wine/graphics/painting.c
2003-05-13 00:41:57 +00:00

1269 lines
38 KiB
C

/*
* GDI drawing functions.
*
* Copyright 1993, 1994 Alexandre Julliard
* Copyright 1997 Bertho A. Stultiens
* 1999 Huw D M Davies
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wine/port.h"
#include <string.h>
#include <stdlib.h>
#include "windef.h"
#include "wingdi.h"
#include "winerror.h"
#include "gdi.h"
#include "bitmap.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(gdi);
/***********************************************************************
* LineTo (GDI32.@)
*/
BOOL WINAPI LineTo( HDC hdc, INT x, INT y )
{
DC * dc = DC_GetDCUpdate( hdc );
BOOL ret;
if(!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_LineTo(dc, x, y);
else
ret = dc->funcs->pLineTo && dc->funcs->pLineTo(dc->physDev,x,y);
if(ret) {
dc->CursPosX = x;
dc->CursPosY = y;
}
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* MoveToEx (GDI32.@)
*/
BOOL WINAPI MoveToEx( HDC hdc, INT x, INT y, LPPOINT pt )
{
BOOL ret = TRUE;
DC * dc = DC_GetDCPtr( hdc );
if(!dc) return FALSE;
if(pt) {
pt->x = dc->CursPosX;
pt->y = dc->CursPosY;
}
dc->CursPosX = x;
dc->CursPosY = y;
if(PATH_IsPathOpen(dc->path)) ret = PATH_MoveTo(dc);
else if (dc->funcs->pMoveTo) ret = dc->funcs->pMoveTo(dc->physDev,x,y);
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* Arc (GDI32.@)
*/
BOOL WINAPI Arc( HDC hdc, INT left, INT top, INT right,
INT bottom, INT xstart, INT ystart,
INT xend, INT yend )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if(PATH_IsPathOpen(dc->path))
ret = PATH_Arc(dc, left, top, right, bottom, xstart, ystart, xend, yend,0);
else if (dc->funcs->pArc)
ret = dc->funcs->pArc(dc->physDev,left,top,right,bottom,xstart,ystart,xend,yend);
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* ArcTo (GDI32.@)
*/
BOOL WINAPI ArcTo( HDC hdc,
INT left, INT top,
INT right, INT bottom,
INT xstart, INT ystart,
INT xend, INT yend )
{
BOOL result;
DC * dc = DC_GetDCUpdate( hdc );
if(!dc) return FALSE;
if(dc->funcs->pArcTo)
{
result = dc->funcs->pArcTo( dc->physDev, left, top, right, bottom,
xstart, ystart, xend, yend );
GDI_ReleaseObj( hdc );
return result;
}
GDI_ReleaseObj( hdc );
/*
* Else emulate it.
* According to the documentation, a line is drawn from the current
* position to the starting point of the arc.
*/
LineTo(hdc, xstart, ystart);
/*
* Then the arc is drawn.
*/
result = Arc(hdc, left, top, right, bottom, xstart, ystart, xend, yend);
/*
* If no error occurred, the current position is moved to the ending
* point of the arc.
*/
if (result) MoveToEx(hdc, xend, yend, NULL);
return result;
}
/***********************************************************************
* Pie (GDI32.@)
*/
BOOL WINAPI Pie( HDC hdc, INT left, INT top,
INT right, INT bottom, INT xstart, INT ystart,
INT xend, INT yend )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_Arc(dc,left,top,right,bottom,xstart,ystart,xend,yend,2);
else if(dc->funcs->pPie)
ret = dc->funcs->pPie(dc->physDev,left,top,right,bottom,xstart,ystart,xend,yend);
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* Chord (GDI32.@)
*/
BOOL WINAPI Chord( HDC hdc, INT left, INT top,
INT right, INT bottom, INT xstart, INT ystart,
INT xend, INT yend )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_Arc(dc,left,top,right,bottom,xstart,ystart,xend,yend,1);
else if(dc->funcs->pChord)
ret = dc->funcs->pChord(dc->physDev,left,top,right,bottom,xstart,ystart,xend,yend);
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* Ellipse (GDI32.@)
*/
BOOL WINAPI Ellipse( HDC hdc, INT left, INT top,
INT right, INT bottom )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_Ellipse(dc,left,top,right,bottom);
else if (dc->funcs->pEllipse)
ret = dc->funcs->pEllipse(dc->physDev,left,top,right,bottom);
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* Rectangle (GDI32.@)
*/
BOOL WINAPI Rectangle( HDC hdc, INT left, INT top,
INT right, INT bottom )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if(PATH_IsPathOpen(dc->path))
ret = PATH_Rectangle(dc, left, top, right, bottom);
else if (dc->funcs->pRectangle)
ret = dc->funcs->pRectangle(dc->physDev,left,top,right,bottom);
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* RoundRect (GDI32.@)
*/
