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Rename RenderContext -> PaintContext
This commit is contained in:
parent
71257e6604
commit
d87def0743
4 changed files with 31 additions and 31 deletions
876
components/gfx/paint_context.rs
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876
components/gfx/paint_context.rs
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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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//! Painting of display lists using Moz2D/Azure.
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use azure::azure::AzIntSize;
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use azure::azure_hl::{B8G8R8A8, A8, Color, ColorPattern, ColorPatternRef, DrawOptions};
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use azure::azure_hl::{DrawSurfaceOptions, DrawTarget, ExtendClamp, GradientStop, Linear};
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use azure::azure_hl::{LinearGradientPattern, LinearGradientPatternRef, SourceOp, StrokeOptions};
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use azure::scaled_font::ScaledFont;
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use azure::{AZ_CAP_BUTT, AzFloat, struct__AzDrawOptions, struct__AzGlyph};
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use azure::{struct__AzGlyphBuffer, struct__AzPoint, AzDrawTargetFillGlyphs};
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use display_list::{SidewaysLeft, SidewaysRight, TextDisplayItem, Upright, BorderRadii};
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use font_context::FontContext;
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use geom::matrix2d::Matrix2D;
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use geom::point::Point2D;
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use geom::rect::Rect;
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use geom::side_offsets::SideOffsets2D;
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use geom::size::Size2D;
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use libc::size_t;
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use libc::types::common::c99::{uint16_t, uint32_t};
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use png::{RGB8, RGBA8, K8, KA8};
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use servo_net::image::base::Image;
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use servo_util::geometry::Au;
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use servo_util::opts;
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use servo_util::range::Range;
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use std::default::Default;
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use std::num::{Float, FloatMath, Zero};
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use std::ptr;
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use style::computed_values::border_style;
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use sync::Arc;
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use text::TextRun;
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use text::glyph::CharIndex;
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pub struct PaintContext<'a> {
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pub draw_target: DrawTarget,
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pub font_ctx: &'a mut Box<FontContext>,
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/// The rectangle that this context encompasses in page coordinates.
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pub page_rect: Rect<f32>,
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/// The rectangle that this context encompasses in screen coordinates (pixels).
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pub screen_rect: Rect<uint>,
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}
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enum Direction {
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Top,
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Left,
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Right,
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Bottom
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}
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enum DashSize {
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DottedBorder = 1,
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DashedBorder = 3
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}
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impl<'a> PaintContext<'a> {
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pub fn get_draw_target(&self) -> &DrawTarget {
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&self.draw_target
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}
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pub fn draw_solid_color(&self, bounds: &Rect<Au>, color: Color) {
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self.draw_target.make_current();
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self.draw_target.fill_rect(&bounds.to_azure_rect(),
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ColorPatternRef(&ColorPattern::new(color)),
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None);
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}
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pub fn draw_border(&self,
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bounds: &Rect<Au>,
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border: SideOffsets2D<Au>,
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radius: &BorderRadii<Au>,
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color: SideOffsets2D<Color>,
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style: SideOffsets2D<border_style::T>) {
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let border = border.to_float_px();
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let radius = radius.to_radii_px();
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self.draw_target.make_current();
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self.draw_border_segment(Top, bounds, border, &radius, color, style);
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self.draw_border_segment(Right, bounds, border, &radius, color, style);
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self.draw_border_segment(Bottom, bounds, border, &radius, color, style);
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self.draw_border_segment(Left, bounds, border, &radius, color, style);
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}
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pub fn draw_line(&self,
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bounds: &Rect<Au>,
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color: Color,
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style: border_style::T) {
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self.draw_target.make_current();
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self.draw_line_segment(bounds, &Default::default(), color, style);
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}
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pub fn draw_push_clip(&self, bounds: &Rect<Au>) {
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let rect = bounds.to_azure_rect();
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let path_builder = self.draw_target.create_path_builder();
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let left_top = Point2D(rect.origin.x, rect.origin.y);
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let right_top = Point2D(rect.origin.x + rect.size.width, rect.origin.y);
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let left_bottom = Point2D(rect.origin.x, rect.origin.y + rect.size.height);
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let right_bottom = Point2D(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
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path_builder.move_to(left_top);
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path_builder.line_to(right_top);
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path_builder.line_to(right_bottom);
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path_builder.line_to(left_bottom);
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let path = path_builder.finish();
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self.draw_target.push_clip(&path);
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}
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pub fn draw_pop_clip(&self) {
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self.draw_target.pop_clip();
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}
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pub fn draw_image(&self, bounds: Rect<Au>, image: Arc<Box<Image>>) {
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let size = Size2D(image.width as i32, image.height as i32);
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let (pixel_width, pixels, source_format) = match image.pixels {
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RGBA8(ref pixels) => (4, pixels.as_slice(), B8G8R8A8),
