/* * Copyright (C) 2006 Nikolas Zimmermann * 2008 Eric Seidel * 2008 Dirk Schulze * Copyright (C) Research In Motion Limited 2010. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * */ #include "config.h" #if ENABLE(SVG) #include "RenderSVGResourceGradient.h" #include "GradientAttributes.h" #include "GraphicsContext.h" #include "SVGRenderSupport.h" #include namespace WebCore { RenderSVGResourceGradient::RenderSVGResourceGradient(SVGGradientElement* node) : RenderSVGResourceContainer(node) #if PLATFORM(CG) , m_savedContext(0) #endif { } RenderSVGResourceGradient::~RenderSVGResourceGradient() { if (m_gradient.isEmpty()) return; deleteAllValues(m_gradient); m_gradient.clear(); } void RenderSVGResourceGradient::invalidateClients() { if (!m_gradient.isEmpty()) { deleteAllValues(m_gradient); m_gradient.clear(); } markAllClientsForInvalidation(RepaintInvalidation); } void RenderSVGResourceGradient::invalidateClient(RenderObject* client) { ASSERT(client); ASSERT(client->selfNeedsLayout()); if (m_gradient.contains(client)) delete m_gradient.take(client); markClientForInvalidation(client, RepaintInvalidation); } #if PLATFORM(CG) static inline AffineTransform absoluteTransformFromContext(GraphicsContext* context) { // Extract current transformation matrix used in the original context. Note that this coordinate // system is flipped compared to SVGs internal coordinate system, done in WebKit level. Fix // this transformation by flipping the y component. return context->getCTM() * AffineTransform().flipY(); } static inline bool createMaskAndSwapContextForTextGradient(GraphicsContext*& context, GraphicsContext*& savedContext, OwnPtr& imageBuffer, const RenderObject* object) { const RenderObject* textRootBlock = SVGRenderSupport::findTextRootObject(object); AffineTransform transform(absoluteTransformFromContext(context)); FloatRect maskAbsoluteBoundingBox = transform.mapRect(textRootBlock->repaintRectInLocalCoordinates()); IntRect maskImageRect = enclosingIntRect(maskAbsoluteBoundingBox); if (maskImageRect.isEmpty()) return false; // Allocate an image buffer as big as the absolute unclipped size of the object OwnPtr maskImage = ImageBuffer::create(maskImageRect.size()); if (!maskImage) return false; GraphicsContext* maskImageContext = maskImage->context(); // Transform the mask image coordinate system to absolute screen coordinates maskImageContext->translate(-maskAbsoluteBoundingBox.x(), -maskAbsoluteBoundingBox.y()); maskImageContext->concatCTM(transform); imageBuffer = maskImage.release(); savedContext = context; context = maskImageContext; return true; } static inline AffineTransform clipToTextMask(GraphicsContext* context, OwnPtr& imageBuffer, const RenderObject* object, GradientData* gradientData) { const RenderObject* textRootBlock = SVGRenderSupport::findTextRootObject(object); // The mask image has been created in the device coordinate space, as the image should not be scaled. // So the actual masking process has to be done in the device coordinate space as well. AffineTransform transform(absoluteTransformFromContext(context)); context->concatCTM(transform.inverse()); context->clipToImageBuffer(transform.mapRect(textRootBlock->repaintRectInLocalCoordinates()), imageBuffer.get()); context->concatCTM(transform); AffineTransform matrix; if (gradientData->boundingBoxMode) { FloatRect maskBoundingBox = textRootBlock->objectBoundingBox(); matrix.translate(maskBoundingBox.x(), maskBoundingBox.y()); matrix.scaleNonUniform(maskBoundingBox.width(), maskBoundingBox.height()); } matrix.multLeft(gradientData->transform); return matrix; } #endif bool RenderSVGResourceGradient::applyResource(RenderObject* object, RenderStyle* style, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(object); ASSERT(style); ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); // Be sure to synchronize all SVG properties on the gradientElement _before_ processing any further. // Otherwhise the call to collectGradientAttributes() in createTileImage(), may cause the SVG DOM property // synchronization to kick in, which causes invalidateClients() to be called, which in turn deletes our // GradientData object! Leaving out the line below will cause svg/dynamic-updates/SVG*GradientElement-svgdom* to crash. SVGGradientElement* gradientElement = static_cast(node()); if (!gradientElement) return false; gradientElement->updateAnimatedSVGAttribute(anyQName()); if (!m_gradient.contains(object)) m_gradient.set(object, new GradientData); GradientData* gradientData = m_gradient.get(object); bool isPaintingText = resourceMode & ApplyToTextMode; // Create gradient object if (!gradientData->gradient) { buildGradient(gradientData, gradientElement); // CG platforms will handle the gradient space transform for text after applying the // resource, so don't apply it here. For non-CG platforms, we want the text bounding // box applied to the gradient space transform now, so the gradient shader can use it. #if PLATFORM(CG) if (gradientData->boundingBoxMode && !isPaintingText) { #else if (gradientData->boundingBoxMode) { #endif FloatRect objectBoundingBox = object->objectBoundingBox(); gradientData->userspaceTransform.translate(objectBoundingBox.x(), objectBoundingBox.y()); gradientData->userspaceTransform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height()); } gradientData->userspaceTransform.multLeft(gradientData->transform); gradientData->gradient->setGradientSpaceTransform(gradientData->userspaceTransform); } if (!gradientData->gradient) return false; // Draw gradient context->save(); if (isPaintingText) { #if PLATFORM(CG) if (!createMaskAndSwapContextForTextGradient(context, m_savedContext, m_imageBuffer, object)) { context->restore(); return false; } #endif context->setTextDrawingMode(resourceMode & ApplyToFillMode ? cTextFill : cTextStroke); } const SVGRenderStyle* svgStyle = style->svgStyle(); ASSERT(svgStyle); if (resourceMode & ApplyToFillMode) { context->setAlpha(svgStyle->fillOpacity()); context->setFillGradient(gradientData->gradient); context->setFillRule(svgStyle->fillRule()); } else if (resourceMode & ApplyToStrokeMode) { if (svgStyle->vectorEffect() == VE_NON_SCALING_STROKE) gradientData->gradient->setGradientSpaceTransform(transformOnNonScalingStroke(object, gradientData->userspaceTransform)); context->setAlpha(svgStyle->strokeOpacity()); context->setStrokeGradient(gradientData->gradient); SVGRenderSupport::applyStrokeStyleToContext(context, style, object); } return true; } void RenderSVGResourceGradient::postApplyResource(RenderObject* object, GraphicsContext*& context, unsigned short resourceMode) { ASSERT(context); ASSERT(resourceMode != ApplyToDefaultMode); if (resourceMode & ApplyToTextMode) { #if PLATFORM(CG) // CG requires special handling for gradient on text if (m_savedContext && m_gradient.contains(object)) { GradientData* gradientData = m_gradient.get(object); // Restore on-screen drawing context context = m_savedContext; m_savedContext = 0; gradientData->gradient->setGradientSpaceTransform(clipToTextMask(context, m_imageBuffer, object, gradientData)); context->setFillGradient(gradientData->gradient); const RenderObject* textRootBlock = SVGRenderSupport::findTextRootObject(object); context->fillRect(textRootBlock->repaintRectInLocalCoordinates()); m_imageBuffer.clear(); } #else UNUSED_PARAM(object); #endif } else { if (resourceMode & ApplyToFillMode) context->fillPath(); else if (resourceMode & ApplyToStrokeMode) context->strokePath(); } context->restore(); } void RenderSVGResourceGradient::addStops(GradientData* gradientData, const Vector& stops) const { ASSERT(gradientData->gradient); const Vector::const_iterator end = stops.end(); for (Vector::const_iterator it = stops.begin(); it != end; ++it) gradientData->gradient->addColorStop(*it); } } #endif