/* * 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 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. */ #ifndef ContextShadow_h #define ContextShadow_h #include "Color.h" #include "FloatRect.h" #include "IntRect.h" #include #if USE(CAIRO) typedef struct _cairo cairo_t; typedef struct _cairo_surface cairo_surface_t; #elif PLATFORM(QT) #include QT_BEGIN_NAMESPACE class QPainter; QT_END_NAMESPACE #endif namespace WebCore { class AffineTransform; class GraphicsContext; #if USE(CAIRO) typedef cairo_surface_t* PlatformImage; typedef cairo_t* PlatformContext; #elif PLATFORM(QT) typedef QImage PlatformImage; typedef QPainter* PlatformContext; #else typedef void* PlatformImage; typedef void* PlatformContext; #endif // This is to track and keep the shadow state. We use this rather than // using GraphicsContextState to allow possible optimizations (right now // only to determine the shadow type, but in future it might covers things // like cached scratch image, persistent shader, etc). // This class should be copyable since GraphicsContextQt keeps a stack of // the shadow state for savePlatformState and restorePlatformState. // This class is Deprecated. Platforms should migrate to ShadowBlur. class ContextShadow { public: enum { NoShadow, SolidShadow, BlurShadow } m_type; Color m_color; int m_blurDistance; FloatSize m_offset; ContextShadow(); ContextShadow(const Color&, float radius, const FloatSize& offset); bool mustUseContextShadow(GraphicsContext*); void clear(); // The pair beginShadowLayer and endShadowLayer creates a temporary image // where the caller can draw onto, using the returned context. This context // must be used only to draw between the call to beginShadowLayer and // endShadowLayer. // // Note: multiple/nested shadow layers are NOT allowed. // // The current clip region will be used to optimize the size of the // temporary image. Thus, the original context should not change any // clipping until endShadowLayer. If the shadow will be completely outside // the clipping region, beginShadowLayer will return 0. // // The returned context will have the transformation matrix and clipping // properly initialized to start doing the painting (no need to account for // the shadow offset), however it will not have the same render hints, pen, // brush, etc as the passed context. This is intentional, usually shadows // have different properties than the shapes which cast them. // // Once endShadowLayer is called, the temporary image will be drawn with the // original context. If blur radius is specified, the shadow will be // filtered first. PlatformContext beginShadowLayer(GraphicsContext*, const FloatRect& layerArea); void endShadowLayer(GraphicsContext*); static void purgeScratchBuffer(); void setShadowsIgnoreTransforms(bool enable) { m_shadowsIgnoreTransforms = enable; } bool shadowsIgnoreTransforms() const { return m_shadowsIgnoreTransforms; } #if USE(CAIRO) void drawRectShadow(GraphicsContext* context, const IntRect& rect, const IntSize& topLeftRadius = IntSize(), const IntSize& topRightRadius = IntSize(), const IntSize& bottomLeftRadius = IntSize(), const IntSize& bottomRightRadius = IntSize()); #endif #if PLATFORM(QT) QPointF offset() const { return QPointF(m_offset.width(), m_offset.height()); } #endif private: PlatformImage m_layerImage; // Buffer to where the temporary shadow will be drawn to. PlatformContext m_layerContext; // Context used to paint the shadow to the layer image. 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. FloatPoint m_layerContextTranslation; // Translation to apply to m_layerContext for the shadow to be correctly clipped. bool m_shadowsIgnoreTransforms; void adjustBlurDistance(GraphicsContext*); void blurLayerImage(unsigned char*, const IntSize& imageSize, int stride); IntRect calculateLayerBoundingRect(GraphicsContext*, const FloatRect& layerArea, const IntRect& clipRect); #if USE(CAIRO) void drawRectShadowWithoutTiling(GraphicsContext*, const IntRect& shadowRect, const IntSize& topLeftRadius, const IntSize& topRightRadius, const IntSize& bottomLeftRadius, const IntSize& bottomRightRadius, float alpha); #endif }; } // namespace WebCore #endif // ContextShadow_h