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126bd9e1a4
This patch was generated automatically by the "modeline.py" script, available here: https://github.com/amccreight/moz-source-tools/blob/master/modeline.py For every file that is modified in this patch, the changes are as follows: (1) The patch changes the file to use the exact C++ mode lines from the Mozilla coding style guide, available here: https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/Coding_Style#Mode_Line (2) The patch deletes any blank lines between the mode line & the MPL boilerplate comment. (3) If the file previously had the mode lines and MPL boilerplate in a single contiguous C++ comment, then the patch splits them into separate C++ comments, to match the boilerplate in the coding style. MozReview-Commit-ID: 77D61xpSmIl --HG-- extra : rebase_source : c6162fa3cf539a07177a19838324bf368faa162b
525 lines
14 KiB
C++
525 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "PathD2D.h"
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#include "HelpersD2D.h"
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#include <math.h>
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#include "DrawTargetD2D1.h"
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#include "Logging.h"
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namespace mozilla {
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namespace gfx {
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// This class exists as a wrapper for ID2D1SimplifiedGeometry sink, it allows
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// a geometry to be duplicated into a geometry sink, while removing the final
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// figure end and thus allowing a figure that was implicitly closed to be
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// continued.
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class OpeningGeometrySink : public ID2D1SimplifiedGeometrySink
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{
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public:
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explicit OpeningGeometrySink(ID2D1SimplifiedGeometrySink *aSink)
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: mSink(aSink)
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, mNeedsFigureEnded(false)
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{
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}
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HRESULT STDMETHODCALLTYPE QueryInterface(const IID &aIID, void **aPtr)
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{
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if (!aPtr) {
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return E_POINTER;
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}
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if (aIID == IID_IUnknown) {
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*aPtr = static_cast<IUnknown*>(this);
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return S_OK;
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} else if (aIID == IID_ID2D1SimplifiedGeometrySink) {
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*aPtr = static_cast<ID2D1SimplifiedGeometrySink*>(this);
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return S_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG STDMETHODCALLTYPE AddRef()
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{
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return 1;
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}
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ULONG STDMETHODCALLTYPE Release()
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{
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return 1;
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}
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// We ignore SetFillMode, the copier will decide.
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STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode)
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{ EnsureFigureEnded(); return; }
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STDMETHOD_(void, BeginFigure)(D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin)
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{ EnsureFigureEnded(); return mSink->BeginFigure(aPoint, aBegin); }
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STDMETHOD_(void, AddLines)(const D2D1_POINT_2F *aLines, UINT aCount)
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{ EnsureFigureEnded(); return mSink->AddLines(aLines, aCount); }
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STDMETHOD_(void, AddBeziers)(const D2D1_BEZIER_SEGMENT *aSegments, UINT aCount)
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{ EnsureFigureEnded(); return mSink->AddBeziers(aSegments, aCount); }
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STDMETHOD(Close)()
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{ /* Should never be called! */ return S_OK; }
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STDMETHOD_(void, SetSegmentFlags)(D2D1_PATH_SEGMENT aFlags)
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{ return mSink->SetSegmentFlags(aFlags); }
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// This function is special - it's the reason this class exists.
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// It needs to intercept the very last endfigure. So that a user can
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// continue writing to this sink as if they never stopped.