BOOL WINAPI RoundRect( HDC hdc, INT left, INT top, INT right,
INT bottom, INT ell_width, INT ell_height )
{
BOOL ret = FALSE;
DC *dc = DC_GetDCUpdate( hdc );
if (dc)
{
if(PATH_IsPathOpen(dc->path))
ret = PATH_RoundRect(dc,left,top,right,bottom,ell_width,ell_height);
else if (dc->funcs->pRoundRect)
ret = dc->funcs->pRoundRect(dc->physDev,left,top,right,bottom,ell_width,ell_height);
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* SetPixel (GDI32.@)
*/
COLORREF WINAPI SetPixel( HDC hdc, INT x, INT y, COLORREF color )
{
COLORREF ret = 0;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (dc->funcs->pSetPixel) ret = dc->funcs->pSetPixel(dc->physDev,x,y,color);
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* SetPixelV (GDI32.@)
*/
BOOL WINAPI SetPixelV( HDC hdc, INT x, INT y, COLORREF color )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (dc->funcs->pSetPixel)
{
dc->funcs->pSetPixel(dc->physDev,x,y,color);
ret = TRUE;
}
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* GetPixel (GDI32.@)
*/
COLORREF WINAPI GetPixel( HDC hdc, INT x, INT y )
{
COLORREF ret = CLR_INVALID;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
/* FIXME: should this be in the graphics driver? */
if (PtVisible( hdc, x, y ))
{
if (dc->funcs->pGetPixel) ret = dc->funcs->pGetPixel(dc->physDev,x,y);
}
GDI_ReleaseObj( hdc );
}
return ret;
}
/******************************************************************************
* ChoosePixelFormat [GDI32.@]
* Matches a pixel format to given format
*
* PARAMS
* hdc [I] Device context to search for best pixel match
* ppfd [I] Pixel format for which a match is sought
*
* RETURNS
* Success: Pixel format index closest to given format
* Failure: 0
*/
INT WINAPI ChoosePixelFormat( HDC hdc, const LPPIXELFORMATDESCRIPTOR ppfd )
{
INT ret = 0;
DC * dc = DC_GetDCPtr( hdc );
TRACE("(%p,%p)\n",hdc,ppfd);
if (!dc) return 0;
if (!dc->funcs->pChoosePixelFormat) FIXME(" :stub\n");
else ret = dc->funcs->pChoosePixelFormat(dc->physDev,ppfd);
GDI_ReleaseObj( hdc );
return ret;
}
/******************************************************************************
* SetPixelFormat [GDI32.@]
* Sets pixel format of device context
*
* PARAMS
* hdc [I] Device context to search for best pixel match
* iPixelFormat [I] Pixel format index
* ppfd [I] Pixel format for which a match is sought
*
* RETURNS STD
*/
BOOL WINAPI SetPixelFormat( HDC hdc, INT iPixelFormat,
const PIXELFORMATDESCRIPTOR *ppfd)
{
INT bRet = FALSE;
DC * dc = DC_GetDCPtr( hdc );
TRACE("(%p,%d,%p)\n",hdc,iPixelFormat,ppfd);
if (!dc) return 0;
if (!dc->funcs->pSetPixelFormat) FIXME(" :stub\n");
else bRet = dc->funcs->pSetPixelFormat(dc->physDev,iPixelFormat,ppfd);
GDI_ReleaseObj( hdc );
return bRet;
}
/******************************************************************************
* GetPixelFormat [GDI32.@]
* Gets index of pixel format of DC
*
* PARAMETERS
* hdc [I] Device context whose pixel format index is sought
*
* RETURNS
* Success: Currently selected pixel format
* Failure: 0
*/
INT WINAPI GetPixelFormat( HDC hdc )
{
INT ret = 0;
DC * dc = DC_GetDCPtr( hdc );
TRACE("(%p)\n",hdc);
if (!dc) return 0;
if (!dc->funcs->pGetPixelFormat) FIXME(" :stub\n");
else ret = dc->funcs->pGetPixelFormat(dc->physDev);
GDI_ReleaseObj( hdc );
return ret;
}
/******************************************************************************
* DescribePixelFormat [GDI32.@]
* Gets info about pixel format from DC
*
* PARAMS
* hdc [I] Device context
* iPixelFormat [I] Pixel format selector
* nBytes [I] Size of buffer
* ppfd [O] Pointer to structure to receive pixel format data
*
* RETURNS
* Success: Maximum pixel format index of the device context
* Failure: 0
*/
INT WINAPI DescribePixelFormat( HDC hdc, INT iPixelFormat, UINT nBytes,
LPPIXELFORMATDESCRIPTOR ppfd )
{
INT ret = 0;
DC * dc = DC_GetDCPtr( hdc );
TRACE("(%p,%d,%d,%p): stub\n",hdc,iPixelFormat,nBytes,ppfd);
if (!dc) return 0;
if (!dc->funcs->pDescribePixelFormat)
{
FIXME(" :stub\n");
ppfd->nSize = nBytes;
ppfd->nVersion = 1;
ret = 3;
}
else ret = dc->funcs->pDescribePixelFormat(dc->physDev,iPixelFormat,nBytes,ppfd);
GDI_ReleaseObj( hdc );
return ret;
}
/******************************************************************************
* SwapBuffers [GDI32.@]
