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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "PathD2D.h"
#include "HelpersD2D.h"
#include <math.h>
#include "DrawTargetD2D1.h"
#include "Logging.h"
namespace mozilla {
namespace gfx {
// This class exists as a wrapper for ID2D1SimplifiedGeometry sink, it allows
// a geometry to be duplicated into a geometry sink, while removing the final
// figure end and thus allowing a figure that was implicitly closed to be
// continued.
class OpeningGeometrySink : public ID2D1SimplifiedGeometrySink {
public:
explicit OpeningGeometrySink(ID2D1SimplifiedGeometrySink* aSink)
: mSink(aSink), mNeedsFigureEnded(false) {}
HRESULT STDMETHODCALLTYPE QueryInterface(const IID& aIID, void** aPtr) {
if (!aPtr) {
return E_POINTER;
}
if (aIID == IID_IUnknown) {
*aPtr = static_cast<IUnknown*>(this);
return S_OK;
} else if (aIID == IID_ID2D1SimplifiedGeometrySink) {
*aPtr = static_cast<ID2D1SimplifiedGeometrySink*>(this);
return S_OK;
}
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE AddRef() { return 1; }
ULONG STDMETHODCALLTYPE Release() { return 1; }
// We ignore SetFillMode, the copier will decide.
STDMETHOD_(void, SetFillMode)(D2D1_FILL_MODE aMode) {
EnsureFigureEnded();
return;
}
STDMETHOD_(void, BeginFigure)
(D2D1_POINT_2F aPoint, D2D1_FIGURE_BEGIN aBegin) {
EnsureFigureEnded();
return mSink->BeginFigure(aPoint, aBegin);
}
STDMETHOD_(void, AddLines)(const D2D1_POINT_2F* aLines, UINT aCount) {
EnsureFigureEnded();
return mSink->AddLines(aLines, aCount);
}
STDMETHOD_(void, AddBeziers)
(const D2D1_BEZIER_SEGMENT* aSegments, UINT aCount) {
EnsureFigureEnded();
return mSink->AddBeziers(aSegments, aCount);
}
STDMETHOD(Close)() { /* Should never be called! */
return S_OK;
}
STDMETHOD_(void, SetSegmentFlags)(D2D1_PATH_SEGMENT aFlags) {
return mSink->SetSegmentFlags(aFlags);
}
// This function is special - it's the reason this class exists.
// It needs to intercept the very last endfigure. So that a user can
// continue writing to this sink as if they never stopped.
STDMETHOD_(void, EndFigure)(D2D1_FIGURE_END aEnd) {
if (aEnd == D2D1_FIGURE_END_CLOSED) {
return mSink->EndFigure(aEnd);
} else {
mNeedsFigureEnded = true;
}
}
private:
void EnsureFigureEnded() {
if (mNeedsFigureEnded) {
mSink->EndFigure(D2D1_FIGURE_END_OPEN);
mNeedsFigureEnded = false;
}
}
ID2D1SimplifiedGeometrySink* mSink;
bool mNeedsFigureEnded;
};
PathBuilderD2D::~PathBuilderD2D() {}
void PathBuilderD2D::MoveTo(const Point& aPoint) {
if (mFigureActive) {
mSink->EndFigure(D2D1_FIGURE_END_OPEN);
mFigureActive = false;
}
EnsureActive(aPoint);
mCurrentPoint = aPoint;
}
void PathBuilderD2D::LineTo(const Point& aPoint) {
EnsureActive(aPoint);
mSink->AddLine(D2DPoint(aPoint));
mCurrentPoint = aPoint;
}
void PathBuilderD2D::BezierTo(const Point& aCP1, const Point& aCP2,
const Point& aCP3) {
EnsureActive(aCP1);
mSink->AddBezier(
D2D1::BezierSegment(D2DPoint(aCP1), D2DPoint(aCP2), D2DPoint(aCP3)));
mCurrentPoint = aCP3;
}
void PathBuilderD2D::QuadraticBezierTo(const Point& aCP1, const Point& aCP2) {
EnsureActive(aCP1);
mSink->AddQuadraticBezier(
D2D1::QuadraticBezierSegment(D2DPoint(aCP1), D2DPoint(aCP2)));
mCurrentPoint = aCP2;
}
void PathBuilderD2D::Close() {
if (mFigureActive) {
mSink->EndFigure(D2D1_FIGURE_END_CLOSED);
mFigureActive = false;
EnsureActive(mBeginPoint);
}
}
void PathBuilderD2D::Arc(const Point& aOrigin, Float aRadius, Float aStartAngle,
Float aEndAngle, bool aAntiClockwise) {
MOZ_ASSERT(aRadius >= 0);
if (aAntiClockwise && aStartAngle < aEndAngle) {
// D2D does things a little differently, and draws the arc by specifying an
// beginning and an end point. This means the circle will be the wrong way
// around if the start angle is smaller than the end angle. It might seem
// tempting to invert aAntiClockwise but that would change the sweeping
// direction of the arc so instead we exchange start/begin.
