mirror of
https://github.com/mozilla/gecko-dev.git
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337 lines
9.0 KiB
C++
337 lines
9.0 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "PathCG.h"
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#include <math.h>
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#include "DrawTargetCG.h"
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#include "Logging.h"
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namespace mozilla {
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namespace gfx {
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PathBuilderCG::~PathBuilderCG()
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{
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CGPathRelease(mCGPath);
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}
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void
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PathBuilderCG::MoveTo(const Point &aPoint)
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{
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CGPathMoveToPoint(mCGPath, nullptr, aPoint.x, aPoint.y);
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}
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void
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PathBuilderCG::LineTo(const Point &aPoint)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aPoint);
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else
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CGPathAddLineToPoint(mCGPath, nullptr, aPoint.x, aPoint.y);
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}
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void
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PathBuilderCG::BezierTo(const Point &aCP1,
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const Point &aCP2,
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const Point &aCP3)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aCP1);
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CGPathAddCurveToPoint(mCGPath, nullptr,
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aCP1.x, aCP1.y,
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aCP2.x, aCP2.y,
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aCP3.x, aCP3.y);
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}
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void
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PathBuilderCG::QuadraticBezierTo(const Point &aCP1,
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const Point &aCP2)
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{
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if (CGPathIsEmpty(mCGPath))
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MoveTo(aCP1);
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CGPathAddQuadCurveToPoint(mCGPath, nullptr,
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aCP1.x, aCP1.y,
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aCP2.x, aCP2.y);
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}
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void
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PathBuilderCG::Close()
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{
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if (!CGPathIsEmpty(mCGPath))
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CGPathCloseSubpath(mCGPath);
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}
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void
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PathBuilderCG::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle,
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Float aEndAngle, bool aAntiClockwise)
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{
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// Core Graphic's initial coordinate system is y-axis up, whereas Moz2D's is
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// y-axis down. Core Graphics therefore considers "clockwise" to mean "sweep
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// in the direction of decreasing angle" whereas Moz2D considers it to mean
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// "sweep in the direction of increasing angle". In other words if this
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// Moz2D method is instructed to sweep anti-clockwise we need to tell
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// CGPathAddArc to sweep clockwise, and vice versa. Hence why we pass the
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// value of aAntiClockwise directly to CGPathAddArc's "clockwise" bool
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// parameter.
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CGPathAddArc(mCGPath, nullptr,
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aOrigin.x, aOrigin.y,
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aRadius,
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aStartAngle,
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aEndAngle,
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aAntiClockwise);
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}
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Point
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PathBuilderCG::CurrentPoint() const
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{
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CGPoint pt = CGPathGetCurrentPoint(mCGPath);
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Point ret(pt.x, pt.y);
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return ret;
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}
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void
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PathBuilderCG::EnsureActive(const Point &aPoint)
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{
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}
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TemporaryRef<Path>
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PathBuilderCG::Finish()
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{
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RefPtr<PathCG> path = new PathCG(mCGPath, mFillRule);
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return path;
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}
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TemporaryRef<PathBuilder>
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PathCG::CopyToBuilder(FillRule aFillRule) const
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{
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CGMutablePathRef path = CGPathCreateMutableCopy(mPath);
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RefPtr<PathBuilderCG> builder = new PathBuilderCG(path, aFillRule);
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return builder;
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}
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TemporaryRef<PathBuilder>
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PathCG::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const
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{
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// 10.7 adds CGPathCreateMutableCopyByTransformingPath it might be faster than doing
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// this by hand
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struct TransformApplier {
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CGMutablePathRef path;
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CGAffineTransform transform;
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static void
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TranformCGPathApplierFunc(void *vinfo, const CGPathElement *element)
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{
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TransformApplier *info = reinterpret_cast<TransformApplier*>(vinfo);
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switch (element->type) {
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case kCGPathElementMoveToPoint:
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{
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CGPoint pt = element->points[0];
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CGPathMoveToPoint(info->path, &info->transform, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddLineToPoint:
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{
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CGPoint pt = element->points[0];
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CGPathAddLineToPoint(info->path, &info->transform, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddQuadCurveToPoint:
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{
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CGPoint cpt = element->points[0];
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CGPoint pt = element->points[1];
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CGPathAddQuadCurveToPoint(info->path, &info->transform, cpt.x, cpt.y, pt.x, pt.y);
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break;
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}
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case kCGPathElementAddCurveToPoint:
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{
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CGPoint cpt1 = element->points[0];
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CGPoint cpt2 = element->points[1];
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CGPoint pt = element->points[2];
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CGPathAddCurveToPoint(info->path, &info->transform, cpt1.x, cpt1.y, cpt2.x, cpt2.y, pt.x, pt.y);
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break;
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}
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case kCGPathElementCloseSubpath:
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{
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CGPathCloseSubpath(info->path);
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break;
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}
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}
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}
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};
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TransformApplier ta;
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ta.path = CGPathCreateMutable();
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ta.transform = GfxMatrixToCGAffineTransform(aTransform);
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CGPathApply(mPath, &ta, TransformApplier::TranformCGPathApplierFunc);
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RefPtr<PathBuilderCG> builder = new PathBuilderCG(ta.path, aFillRule);