* Exchanges front and back buffers of window
*
* PARAMS
* hdc [I] Device context whose buffers get swapped
*
* RETURNS STD
*/
BOOL WINAPI SwapBuffers( HDC hdc )
{
INT bRet = FALSE;
DC * dc = DC_GetDCPtr( hdc );
TRACE("(%p)\n",hdc);
if (!dc) return TRUE;
if (!dc->funcs->pSwapBuffers)
{
FIXME(" :stub\n");
bRet = TRUE;
}
else bRet = dc->funcs->pSwapBuffers(dc->physDev);
GDI_ReleaseObj( hdc );
return bRet;
}
/***********************************************************************
* PaintRgn (GDI32.@)
*/
BOOL WINAPI PaintRgn( HDC hdc, HRGN hrgn )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (dc->funcs->pPaintRgn) ret = dc->funcs->pPaintRgn(dc->physDev,hrgn);
GDI_ReleaseObj( hdc );
}
return ret;
}
/***********************************************************************
* FillRgn (GDI32.@)
*/
BOOL WINAPI FillRgn( HDC hdc, HRGN hrgn, HBRUSH hbrush )
{
BOOL retval = FALSE;
HBRUSH prevBrush;
DC * dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(dc->funcs->pFillRgn)
retval = dc->funcs->pFillRgn(dc->physDev, hrgn, hbrush);
else if ((prevBrush = SelectObject( hdc, hbrush )))
{
retval = PaintRgn( hdc, hrgn );
SelectObject( hdc, prevBrush );
}
GDI_ReleaseObj( hdc );
return retval;
}
/***********************************************************************
* FrameRgn (GDI32.@)
*/
BOOL WINAPI FrameRgn( HDC hdc, HRGN hrgn, HBRUSH hbrush,
INT nWidth, INT nHeight )
{
BOOL ret = FALSE;
DC *dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(dc->funcs->pFrameRgn)
ret = dc->funcs->pFrameRgn( dc->physDev, hrgn, hbrush, nWidth, nHeight );
else
{
HRGN tmp = CreateRectRgn( 0, 0, 0, 0 );
if (tmp)
{
if (REGION_FrameRgn( tmp, hrgn, nWidth, nHeight ))
{
FillRgn( hdc, tmp, hbrush );
ret = TRUE;
}
DeleteObject( tmp );
}
}
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* InvertRgn (GDI32.@)
*/
BOOL WINAPI InvertRgn( HDC hdc, HRGN hrgn )
{
HBRUSH prevBrush;
INT prevROP;
BOOL retval;
DC *dc = DC_GetDCUpdate( hdc );
if (!dc) return FALSE;
if(dc->funcs->pInvertRgn)
retval = dc->funcs->pInvertRgn( dc->physDev, hrgn );
else
{
prevBrush = SelectObject( hdc, GetStockObject(BLACK_BRUSH) );
prevROP = SetROP2( hdc, R2_NOT );
retval = PaintRgn( hdc, hrgn );
SelectObject( hdc, prevBrush );
SetROP2( hdc, prevROP );
}
GDI_ReleaseObj( hdc );
return retval;
}
/**********************************************************************
* Polyline (GDI32.@)
*/
BOOL WINAPI Polyline( HDC hdc, const POINT* pt, INT count )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (PATH_IsPathOpen(dc->path)) ret = PATH_Polyline(dc, pt, count);
else if (dc->funcs->pPolyline) ret = dc->funcs->pPolyline(dc->physDev,pt,count);
GDI_ReleaseObj( hdc );
}
return ret;
}
/**********************************************************************
* PolylineTo (GDI32.@)
*/
BOOL WINAPI PolylineTo( HDC hdc, const POINT* pt, DWORD cCount )
{
DC * dc = DC_GetDCUpdate( hdc );
BOOL ret = FALSE;
if(!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_PolylineTo(dc, pt, cCount);
else if(dc->funcs->pPolylineTo)
ret = dc->funcs->pPolylineTo(dc->physDev, pt, cCount);
else { /* do it using Polyline */
POINT *pts = HeapAlloc( GetProcessHeap(), 0,
sizeof(POINT) * (cCount + 1) );
if (pts)
{
pts[0].x = dc->CursPosX;
pts[0].y = dc->CursPosY;
memcpy( pts + 1, pt, sizeof(POINT) * cCount );
ret = Polyline( hdc, pts, cCount + 1 );
HeapFree( GetProcessHeap(), 0, pts );
}
}
if(ret) {
dc->CursPosX = pt[cCount-1].x;
dc->CursPosY = pt[cCount-1].y;
}
GDI_ReleaseObj( hdc );
return ret;
}
/**********************************************************************
* Polygon (GDI32.@)
*/
BOOL WINAPI Polygon( HDC hdc, const POINT* pt, INT count )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (PATH_IsPathOpen(dc->path)) ret = PATH_Polygon(dc, pt, count);
else if (dc->funcs->pPolygon) ret = dc->funcs->pPolygon(dc->physDev,pt,count);
GDI_ReleaseObj( hdc );
}
return ret;
}
/**********************************************************************
* PolyPolygon (GDI32.@)
*/
BOOL WINAPI PolyPolygon( HDC hdc, const POINT* pt, const INT* counts,
UINT polygons )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (PATH_IsPathOpen(dc->path)) ret = PATH_PolyPolygon(dc, pt, counts, polygons);