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K8(ref pixels) => (1, pixels.as_slice(), A8),
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RGB8(_) => panic!("RGB8 color type not supported"),
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KA8(_) => panic!("KA8 color type not supported"),
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};
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let stride = image.width * pixel_width;
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self.draw_target.make_current();
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let draw_target_ref = &self.draw_target;
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let azure_surface = draw_target_ref.create_source_surface_from_data(pixels,
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size,
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stride as i32,
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source_format);
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let source_rect = Rect(Point2D(0u as AzFloat, 0u as AzFloat),
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Size2D(image.width as AzFloat, image.height as AzFloat));
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let dest_rect = bounds.to_azure_rect();
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let draw_surface_options = DrawSurfaceOptions::new(Linear, true);
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let draw_options = DrawOptions::new(1.0f64 as AzFloat, 0);
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draw_target_ref.draw_surface(azure_surface,
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dest_rect,
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source_rect,
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draw_surface_options,
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draw_options);
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}
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pub fn clear(&self) {
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let pattern = ColorPattern::new(Color::new(0.0, 0.0, 0.0, 0.0));
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let rect = Rect(Point2D(self.page_rect.origin.x as AzFloat,
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self.page_rect.origin.y as AzFloat),
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Size2D(self.screen_rect.size.width as AzFloat,
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self.screen_rect.size.height as AzFloat));
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let mut draw_options = DrawOptions::new(1.0, 0);
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draw_options.set_composition_op(SourceOp);
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self.draw_target.make_current();
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self.draw_target.fill_rect(&rect, ColorPatternRef(&pattern), Some(&draw_options));
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}
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fn draw_border_segment(&self,
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direction: Direction,
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bounds: &Rect<Au>,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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color: SideOffsets2D<Color>,
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style: SideOffsets2D<border_style::T>) {
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let (style_select, color_select) = match direction {
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Top => (style.top, color.top),
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Left => (style.left, color.left),
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Right => (style.right, color.right),
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Bottom => (style.bottom, color.bottom)
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};
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match style_select{
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border_style::none => {
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}
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border_style::hidden => {
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}
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//FIXME(sammykim): This doesn't work with dash_pattern and cap_style well. I referred firefox code.
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border_style::dotted => {
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self.draw_dashed_border_segment(direction, bounds, border, color_select, DottedBorder);
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}
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border_style::dashed => {
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self.draw_dashed_border_segment(direction, bounds, border, color_select, DashedBorder);
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}
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border_style::solid => {
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self.draw_solid_border_segment(direction,bounds,border,radius,color_select);
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}
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border_style::double => {
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self.draw_double_border_segment(direction, bounds, border, radius, color_select);
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}
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border_style::groove | border_style::ridge => {
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self.draw_groove_ridge_border_segment(direction, bounds, border, radius, color_select, style_select);
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}
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border_style::inset | border_style::outset => {
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self.draw_inset_outset_border_segment(direction, bounds, border, radius, color_select, style_select);
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}
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}
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}
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fn draw_line_segment(&self, bounds: &Rect<Au>, radius: &BorderRadii<AzFloat>, color: Color, style: border_style::T) {
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let border = SideOffsets2D::new_all_same(bounds.size.width).to_float_px();
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match style {
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border_style::none | border_style::hidden => {}
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border_style::dotted => {
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self.draw_dashed_border_segment(Right, bounds, border, color, DottedBorder);
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}
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border_style::dashed => {
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self.draw_dashed_border_segment(Right, bounds, border, color, DashedBorder);
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}
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border_style::solid => {
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self.draw_solid_border_segment(Right, bounds, border, radius, color);
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}
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border_style::double => {
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self.draw_double_border_segment(Right, bounds, border, radius, color);
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}
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border_style::groove | border_style::ridge => {
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self.draw_groove_ridge_border_segment(Right, bounds, border, radius, color, style);
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}
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border_style::inset | border_style::outset => {
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self.draw_inset_outset_border_segment(Right, bounds, border, radius, color, style);
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}
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}
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}
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// The following comment is wonderful, and stolen from
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// gecko:gfx/thebes/gfxContext.cpp:RoundedRectangle for reference.
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//
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// It does not currently apply to the code, but will be extremely useful in
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// the future when the below TODO is addressed.
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//
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// TODO(cgaebel): Switch from arcs to beziers for drawing the corners.
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// Then, add http://www.subcide.com/experiments/fail-whale/
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// to the reftest suite.