Float oldStart = aStartAngle;
aStartAngle = aEndAngle;
aEndAngle = oldStart;
}
// XXX - Workaround for now, D2D does not appear to do the desired thing when
// the angle sweeps a complete circle.
bool fullCircle = false;
if (aEndAngle - aStartAngle >= 2 * M_PI) {
fullCircle = true;
aEndAngle = Float(aStartAngle + M_PI * 1.9999);
} else if (aStartAngle - aEndAngle >= 2 * M_PI) {
fullCircle = true;
aStartAngle = Float(aEndAngle + M_PI * 1.9999);
}
Point startPoint;
startPoint.x = aOrigin.x + aRadius * cos(aStartAngle);
startPoint.y = aOrigin.y + aRadius * sin(aStartAngle);
if (!mFigureActive) {
EnsureActive(startPoint);
} else {
mSink->AddLine(D2DPoint(startPoint));
}
Point endPoint;
endPoint.x = aOrigin.x + aRadius * cosf(aEndAngle);
endPoint.y = aOrigin.y + aRadius * sinf(aEndAngle);
D2D1_ARC_SIZE arcSize = D2D1_ARC_SIZE_SMALL;
D2D1_SWEEP_DIRECTION direction = aAntiClockwise
? D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE
: D2D1_SWEEP_DIRECTION_CLOCKWISE;
// if startPoint and endPoint of our circle are too close there are D2D issues
// with drawing the circle as a single arc
const Float kEpsilon = 1e-5f;
if (!fullCircle || (std::abs(startPoint.x - endPoint.x) +
std::abs(startPoint.y - endPoint.y) >
kEpsilon)) {
if (aAntiClockwise) {
if (aStartAngle - aEndAngle > M_PI) {
arcSize = D2D1_ARC_SIZE_LARGE;
}
} else {
if (aEndAngle - aStartAngle > M_PI) {
arcSize = D2D1_ARC_SIZE_LARGE;
}
}
mSink->AddArc(D2D1::ArcSegment(D2DPoint(endPoint),
D2D1::SizeF(aRadius, aRadius), 0.0f,
direction, arcSize));
} else {
// our first workaround attempt didn't work, so instead draw the circle as
// two half-circles
Float midAngle = aEndAngle > aStartAngle ? Float(aStartAngle + M_PI)
: Float(aEndAngle + M_PI);
Point midPoint;
midPoint.x = aOrigin.x + aRadius * cosf(midAngle);
midPoint.y = aOrigin.y + aRadius * sinf(midAngle);
mSink->AddArc(D2D1::ArcSegment(D2DPoint(midPoint),
D2D1::SizeF(aRadius, aRadius), 0.0f,
direction, arcSize));
// if the adjusted endPoint computed above is used here and endPoint !=
// startPoint then this half of the circle won't render...