else if (dc->funcs->pPolyPolygon) ret = dc->funcs->pPolyPolygon(dc->physDev,pt,counts,polygons);
GDI_ReleaseObj( hdc );
}
return ret;
}
/**********************************************************************
* PolyPolyline (GDI32.@)
*/
BOOL WINAPI PolyPolyline( HDC hdc, const POINT* pt, const DWORD* counts,
DWORD polylines )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (PATH_IsPathOpen(dc->path)) ret = PATH_PolyPolyline(dc, pt, counts, polylines);
else if (dc->funcs->pPolyPolyline) ret = dc->funcs->pPolyPolyline(dc->physDev,pt,counts,polylines);
GDI_ReleaseObj( hdc );
}
return ret;
}
/**********************************************************************
* ExtFloodFill (GDI32.@)
*/
BOOL WINAPI ExtFloodFill( HDC hdc, INT x, INT y, COLORREF color,
UINT fillType )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if (dc)
{
if (dc->funcs->pExtFloodFill) ret = dc->funcs->pExtFloodFill(dc->physDev,x,y,color,fillType);
GDI_ReleaseObj( hdc );
}
return ret;
}
/**********************************************************************
* FloodFill (GDI32.@)
*/
BOOL WINAPI FloodFill( HDC hdc, INT x, INT y, COLORREF color )
{
return ExtFloodFill( hdc, x, y, color, FLOODFILLBORDER );
}
/******************************************************************************
* PolyBezier [GDI32.@]
* Draws one or more Bezier curves
*
* PARAMS
* hDc [I] Handle to device context
* lppt [I] Pointer to endpoints and control points
* cPoints [I] Count of endpoints and control points
*
* RETURNS STD
*/
BOOL WINAPI PolyBezier( HDC hdc, const POINT* lppt, DWORD cPoints )
{
BOOL ret = FALSE;
DC * dc = DC_GetDCUpdate( hdc );
if(!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_PolyBezier(dc, lppt, cPoints);
else if (dc->funcs->pPolyBezier)
ret = dc->funcs->pPolyBezier(dc->physDev, lppt, cPoints);
else /* We'll convert it into line segments and draw them using Polyline */
{
POINT *Pts;
INT nOut;
if ((Pts = GDI_Bezier( lppt, cPoints, &nOut )))
{
TRACE("Pts = %p, no = %d\n", Pts, nOut);
ret = Polyline( dc->hSelf, Pts, nOut );
HeapFree( GetProcessHeap(), 0, Pts );
}
}
GDI_ReleaseObj( hdc );
return ret;
}
/******************************************************************************
* PolyBezierTo [GDI32.@]
* Draws one or more Bezier curves
*
* PARAMS
* hDc [I] Handle to device context
* lppt [I] Pointer to endpoints and control points
* cPoints [I] Count of endpoints and control points
*
* RETURNS STD
*/
BOOL WINAPI PolyBezierTo( HDC hdc, const POINT* lppt, DWORD cPoints )
{
DC * dc = DC_GetDCUpdate( hdc );
BOOL ret;
if(!dc) return FALSE;
if(PATH_IsPathOpen(dc->path))
ret = PATH_PolyBezierTo(dc, lppt, cPoints);
else if(dc->funcs->pPolyBezierTo)
ret = dc->funcs->pPolyBezierTo(dc->physDev, lppt, cPoints);
else { /* We'll do it using PolyBezier */
POINT *pt;
pt = HeapAlloc( GetProcessHeap(), 0, sizeof(POINT) * (cPoints + 1) );
if(!pt) return FALSE;
pt[0].x = dc->CursPosX;
pt[0].y = dc->CursPosY;
memcpy(pt + 1, lppt, sizeof(POINT) * cPoints);
ret = PolyBezier(dc->hSelf, pt, cPoints+1);
HeapFree( GetProcessHeap(), 0, pt );
}
if(ret) {
dc->CursPosX = lppt[cPoints-1].x;
dc->CursPosY = lppt[cPoints-1].y;
}
GDI_ReleaseObj( hdc );
return ret;
}
/***********************************************************************
* AngleArc (GDI32.@)
*/
BOOL WINAPI AngleArc(HDC hdc, INT x, INT y, DWORD dwRadius, FLOAT eStartAngle, FLOAT eSweepAngle)
{
INT x1,y1,x2,y2, arcdir;
BOOL result;
DC *dc;
if( (signed int)dwRadius < 0 )
return FALSE;
dc = DC_GetDCUpdate( hdc );
if(!dc) return FALSE;
if(dc->funcs->pAngleArc)
{
result = dc->funcs->pAngleArc( dc->physDev, x, y, dwRadius, eStartAngle, eSweepAngle );
GDI_ReleaseObj( hdc );
return result;
}
GDI_ReleaseObj( hdc );
/* AngleArc always works counterclockwise */
arcdir = GetArcDirection( hdc );
SetArcDirection( hdc, AD_COUNTERCLOCKWISE );
x1 = x + cos(eStartAngle*M_PI/180) * dwRadius;
y1 = y - sin(eStartAngle*M_PI/180) * dwRadius;
x2 = x + cos((eStartAngle+eSweepAngle)*M_PI/180) * dwRadius;
y2 = x - sin((eStartAngle+eSweepAngle)*M_PI/180) * dwRadius;
LineTo( hdc, x1, y1 );
if( eSweepAngle >= 0 )
result = Arc( hdc, x-dwRadius, y-dwRadius, x+dwRadius, y+dwRadius,
x1, y1, x2, y2 );
else
result = Arc( hdc, x-dwRadius, y-dwRadius, x+dwRadius, y+dwRadius,
x2, y2, x1, y1 );
if( result ) MoveToEx( hdc, x2, y2, NULL );
