceScaleY);
+ CGPoint deviceLowerRight = CGPointMake((rect.x() + rect.width()) * deviceScaleX,
+ (rect.y() + rect.height()) * deviceScaleY);
+
+ deviceOrigin.x = roundf(deviceOrigin.x);
+ deviceOrigin.y = roundf(deviceOrigin.y);
+ deviceLowerRight.x = roundf(deviceLowerRight.x);
+ deviceLowerRight.y = roundf(deviceLowerRight.y);
+
+ // Don't let the height or width round to 0 unless either was originally 0
+ if (deviceOrigin.y == deviceLowerRight.y && rect.height() != 0)
+ deviceLowerRight.y += 1;
+ if (deviceOrigin.x == deviceLowerRight.x && rect.width() != 0)
+ deviceLowerRight.x += 1;
+
+ FloatPoint roundedOrigin = FloatPoint(deviceOrigin.x / deviceScaleX, deviceOrigin.y / deviceScaleY);
+ FloatPoint roundedLowerRight = FloatPoint(deviceLowerRight.x / deviceScaleX, deviceLowerRight.y / deviceScaleY);
+ return FloatRect(roundedOrigin, roundedLowerRight - roundedOrigin);
+}
+
+void GraphicsContext::drawLineForText(const IntPoint& point, int width, bool printing)
+{
+ if (paintingDisabled())
+ return;
+
+ if (width <= 0)
+ return;
+
+ CGContextSaveGState(platformContext());
+
+ float x = point.x();
+ float y = point.y();
+ float lineLength = width;
+
+ // Use a minimum thickness of 0.5 in user space.
+ // See http://bugs.webkit.org/show_bug.cgi?id=4255 for details of why 0.5 is the right minimum thickness to use.
+ float thickness = max(strokeThickness(), 0.5f);
+
+ if (!printing) {
+ // On screen, use a minimum thickness of 1.0 in user space (later rounded to an integral number in device space).
+ float adjustedThickness = max(thickness, 1.0f);
+
+ // FIXME: This should be done a better way.
+ // We try to round all parameters to integer boundaries in device space. If rounding pixels in device space
+ // makes our thickness more than double, then there must be a shrinking-scale factor and rounding to pixels
+ // in device space will make the underlines too thick.
+ CGRect lineRect = roundToDevicePixels(FloatRect(x, y, lineLength, adjustedThickness));
+ if (lineRect.size.height < thickness * 2.0) {
+ x = lineRect.origin.x;
+ y = lineRect.origin.y;
+ lineLength = lineRect.size.width;
+ thickness = lineRect.size.height;
+ CGContextSetShouldAntialias(platformContext(), false);
+ }
+ }
+
+ if (fillColor() != strokeColor())
+ setCGFillColor(platformContext(), strokeColor());
+ CGContextFillRect(platformContext(), CGRectMake(x, y, lineLength, thickness));
+
+ CGContextRestoreGState(platformContext());
+}
+
+void GraphicsContext::setURLForRect(const KURL& link, const IntRect& destRect)
+{
+ if (paintingDisabled())
+ return;
+
+ CFURLRef urlRef = link.createCFURL();
+ if (urlRef) {
+ CGContextRef context = platformContext();
+
+ // Get the bounding box to handle clipping.
+ CGRect box = CGContextGetClipBoundingBox(context);
+
+ IntRect intBox((int)box.origin.x, (int)box.origin.y, (int)box.size.width, (int)box.size.height);
+ IntRect rect = destRect;
+ rect.intersect(intBox);
+
+ CGPDFContextSetURLForRect(context, urlRef,
+ CGRectApplyAffineTransform(rect, CGContextGetCTM(context)));
+
+ CFRelease(urlRef);
+ }
+}
+
+void GraphicsContext::setImageInterpolationQuality(InterpolationQuality mode)
+{
+ if (paintingDisabled())
+ return;
+
+ CGInterpolationQuality quality = kCGInterpolationDefault;
+ switch (mode) {
+ case InterpolationDefault:
+ quality = kCGInterpolationDefault;
+ break;
+ case InterpolationNone:
+ quality = kCGInterpolationNone;
+ break;
+ case InterpolationLow:
+ quality = kCGInterpolationLow;
+ break;
+
+ // Fall through to InterpolationHigh if kCGInterpolationMedium is not available
+ case InterpolationMedium:
+#if HAVE(CG_INTERPOLATION_MEDIUM)
+ quality = kCGInterpolationMedium;
+ break;
+#endif
+ case InterpolationHigh:
+ quality = kCGInterpolationHigh;
+ break;
+ }
+ CGContextSetInterpolationQuality(platformContext(), quality);
+}
+
+InterpolationQuality GraphicsContext::imageInterpolationQuality() const
+{
+ if (paintingDisabled())
+ return InterpolationDefault;
+
+ CGInterpolationQuality quality = CGContextGetInterpolationQuality(platformContext());
+ switch (quality) {
+ case kCGInterpolationDefault:
+ return InterpolationDefault;
+ case kCGInterpolationNone:
+ return InterpolationNone;
+ case kCGInterpolationLow:
+ return InterpolationLow;
+#if HAVE(CG_INTERPOLATION_MEDIUM)
+ case kCGInterpolationMedium:
+ return InterpolationMedium;
+#endif
+ case kCGInterpolationHigh:
+ return InterpolationHigh;
+ }
+ return InterpolationDefault;
+}
+
+void GraphicsContext::setPlatformTextDrawingMode(int mode)
+{
+ if (paintingDisabled())
+ return;
+
+ // Wow, wish CG had used bits here.