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STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd)
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{
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if (aEnd == D2D1_FIGURE_END_CLOSED) {
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return mSink->EndFigure(aEnd);
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} else {
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mNeedsFigureEnded = true;
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}
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}
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private:
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void EnsureFigureEnded()
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{
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if (mNeedsFigureEnded) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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mNeedsFigureEnded = false;
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}
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}
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ID2D1SimplifiedGeometrySink *mSink;
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bool mNeedsFigureEnded;
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};
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class MOZ_STACK_CLASS AutoRestoreFP
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{
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public:
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AutoRestoreFP()
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{
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// save the current floating point control word
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_controlfp_s(&savedFPSetting, 0, 0);
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UINT unused;
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// set the floating point control word to its default value
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_controlfp_s(&unused, _CW_DEFAULT, MCW_PC);
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}
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~AutoRestoreFP()
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{
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UINT unused;
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// restore the saved floating point control word
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_controlfp_s(&unused, savedFPSetting, MCW_PC);
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}
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private:
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UINT savedFPSetting;
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};
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// Note that overrides of ID2D1SimplifiedGeometrySink methods in this class may
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// get called from D2D with nonstandard floating point settings (see comments in
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// bug 1134549) - use AutoRestoreFP to reset the floating point control word to
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// what we expect
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class StreamingGeometrySink : public ID2D1SimplifiedGeometrySink
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{
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public:
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explicit StreamingGeometrySink(PathSink *aSink)
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: mSink(aSink)
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{
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}
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HRESULT STDMETHODCALLTYPE QueryInterface(const IID &aIID, void **aPtr)
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{
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if (!aPtr) {
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return E_POINTER;
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}
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if (aIID == IID_IUnknown) {
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*aPtr = static_cast<IUnknown*>(this);
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return S_OK;
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} else if (aIID == IID_ID2D1SimplifiedGeometrySink) {
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*aPtr = static_cast<ID2D1SimplifiedGeometrySink*>(this);
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return S_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG STDMETHODCALLTYPE AddRef()
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{
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return 1;
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}
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ULONG STDMETHODCALLTYPE Release()
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{
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return 1;
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}
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// We ignore SetFillMode, this depends on the destination sink.
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STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode)
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{ return; }
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STDMETHOD_(void, BeginFigure)(D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin)
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{
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AutoRestoreFP resetFloatingPoint;
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mSink->MoveTo(ToPoint(aPoint));
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}
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STDMETHOD_(void, AddLines)(const D2D1_POINT_2F *aLines, UINT aCount)
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{
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AutoRestoreFP resetFloatingPoint;
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for (UINT i = 0; i < aCount; i++) { mSink->LineTo(ToPoint(aLines[i])); }
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}
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STDMETHOD_(void, AddBeziers)(const D2D1_BEZIER_SEGMENT *aSegments, UINT aCount)
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{
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AutoRestoreFP resetFloatingPoint;
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for (UINT i = 0; i < aCount; i++) {
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mSink->BezierTo(ToPoint(aSegments[i].point1), ToPoint(aSegments[i].point2), ToPoint(aSegments[i].point3));
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}
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}
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STDMETHOD(Close)()
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{ /* Should never be called! */ return S_OK; }
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STDMETHOD_(void, SetSegmentFlags)(D2D1_PATH_SEGMENT aFlags)
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{ /* Should never be called! */ }
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STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd)
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{
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AutoRestoreFP resetFloatingPoint;
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if (aEnd == D2D1_FIGURE_END_CLOSED) {
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return mSink->Close();
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}
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}
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private:
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PathSink *mSink;
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};
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PathBuilderD2D::~PathBuilderD2D()
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{
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}
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void
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PathBuilderD2D::MoveTo(const Point &aPoint)
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{
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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mFigureActive = false;
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}
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EnsureActive(aPoint);
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mCurrentPoint = aPoint;
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}
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void
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PathBuilderD2D::LineTo(const Point &aPoint)
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{
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EnsureActive(aPoint);
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mSink->AddLine(D2DPoint(aPoint));
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mCurrentPoint = aPoint;
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}
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void
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PathBuilderD2D::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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EnsureActive(aCP1);
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mSink->AddBezier(D2D1::BezierSegment(D2DPoint(aCP1),
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D2DPoint(aCP2),
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D2DPoint(aCP3)));
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mCurrentPoint = aCP3;
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}
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void
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PathBuilderD2D::QuadraticBezierTo(const Point &aCP1,
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const Point &aCP2)
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{
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EnsureActive(aCP1);
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mSink->AddQuadraticBezier(D2D1::QuadraticBezierSegment(D2DPoint(aCP1),
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D2DPoint(aCP2)));
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mCurrentPoint = aCP2;
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}
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void
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PathBuilderD2D::Close()
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{
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_CLOSED);
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mFigureActive = false;
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EnsureActive(mBeginPoint);
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}
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}
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void
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PathBuilderD2D::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle,
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Float aEndAngle, bool aAntiClockwise)
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{
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MOZ_ASSERT(aRadius >= 0);
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if (aAntiClockwise && aStartAngle < aEndAngle) {
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// D2D does things a little differently, and draws the arc by specifying an
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// beginning and an end point. This means the circle will be the wrong way
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// around if the start angle is smaller than the end angle. It might seem
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// tempting to invert aAntiClockwise but that would change the sweeping
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// direction of the arc so instead we exchange start/begin.