SetArcDirection( hdc, arcdir );
return result;
}
/***********************************************************************
* PolyDraw (GDI32.@)
*/
BOOL WINAPI PolyDraw(HDC hdc, const POINT *lppt, const BYTE *lpbTypes,
DWORD cCount)
{
DC *dc;
BOOL result;
POINT lastmove;
int i;
dc = DC_GetDCUpdate( hdc );
if(!dc) return FALSE;
if(dc->funcs->pPolyDraw)
{
result = dc->funcs->pPolyDraw( dc->physDev, lppt, lpbTypes, cCount );
GDI_ReleaseObj( hdc );
return result;
}
GDI_ReleaseObj( hdc );
/* check for each bezierto if there are two more points */
for( i = 0; i < cCount; i++ )
if( lpbTypes[i] != PT_MOVETO &&
lpbTypes[i] & PT_BEZIERTO )
{
if( cCount < i+3 )
return FALSE;
else
i += 2;
}
/* if no moveto occurs, we will close the figure here */
lastmove.x = dc->CursPosX;
lastmove.y = dc->CursPosY;
/* now let's draw */
for( i = 0; i < cCount; i++ )
{
if( lpbTypes[i] == PT_MOVETO )
{
MoveToEx( hdc, lppt[i].x, lppt[i].y, NULL );
lastmove.x = dc->CursPosX;
lastmove.y = dc->CursPosY;
}
else if( lpbTypes[i] & PT_LINETO )
LineTo( hdc, lppt[i].x, lppt[i].y );
else if( lpbTypes[i] & PT_BEZIERTO )
{
PolyBezierTo( hdc, &lppt[i], 3 );
i += 2;
}
else
return FALSE;
if( lpbTypes[i] & PT_CLOSEFIGURE )
{
if( PATH_IsPathOpen( dc->path ) )
CloseFigure( hdc );
else
LineTo( hdc, lastmove.x, lastmove.y );
}
}
return TRUE;
}
/******************************************************************
*
* *Very* simple bezier drawing code,
*
* It uses a recursive algorithm to divide the curve in a series
* of straight line segements. Not ideal but for me sufficient.
* If you are in need for something better look for some incremental
* algorithm.
*
* 7 July 1998 Rein Klazes
*/
/*
* some macro definitions for bezier drawing
*
* to avoid truncation errors the coordinates are
* shifted upwards. When used in drawing they are
* shifted down again, including correct rounding
* and avoiding floating point arithmetic
* 4 bits should allow 27 bits coordinates which I saw
* somewhere in the win32 doc's
*
*/
#define BEZIERSHIFTBITS 4
#define BEZIERSHIFTUP(x) ((x)<<BEZIERSHIFTBITS)
#define BEZIERPIXEL BEZIERSHIFTUP(1)
#define BEZIERSHIFTDOWN(x) (((x)+(1<<(BEZIERSHIFTBITS-1)))>>BEZIERSHIFTBITS)
/* maximum depth of recursion */
#define BEZIERMAXDEPTH 8
/* size of array to store points on */
/* enough for one curve */
#define BEZIER_INITBUFSIZE (150)
/* calculate Bezier average, in this case the middle
* correctly rounded...
* */
#define BEZIERMIDDLE(Mid, P1, P2) \
(Mid).x=((P1).x+(P2).x + 1)/2;\
(Mid).y=((P1).y+(P2).y + 1)/2;
/**********************************************************
* BezierCheck helper function to check
* that recursion can be terminated
* Points[0] and Points[3] are begin and endpoint
* Points[1] and Points[2] are control points
* level is the recursion depth
* returns true if the recusion can be terminated
*/
static BOOL BezierCheck( int level, POINT *Points)
{
INT dx, dy;
dx=Points[3].x-Points[0].x;
dy=Points[3].y-Points[0].y;
if(abs(dy)<=abs(dx)){/* shallow line */
/* check that control points are between begin and end */
if(Points[1].x < Points[0].x){
if(Points[1].x < Points[3].x)
return FALSE;
}else
if(Points[1].x > Points[3].x)
return FALSE;
if(Points[2].x < Points[0].x){
if(Points[2].x < Points[3].x)
return FALSE;
}else
if(Points[2].x > Points[3].x)
return FALSE;
dx=BEZIERSHIFTDOWN(dx);
if(!dx) return TRUE;
if(abs(Points[1].y-Points[0].y-(dy/dx)*
BEZIERSHIFTDOWN(Points[1].x-Points[0].x)) > BEZIERPIXEL ||
abs(Points[2].y-Points[0].y-(dy/dx)*
BEZIERSHIFTDOWN(Points[2].x-Points[0].x)) > BEZIERPIXEL )
return FALSE;
else
return TRUE;
}else{ /* steep line */
/* check that control points are between begin and end */
if(Points[1].y < Points[0].y){
if(Points[1].y < Points[3].y)
return FALSE;
}else
if(Points[1].y > Points[3].y)
return FALSE;
if(Points[2].y < Points[0].y){
if(Points[2].y < Points[3].y)
return FALSE;
}else
if(Points[2].y > Points[3].y)
return FALSE;
dy=BEZIERSHIFTDOWN(dy);
if(!dy) return TRUE;
if(abs(Points[1].x-Points[0].x-(dx/dy)*
BEZIERSHIFTDOWN(Points[1].y-Points[0].y)) > BEZIERPIXEL ||
abs(Points[2].x-Points[0].x-(dx/dy)*
BEZIERSHIFTDOWN(Points[2].y-Points[0].y)) > BEZIERPIXEL )
return FALSE;
else
return TRUE;
}
}
/* Helper for GDI_Bezier.