+ CGContextRef context = platformContext();
+ switch (mode) {
+ case cTextInvisible: // Invisible
+ CGContextSetTextDrawingMode(context, kCGTextInvisible);
+ break;
+ case cTextFill: // Fill
+ CGContextSetTextDrawingMode(context, kCGTextFill);
+ break;
+ case cTextStroke: // Stroke
+ CGContextSetTextDrawingMode(context, kCGTextStroke);
+ break;
+ case 3: // Fill | Stroke
+ CGContextSetTextDrawingMode(context, kCGTextFillStroke);
+ break;
+ case cTextClip: // Clip
+ CGContextSetTextDrawingMode(context, kCGTextClip);
+ break;
+ case 5: // Fill | Clip
+ CGContextSetTextDrawingMode(context, kCGTextFillClip);
+ break;
+ case 6: // Stroke | Clip
+ CGContextSetTextDrawingMode(context, kCGTextStrokeClip);
+ break;
+ case 7: // Fill | Stroke | Clip
+ CGContextSetTextDrawingMode(context, kCGTextFillStrokeClip);
+ break;
+ default:
+ break;
+ }
+}
+
+void GraphicsContext::setPlatformStrokeColor(const Color& color)
+{
+ if (paintingDisabled())
+ return;
+ setCGStrokeColor(platformContext(), color);
+}
+
+void GraphicsContext::setPlatformStrokeThickness(float thickness)
+{
+ if (paintingDisabled())
+ return;
+ CGContextSetLineWidth(platformContext(), thickness);
+}
+
+void GraphicsContext::setPlatformFillColor(const Color& color)
+{
+ if (paintingDisabled())
+ return;
+ setCGFillColor(platformContext(), color);
+}
+
+void GraphicsContext::setUseAntialiasing(bool enable)
+{
+ if (paintingDisabled())
+ return;
+ CGContextSetShouldAntialias(platformContext(), enable);
+}
+
+#ifndef BUILDING_ON_TIGER // Tiger's setCompositeOperation() is defined in GraphicsContextMac.mm.
+void GraphicsContext::setCompositeOperation(CompositeOperator mode)
+{
+ if (paintingDisabled())
+ return;
+
+ CGBlendMode target = kCGBlendModeNormal;
+ switch (mode) {
+ case CompositeClear:
+ target = kCGBlendModeClear;
+ break;
+ case CompositeCopy:
+ target = kCGBlendModeCopy;
+ break;
+ case CompositeSourceOver:
+ //kCGBlendModeNormal
+ break;
+ case CompositeSourceIn:
+ target = kCGBlendModeSourceIn;
+ break;
+ case CompositeSourceOut:
+ target = kCGBlendModeSourceOut;
+ break;
+ case CompositeSourceAtop:
+ target = kCGBlendModeSourceAtop;
+ break;
+ case CompositeDestinationOver:
+ target = kCGBlendModeDestinationOver;
+ break;
+ case CompositeDestinationIn:
+ target = kCGBlendModeDestinationIn;
+ break;
+ case CompositeDestinationOut:
+ target = kCGBlendModeDestinationOut;
+ break;
+ case CompositeDestinationAtop:
+ target = kCGBlendModeDestinationAtop;
+ break;
+ case CompositeXOR:
+ target = kCGBlendModeXOR;
+ break;
+ case CompositePlusDarker:
+ target = kCGBlendModePlusDarker;
+ break;
+ case CompositeHighlight:
+ // currently unsupported
+ break;
+ case CompositePlusLighter:
+ target = kCGBlendModePlusLighter;
+ break;
+ }
+ CGContextSetBlendMode(platformContext(), target);
+}
+#endif
+
+}
+