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Float oldStart = aStartAngle;
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aStartAngle = aEndAngle;
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aEndAngle = oldStart;
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}
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// XXX - Workaround for now, D2D does not appear to do the desired thing when
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// the angle sweeps a complete circle.
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bool fullCircle = false;
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if (aEndAngle - aStartAngle >= 2 * M_PI) {
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fullCircle = true;
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aEndAngle = Float(aStartAngle + M_PI * 1.9999);
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} else if (aStartAngle - aEndAngle >= 2 * M_PI) {
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fullCircle = true;
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aStartAngle = Float(aEndAngle + M_PI * 1.9999);
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}
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Point startPoint;
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startPoint.x = aOrigin.x + aRadius * cos(aStartAngle);
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startPoint.y = aOrigin.y + aRadius * sin(aStartAngle);
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if (!mFigureActive) {
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EnsureActive(startPoint);
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} else {
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mSink->AddLine(D2DPoint(startPoint));
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}
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Point endPoint;
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endPoint.x = aOrigin.x + aRadius * cosf(aEndAngle);
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endPoint.y = aOrigin.y + aRadius * sinf(aEndAngle);
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D2D1_ARC_SIZE arcSize = D2D1_ARC_SIZE_SMALL;
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D2D1_SWEEP_DIRECTION direction =
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aAntiClockwise ? D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE :
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D2D1_SWEEP_DIRECTION_CLOCKWISE;
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// if startPoint and endPoint of our circle are too close there are D2D issues
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// with drawing the circle as a single arc
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const Float kEpsilon = 1e-5f;
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if (!fullCircle ||
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(std::abs(startPoint.x - endPoint.x) +
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std::abs(startPoint.y - endPoint.y) > kEpsilon)) {
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if (aAntiClockwise) {
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if (aStartAngle - aEndAngle > M_PI) {
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arcSize = D2D1_ARC_SIZE_LARGE;
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}
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} else {
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if (aEndAngle - aStartAngle > M_PI) {
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arcSize = D2D1_ARC_SIZE_LARGE;
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}
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}
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(endPoint),
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D2D1::SizeF(aRadius, aRadius),
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0.0f,
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direction,
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arcSize));
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}
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else {
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// our first workaround attempt didn't work, so instead draw the circle as
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// two half-circles
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Float midAngle = aEndAngle > aStartAngle ?
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Float(aStartAngle + M_PI) : Float(aEndAngle + M_PI);
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Point midPoint;
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midPoint.x = aOrigin.x + aRadius * cosf(midAngle);
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midPoint.y = aOrigin.y + aRadius * sinf(midAngle);
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(midPoint),
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D2D1::SizeF(aRadius, aRadius),
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0.0f,
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direction,
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arcSize));
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// if the adjusted endPoint computed above is used here and endPoint !=
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// startPoint then this half of the circle won't render...