* Just handles one Bezier, so Points should point to four POINTs
*/
static void GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwOut,
INT *nPtsOut, INT level )
{
if(*nPtsOut == *dwOut) {
*dwOut *= 2;
*PtsOut = HeapReAlloc( GetProcessHeap(), 0, *PtsOut,
*dwOut * sizeof(POINT) );
}
if(!level || BezierCheck(level, Points)) {
if(*nPtsOut == 0) {
(*PtsOut)[0].x = BEZIERSHIFTDOWN(Points[0].x);
(*PtsOut)[0].y = BEZIERSHIFTDOWN(Points[0].y);
*nPtsOut = 1;
}
(*PtsOut)[*nPtsOut].x = BEZIERSHIFTDOWN(Points[3].x);
(*PtsOut)[*nPtsOut].y = BEZIERSHIFTDOWN(Points[3].y);
(*nPtsOut) ++;
} else {
POINT Points2[4]; /* for the second recursive call */
Points2[3]=Points[3];
BEZIERMIDDLE(Points2[2], Points[2], Points[3]);
BEZIERMIDDLE(Points2[0], Points[1], Points[2]);
BEZIERMIDDLE(Points2[1],Points2[0],Points2[2]);
BEZIERMIDDLE(Points[1], Points[0], Points[1]);
BEZIERMIDDLE(Points[2], Points[1], Points2[0]);
BEZIERMIDDLE(Points[3], Points[2], Points2[1]);
Points2[0]=Points[3];
/* do the two halves */
GDI_InternalBezier(Points, PtsOut, dwOut, nPtsOut, level-1);
GDI_InternalBezier(Points2, PtsOut, dwOut, nPtsOut, level-1);
}
}
/***********************************************************************
* GDI_Bezier [INTERNAL]
* Calculate line segments that approximate -what microsoft calls- a bezier
* curve.
* The routine recursively divides the curve in two parts until a straight
* line can be drawn
*
* PARAMS
*
* Points [I] Ptr to count POINTs which are the end and control points
* of the set of Bezier curves to flatten.
* count [I] Number of Points. Must be 3n+1.
* nPtsOut [O] Will contain no of points that have been produced (i.e. no. of
* lines+1).
*
* RETURNS
*
* Ptr to an array of POINTs that contain the lines that approximinate the
* Beziers. The array is allocated on the process heap and it is the caller's
* responsibility to HeapFree it. [this is not a particularly nice interface
* but since we can't know in advance how many points will generate, the
* alternative would be to call the function twice, once to determine the size
* and a second time to do the work - I decided this was too much of a pain].
*/
POINT *GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
{
POINT *out;
INT Bezier, dwOut = BEZIER_INITBUFSIZE, i;
if((count - 1) % 3 != 0) {
ERR("Invalid no. of points\n");
return NULL;
}
*nPtsOut = 0;
out = HeapAlloc( GetProcessHeap(), 0, dwOut * sizeof(POINT));
for(Bezier = 0; Bezier < (count-1)/3; Bezier++) {
POINT ptBuf[4];
memcpy(ptBuf, Points + Bezier * 3, sizeof(POINT) * 4);
for(i = 0; i < 4; i++) {
ptBuf[i].x = BEZIERSHIFTUP(ptBuf[i].x);
ptBuf[i].y = BEZIERSHIFTUP(ptBuf[i].y);
}
GDI_InternalBezier( ptBuf, &out, &dwOut, nPtsOut, BEZIERMAXDEPTH );
}
TRACE("Produced %d points\n", *nPtsOut);
return out;
}
/******************************************************************************
* GradientFill (GDI32.@)
*/
BOOL WINAPI GdiGradientFill( HDC hdc, TRIVERTEX *vert_array, ULONG nvert,
void * grad_array, ULONG ngrad, ULONG mode )
{
int i,j,y,x,t;
GRADIENT_RECT *rect;
GRADIENT_TRIANGLE *triangle;
double ired,igreen,iblue;
double red, green,blue;
double dx1,dx2,dx3;
double dr1,dr2,dr3;
double dg1,dg2,dg3;
double db1,db2,db3;
double sx,sy,sr,sg,sb;
double ex,ey,er,eb,eg;
double px,py,pr,pb,pg;
TRACE("vert_array:0x%08lx nvert:%ld grad_array:0x%08lx ngrad:%ld\n",(long)vert_array,nvert,(long)grad_array,ngrad);
switch(mode) {
case GRADIENT_FILL_RECT_H:
for(i=0;i<ngrad;i++) {
rect = (GRADIENT_RECT*)((long)grad_array+i*sizeof(GRADIENT_RECT));
y = vert_array[rect->UpperLeft].y;
/* Precompute some stuffs to speed up a little bit */
ired = (double)(vert_array[rect->LowerRight].Red - vert_array[rect->UpperLeft].Red) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x);
igreen = (double)(vert_array[rect->LowerRight].Green - vert_array[rect->UpperLeft].Green) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x);