mSink->AddArc(D2D1::ArcSegment(D2DPoint(startPoint),
D2D1::SizeF(aRadius, aRadius), 0.0f,
direction, arcSize));
}
mCurrentPoint = endPoint;
}
void PathBuilderD2D::EnsureActive(const Point& aPoint) {
if (!mFigureActive) {
mSink->BeginFigure(D2DPoint(aPoint), D2D1_FIGURE_BEGIN_FILLED);
mBeginPoint = aPoint;
mFigureActive = true;
}
}
already_AddRefed<Path> PathBuilderD2D::Finish() {
if (mFigureActive) {
mSink->EndFigure(D2D1_FIGURE_END_OPEN);
}
HRESULT hr = mSink->Close();
if (FAILED(hr)) {
gfxCriticalNote << "Failed to close PathSink. Code: " << hexa(hr);
return nullptr;
}
return MakeAndAddRef<PathD2D>(mGeometry, mFigureActive, mCurrentPoint,
mFillRule, mBackendType);
}
already_AddRefed<PathBuilder> PathD2D::CopyToBuilder(FillRule aFillRule) const {
return TransformedCopyToBuilder(Matrix(), aFillRule);
}
already_AddRefed<PathBuilder> PathD2D::TransformedCopyToBuilder(
const Matrix& aTransform, FillRule aFillRule) const {
RefPtr<ID2D1PathGeometry> path;
HRESULT hr =
DrawTargetD2D1::factory()->CreatePathGeometry(getter_AddRefs(path));
if (FAILED(hr)) {
gfxWarning() << "Failed to create PathGeometry. Code: " << hexa(hr);
return nullptr;
}
RefPtr<ID2D1GeometrySink> sink;
hr = path->Open(getter_AddRefs(sink));
if (FAILED(hr)) {
gfxWarning() << "Failed to open Geometry for writing. Code: " << hexa(hr);
return nullptr;
}
if (aFillRule == FillRule::FILL_WINDING) {
sink->SetFillMode(D2D1_FILL_MODE_WINDING);
}
if (mEndedActive) {
OpeningGeometrySink wrapSink(sink);
hr = mGeometry->Simplify(
D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
D2DMatrix(aTransform), &wrapSink);
} else {
hr = mGeometry->Simplify(
D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
D2DMatrix(aTransform), sink);
}
if (FAILED(hr)) {
gfxWarning() << "Failed to simplify PathGeometry to tranformed copy. Code: "
<< hexa(hr) << " Active: " << mEndedActive;
return nullptr;
}
RefPtr<PathBuilderD2D> pathBuilder =
new PathBuilderD2D(sink, path, aFillRule, mBackendType);
pathBuilder->mCurrentPoint = aTransform.TransformPoint(mEndPoint);
if (mEndedActive) {
pathBuilder->mFigureActive = true;
}
return pathBuilder.forget();
}
void PathD2D::StreamToSink(PathSink* aSink) const {
HRESULT hr;
StreamingGeometrySink sink(aSink);
hr = mGeometry->Simplify(D2D1_GEOMETRY_SIMPLIFICATION_OPTION_CUBICS_AND_LINES,
D2D1::IdentityMatrix(), &sink);
if (FAILED(hr)) {
gfxWarning() << "Failed to stream D2D path to sink. Code: " << hexa(hr);
return;
}
}
bool PathD2D::ContainsPoint(const Point& aPoint,
const Matrix& aTransform) const {
if (!aTransform.Determinant()) {
// If the transform is not invertible, then don't consider point inside.
return false;
}
BOOL result;
HRESULT hr = mGeometry->FillContainsPoint(
D2DPoint(aPoint), D2DMatrix(aTransform), 0.001f, &result);
if (FAILED(hr)) {
// Log
return false;
}
return !!result;
}
bool PathD2D::StrokeContainsPoint(const StrokeOptions& aStrokeOptions,
const Point& aPoint,
const Matrix& aTransform) const {
if (!aTransform.Determinant()) {
// If the transform is not invertible, then don't consider point inside.
return false;
}
BOOL result;
RefPtr<ID2D1StrokeStyle> strokeStyle =
CreateStrokeStyleForOptions(aStrokeOptions);
HRESULT hr = mGeometry->StrokeContainsPoint(
D2DPoint(aPoint), aStrokeOptions.mLineWidth, strokeStyle,
D2DMatrix(aTransform), &result);
if (FAILED(hr)) {
// Log
return false;
}
return !!result;
}
Rect PathD2D::GetBounds(const Matrix& aTransform) const {
D2D1_RECT_F d2dBounds;
HRESULT hr = mGeometry->GetBounds(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;
}
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;
}
} // namespace gfx
} // namespace mozilla