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return builder;
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}
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static void
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StreamPathToSinkApplierFunc(void *vinfo, const CGPathElement *element)
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{
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PathSink *sink = reinterpret_cast<PathSink*>(vinfo);
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switch (element->type) {
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case kCGPathElementMoveToPoint:
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{
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CGPoint pt = element->points[0];
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sink->MoveTo(CGPointToPoint(pt));
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break;
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}
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case kCGPathElementAddLineToPoint:
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{
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CGPoint pt = element->points[0];
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sink->LineTo(CGPointToPoint(pt));
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break;
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}
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case kCGPathElementAddQuadCurveToPoint:
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{
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CGPoint cpt = element->points[0];
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CGPoint pt = element->points[1];
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sink->QuadraticBezierTo(CGPointToPoint(cpt),
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CGPointToPoint(pt));
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break;
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}
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case kCGPathElementAddCurveToPoint:
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{
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CGPoint cpt1 = element->points[0];
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CGPoint cpt2 = element->points[1];
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CGPoint pt = element->points[2];
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sink->BezierTo(CGPointToPoint(cpt1),
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CGPointToPoint(cpt2),
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CGPointToPoint(pt));
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break;
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}
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case kCGPathElementCloseSubpath:
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{
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sink->Close();
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break;
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}
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}
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}
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void
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PathCG::StreamToSink(PathSink *aSink) const
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{
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CGPathApply(mPath, aSink, StreamPathToSinkApplierFunc);
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}
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bool
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PathCG::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const
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{
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Matrix inverse = aTransform;
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inverse.Invert();
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Point transformedPoint = inverse*aPoint;
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// We could probably drop the input transform and just transform the point at the caller?
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CGPoint point = {transformedPoint.x, transformedPoint.y};
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// The transform parameter of CGPathContainsPoint doesn't seem to work properly on OS X 10.5
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// so we transform aPoint ourselves.
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return CGPathContainsPoint(mPath, nullptr, point, mFillRule == FILL_EVEN_ODD);
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}
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static size_t
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PutBytesNull(void *info, const void *buffer, size_t count)
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{
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return count;
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}
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/* The idea of a scratch context comes from WebKit */
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static CGContextRef
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CreateScratchContext()
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{
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CGDataConsumerCallbacks callbacks = {PutBytesNull, nullptr};
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CGDataConsumerRef consumer = CGDataConsumerCreate(nullptr, &callbacks);
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CGContextRef cg = CGPDFContextCreate(consumer, nullptr, nullptr);
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CGDataConsumerRelease(consumer);
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return cg;
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}
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static CGContextRef
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ScratchContext()
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{
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static CGContextRef cg = CreateScratchContext();
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return cg;
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}
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bool
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PathCG::StrokeContainsPoint(const StrokeOptions &aStrokeOptions,
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const Point &aPoint,
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const Matrix &aTransform) const
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{
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Matrix inverse = aTransform;
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inverse.Invert();
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Point transformedPoint = inverse*aPoint;
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// We could probably drop the input transform and just transform the point at the caller?
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CGPoint point = {transformedPoint.x, transformedPoint.y};
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CGContextRef cg = ScratchContext();
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CGContextSaveGState(cg);
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CGContextBeginPath(cg);
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CGContextAddPath(cg, mPath);
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SetStrokeOptions(cg, aStrokeOptions);
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CGContextReplacePathWithStrokedPath(cg);
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CGContextRestoreGState(cg);
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CGPathRef sPath = CGContextCopyPath(cg);
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bool inStroke = CGPathContainsPoint(sPath, nullptr, point, false);
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CGPathRelease(sPath);
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return inStroke;
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}
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//XXX: what should these functions return for an empty path?
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// currently they return CGRectNull {inf,inf, 0, 0}
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Rect
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PathCG::GetBounds(const Matrix &aTransform) const
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{
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//XXX: are these bounds tight enough
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Rect bounds = CGRectToRect(CGPathGetBoundingBox(mPath));
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//XXX: currently this returns the bounds of the transformed bounds
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// this is strictly looser than the bounds of the transformed path
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return aTransform.TransformBounds(bounds);
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}
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Rect
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PathCG::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
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const Matrix &aTransform) const
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{
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// 10.7 has CGPathCreateCopyByStrokingPath which we could use
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// instead of this scratch context business
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CGContextRef cg = ScratchContext();
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CGContextSaveGState(cg);
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CGContextBeginPath(cg);
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CGContextAddPath(cg, mPath);
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SetStrokeOptions(cg, aStrokeOptions);
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CGContextReplacePathWithStrokedPath(cg);
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Rect bounds = CGRectToRect(CGContextGetPathBoundingBox(cg));
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CGContextRestoreGState(cg);
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if (!bounds.IsFinite()) {
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return Rect();
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}
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return aTransform.TransformBounds(bounds);
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}
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}
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}
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