iblue = (double)(vert_array[rect->LowerRight].Blue - vert_array[rect->UpperLeft].Blue) / (double)(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x);
red = vert_array[rect->UpperLeft].Red;
green = vert_array[rect->UpperLeft].Green;
blue = vert_array[rect->UpperLeft].Blue;
/* Draw the first line */
for (j=vert_array[rect->UpperLeft].x; j<=vert_array[rect->LowerRight].x; j++) {
SetPixel(hdc,j,y,RGB(((int)red)>>8,((int)green)>>8,((int)blue)>>8));
red += ired;
green += igreen;
blue += iblue;
}
/* Extends to the correct size */
StretchBlt(hdc,vert_array[rect->UpperLeft].x, y+1,(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x), (vert_array[rect->LowerRight].y - y - 1),
hdc,vert_array[rect->UpperLeft].x, y , (vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x), 1, SRCCOPY);
}
break;
case GRADIENT_FILL_RECT_V:
for(i=0;i<ngrad;i++) {
rect = (GRADIENT_RECT*)((long)grad_array+i*sizeof(GRADIENT_RECT));
x = vert_array[rect->UpperLeft].x;
/* Precompute some stuffs to speed up a little bit */
ired = (double)(vert_array[rect->LowerRight].Red - vert_array[rect->UpperLeft].Red) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y);
igreen = (double)(vert_array[rect->LowerRight].Green - vert_array[rect->UpperLeft].Green) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y);
iblue = (double)(vert_array[rect->LowerRight].Blue - vert_array[rect->UpperLeft].Blue) / (double)(vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y);
red = vert_array[rect->UpperLeft].Red;
green = vert_array[rect->UpperLeft].Green;
blue = vert_array[rect->UpperLeft].Blue;
/* Draw the first line */
for (j=vert_array[rect->UpperLeft].y; j<=vert_array[rect->LowerRight].y; j++) {
SetPixel(hdc,x,j,RGB(((int)red)>>8,((int)green)>>8,((int)blue)>>8));
red += ired;
green += igreen;
blue += iblue;
}
/* Extends to the correct size */
StretchBlt(hdc,x+1,vert_array[rect->UpperLeft].y,
(vert_array[rect->LowerRight].x - vert_array[rect->UpperLeft].x) - 1, (vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y),
hdc, x, vert_array[rect->UpperLeft].y, 1, (vert_array[rect->LowerRight].y - vert_array[rect->UpperLeft].y), SRCCOPY);
}
break;
case GRADIENT_FILL_TRIANGLE:
/*
* Based on gouraud shading
* Do it for each triangle
*/
for(i=0;i<ngrad;i++) {
triangle = (GRADIENT_TRIANGLE*)((long)grad_array+i*sizeof(GRADIENT_TRIANGLE));
/* Sort the points */
if (vert_array[triangle->Vertex1].y>vert_array[triangle->Vertex2].y) {
/* swap 1 and 2 */
t = triangle->Vertex2;
triangle->Vertex2 = triangle->Vertex1;
triangle->Vertex1 = t;
}
if (vert_array[triangle->Vertex2].y>vert_array[triangle->Vertex3].y) {
/* swap 2 and 3 */
t = triangle->Vertex3;
triangle->Vertex3 = triangle->Vertex2;
triangle->Vertex2 = t;
}
if (vert_array[triangle->Vertex1].y>vert_array[triangle->Vertex2].y) {
/* swap 1 and 2 */
t = triangle->Vertex2;
triangle->Vertex2 = triangle->Vertex1;
triangle->Vertex1 = t;
}
/* precompute some interpolation stuffs */
if (vert_array[triangle->Vertex2].y>vert_array[triangle->Vertex1].y) {
dx1 = (double)(vert_array[triangle->Vertex2].x - vert_array[triangle->Vertex1].x) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y );
dr1 = (double)(vert_array[triangle->Vertex2].Red - vert_array[triangle->Vertex1].Red) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y );
dg1 = (double)(vert_array[triangle->Vertex2].Green - vert_array[triangle->Vertex1].Green) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y );
db1 = (double)(vert_array[triangle->Vertex2].Blue - vert_array[triangle->Vertex1].Blue) / (double)(vert_array[triangle->Vertex2].y - vert_array[triangle->Vertex1].y );
} else
dx1=dr1=dg1=db1=0;
if (vert_array[triangle->Vertex3].y>vert_array[triangle->Vertex1].y) {