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mSink->AddArc(D2D1::ArcSegment(D2DPoint(startPoint),
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D2D1::SizeF(aRadius, aRadius),
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0.0f,
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direction,
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arcSize));
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}
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mCurrentPoint = endPoint;
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}
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Point
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PathBuilderD2D::CurrentPoint() const
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{
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return mCurrentPoint;
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}
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void
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PathBuilderD2D::EnsureActive(const Point &aPoint)
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{
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if (!mFigureActive) {
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mSink->BeginFigure(D2DPoint(aPoint), D2D1_FIGURE_BEGIN_FILLED);
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mBeginPoint = aPoint;
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mFigureActive = true;
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}
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}
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already_AddRefed<Path>
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PathBuilderD2D::Finish()
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{
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if (mFigureActive) {
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mSink->EndFigure(D2D1_FIGURE_END_OPEN);
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}
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HRESULT hr = mSink->Close();
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if (FAILED(hr)) {
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gfxCriticalNote << "Failed to close PathSink. Code: " << hexa(hr);
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return nullptr;
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}
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return MakeAndAddRef<PathD2D>(mGeometry, mFigureActive, mCurrentPoint, mFillRule, mBackendType);
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}
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already_AddRefed<PathBuilder>
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PathD2D::CopyToBuilder(FillRule aFillRule) const
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{
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return TransformedCopyToBuilder(Matrix(), aFillRule);
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}
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already_AddRefed<PathBuilder>
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PathD2D::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const
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{
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RefPtr<ID2D1PathGeometry> path;
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HRESULT hr = DrawTargetD2D1::factory()->CreatePathGeometry(getter_AddRefs(path));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to create PathGeometry. Code: " << hexa(hr);
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return nullptr;
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}
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RefPtr<ID2D1GeometrySink> sink;
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hr = path->Open(getter_AddRefs(sink));
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if (FAILED(hr)) {
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gfxWarning() << "Failed to open Geometry for writing. Code: " << hexa(hr);
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return nullptr;
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}
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if (aFillRule == FillRule::FILL_WINDING) {
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sink->SetFillMode(D2D1_FILL_MODE_WINDING);
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}
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if (mEndedActive) {
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OpeningGeometrySink wrapSink(sink);
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hr = mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2DMatrix(aTransform),
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&wrapSink);
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} else {
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hr = mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2DMatrix(aTransform),
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sink);
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}
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if (FAILED(hr)) {
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gfxWarning() << "Failed to simplify PathGeometry to tranformed copy. Code: " << hexa(hr) << " Active: " << mEndedActive;
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return nullptr;
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}
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RefPtr<PathBuilderD2D> pathBuilder = new PathBuilderD2D(sink, path, aFillRule, mBackendType);
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pathBuilder->mCurrentPoint = aTransform.TransformPoint(mEndPoint);
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if (mEndedActive) {
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pathBuilder->mFigureActive = true;
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}
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return pathBuilder.forget();
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}
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void
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PathD2D::StreamToSink(PathSink *aSink) const
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{
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HRESULT hr;
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StreamingGeometrySink sink(aSink);
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hr = mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
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D2D1::IdentityMatrix(), &sink);
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if (FAILED(hr)) {
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gfxWarning() << "Failed to stream D2D path to sink. Code: " << hexa(hr);
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return;
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}
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}
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bool
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PathD2D::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const
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{
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BOOL result;
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HRESULT hr = mGeometry->FillContainsPoint(D2DPoint(aPoint), D2DMatrix(aTransform), 0.001f, &result);
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if (FAILED(hr)) {
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// Log
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return false;
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}
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return !!result;
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}
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bool
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PathD2D::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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BOOL result;
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RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
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HRESULT hr = mGeometry->StrokeContainsPoint(D2DPoint(aPoint),
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aStrokeOptions.mLineWidth,
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strokeStyle,
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D2DMatrix(aTransform),
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&result);
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if (FAILED(hr)) {
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// Log
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return false;
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}
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return !!result;
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}
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Rect
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PathD2D::GetBounds(const Matrix &aTransform) const
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{
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D2D1_RECT_F d2dBounds;
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HRESULT hr = mGeometry->GetBounds(D2DMatrix(aTransform), &d2dBounds);
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Rect bounds = ToRect(d2dBounds);
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if (FAILED(hr) || !bounds.IsFinite()) {
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gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
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return Rect();
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
|
|
Rect
|
|
PathD2D::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
|
|
const Matrix &aTransform) const
|
|
{
|
|
D2D1_RECT_F d2dBounds;
|
|
|
|
RefPtr<ID2D1StrokeStyle> strokeStyle = CreateStrokeStyleForOptions(aStrokeOptions);
|
|
HRESULT hr =
|
|
mGeometry->GetWidenedBounds(aStrokeOptions.mLineWidth, strokeStyle,
|
|
D2DMatrix(aTransform), &d2dBounds);
|
|
|
|
Rect bounds = ToRect(d2dBounds);
|
|
if (FAILED(hr) || !bounds.IsFinite()) {
|
|
gfxWarning() << "Failed to get stroked bounds for path. Code: " << hexa(hr);
|
|
return Rect();
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
|
|
}
|
|
}
|