dx2 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex1].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y );
dr2 = (double)(vert_array[triangle->Vertex3].Red - vert_array[triangle->Vertex1].Red) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y );
dg2 = (double)(vert_array[triangle->Vertex3].Green - vert_array[triangle->Vertex1].Green) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y );
db2 = (double)(vert_array[triangle->Vertex3].Blue - vert_array[triangle->Vertex1].Blue) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex1].y );
} else
dx2=dr2=dg2=db2=0;
if (vert_array[triangle->Vertex3].y>vert_array[triangle->Vertex2].y) {
dx3 = (double)(vert_array[triangle->Vertex3].x - vert_array[triangle->Vertex2].x) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y );
dr3 = (double)(vert_array[triangle->Vertex3].Red - vert_array[triangle->Vertex2].Red) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y );
dg3 = (double)(vert_array[triangle->Vertex3].Green - vert_array[triangle->Vertex2].Green) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y );
db3 = (double)(vert_array[triangle->Vertex3].Blue - vert_array[triangle->Vertex2].Blue) / (double)(vert_array[triangle->Vertex3].y - vert_array[triangle->Vertex2].y );
} else
dx3=dr3=dg3=db3=0;
/* backup the topmost point */
sx=vert_array[triangle->Vertex1].x;sy=vert_array[triangle->Vertex1].y;
sr=vert_array[triangle->Vertex1].Red;sg=vert_array[triangle->Vertex1].Green;sb=vert_array[triangle->Vertex1].Blue;
ex=sx;ey=sy;er=sr;eg=sg;eb=sb;
if (dx1 > dx2) {
for (;sy<vert_array[triangle->Vertex2].y;sy++,ey++) {
if ((ex-sx)>0) {
ired = (double)(er - sr) / (double)(ex - sx);
igreen = (double)(eg - sg) / (double)(ex - sx);
iblue = (double)(eb - sb) / (double)(ex - sx);
} else
ired=igreen=iblue=0;
px=sx;py=sy;pr=sr;pg=sg;pb=sb;
for(;px<ex;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>8,(int)pg>>8,(int)pb>>8));
pr += ired; pg += igreen; pb += iblue;
}
sx+=dx2;sr+=dr2;sg+=dg2;sb+=db2;
ex+=dx1;er+=dr1;eg+=dg1;eb+=db1;
}
ex=vert_array[triangle->Vertex2].x;ey=vert_array[triangle->Vertex2].y;
er=vert_array[triangle->Vertex2].Red;eg=vert_array[triangle->Vertex2].Green;eb=vert_array[triangle->Vertex2].Blue;
for (;sy<=vert_array[triangle->Vertex3].y;sy++,ey++) {
if ((ex-sx)>0) {
ired = (double)(er - sr) / (double)(ex - sx);
igreen = (double)(eg - sg) / (double)(ex - sx);
iblue = (double)(eb - sb) / (double)(ex - sx);
} else
ired=igreen=iblue=0;
px=sx;py=sy;pr=sr;pg=sg;pb=sb;
for(;px<ex;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>8,(int)pg>>8,(int)pb>>8));
pr += ired; pg += igreen; pb += iblue;
}
sx+=dx2;sr+=dr2;sg+=dg2;sb+=db2;
ex+=dx3;er+=dr3;eg+=dg3;eb+=db3;
}
} else {
for (;sy<vert_array[triangle->Vertex2].y;sy++,ey++) {
if ((ex-sx)>0) {
ired = (double)(er - sr) / (double)(ex - sx);
igreen = (double)(eg - sg) / (double)(ex - sx);
iblue = (double)(eb - sb) / (double)(ex - sx);
} else
ired=igreen=iblue=0;
px=ex;py=ey;pr=er;pg=eg;pb=eb;
for(;px<ex;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>8,(int)pg>>8,(int)pb>>8));
pr += ired; pg += igreen; pb += iblue;
}
sx+=dx1;sr+=dr1;sg+=dg1;sb+=db1;
ex+=dx2;er+=dr2;eg+=dg2;eb+=db2;
}
sx=vert_array[triangle->Vertex2].x;sy=vert_array[triangle->Vertex2].y;
sr=vert_array[triangle->Vertex2].Red;sg=vert_array[triangle->Vertex2].Green;sb=vert_array[triangle->Vertex2].Blue;
for (;sy<=vert_array[triangle->Vertex3].y;sy++,ey++) {
if ((ex-sx)<0) {
ired = (double)(er - sr) / (double)(ex - sx);
igreen = (double)(eg - sg) / (double)(ex - sx);
iblue = (double)(eb - sb) / (double)(ex - sx);
} else
ired=igreen=iblue=0;
px=ex;py=ey;pr=er;pg=eg;pb=eb;
for(;px<sx;px++) {
SetPixel(hdc,px,py,RGB((int)pr>>8,(int)pg>>8,(int)pb>>8));
pr += ired; pg += igreen; pb += iblue;
}
sx+=dx3;sr+=dr3;sg+=dg3;sb+=db3;
ex+=dx2;er+=dr2;eg+=dg2;eb+=db2;
}
}
}
break;
default:
return FALSE;
}
return TRUE;
}