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//
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// ---------------------------------------------------------------
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//
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// For CW drawing, this looks like:
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//
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// ...******0** 1 C
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// ****
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// *** 2
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// **
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// *
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// *
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// 3
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// *
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// *
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//
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// Where 0, 1, 2, 3 are the control points of the Bezier curve for
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// the corner, and C is the actual corner point.
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//
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// At the start of the loop, the current point is assumed to be
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// the point adjacent to the top left corner on the top
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// horizontal. Note that corner indices start at the top left and
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// continue clockwise, whereas in our loop i = 0 refers to the top
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// right corner.
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//
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// When going CCW, the control points are swapped, and the first
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// corner that's drawn is the top left (along with the top segment).
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//
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// There is considerable latitude in how one chooses the four
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// control points for a Bezier curve approximation to an ellipse.
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// For the overall path to be continuous and show no corner at the
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// endpoints of the arc, points 0 and 3 must be at the ends of the
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// straight segments of the rectangle; points 0, 1, and C must be
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// collinear; and points 3, 2, and C must also be collinear. This
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// leaves only two free parameters: the ratio of the line segments
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// 01 and 0C, and the ratio of the line segments 32 and 3C. See
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// the following papers for extensive discussion of how to choose
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// these ratios:
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//
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// Dokken, Tor, et al. "Good approximation of circles by
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// curvature-continuous Bezier curves." Computer-Aided
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// Geometric Design 7(1990) 33--41.
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// Goldapp, Michael. "Approximation of circular arcs by cubic
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// polynomials." Computer-Aided Geometric Design 8(1991) 227--238.
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// Maisonobe, Luc. "Drawing an elliptical arc using polylines,
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// quadratic, or cubic Bezier curves."
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// http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf
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//
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// We follow the approach in section 2 of Goldapp (least-error,
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// Hermite-type approximation) and make both ratios equal to
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//
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// 2 2 + n - sqrt(2n + 28)
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// alpha = - * ---------------------
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// 3 n - 4
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//
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// where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ).
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//
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// This is the result of Goldapp's equation (10b) when the angle
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// swept out by the arc is pi/2, and the parameter "a-bar" is the
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// expression given immediately below equation (21).
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//
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// Using this value, the maximum radial error for a circle, as a
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// fraction of the radius, is on the order of 0.2 x 10^-3.
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// Neither Dokken nor Goldapp discusses error for a general
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// ellipse; Maisonobe does, but his choice of control points
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// follows different constraints, and Goldapp's expression for
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// 'alpha' gives much smaller radial error, even for very flat
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// ellipses, than Maisonobe's equivalent.
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//
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// For the various corners and for each axis, the sign of this
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// constant changes, or it might be 0 -- it's multiplied by the
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// appropriate multiplier from the list before using.
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#[allow(non_snake_case)]
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fn draw_border_path(&self,
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bounds: &Rect<f32>,
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direction: Direction,
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border: SideOffsets2D<f32>,
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radius: &BorderRadii<AzFloat>,
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color: Color) {
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// T = top, B = bottom, L = left, R = right
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let box_TL = bounds.origin;
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let box_TR = box_TL + Point2D(bounds.size.width, 0.0);
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let box_BL = box_TL + Point2D(0.0, bounds.size.height);
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let box_BR = box_TL + Point2D(bounds.size.width, bounds.size.height);
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let draw_opts = DrawOptions::new(1.0, 0);
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let path_builder = self.draw_target.create_path_builder();
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let rad_R: AzFloat = 0.;
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let rad_BR = rad_R + Float::frac_pi_4();
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let rad_B = rad_BR + Float::frac_pi_4();
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let rad_BL = rad_B + Float::frac_pi_4();
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let rad_L = rad_BL + Float::frac_pi_4();
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let rad_TL = rad_L + Float::frac_pi_4();
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let rad_T = rad_TL + Float::frac_pi_4();
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let rad_TR = rad_T + Float::frac_pi_4();
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fn dx(x: AzFloat) -> Point2D<AzFloat> {
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Point2D(x, 0.)
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}
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fn dy(y: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., y)
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}
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fn dx_if(cond: bool, dx: AzFloat) -> Point2D<AzFloat> {
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Point2D(if cond { dx } else { 0. }, 0.)
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}
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fn dy_if(cond: bool, dy: AzFloat) -> Point2D<AzFloat> {
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Point2D(0., if cond { dy } else { 0. })
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}
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match direction {
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Top => {
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let edge_TL = box_TL + dx(radius.top_left.max(border.left));
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let edge_TR = box_TR + dx(-radius.top_right.max(border.right));
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let edge_BR = edge_TR + dy(border.top);
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let edge_BL = edge_TL + dy(border.top);
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let corner_TL = edge_TL + dx_if(radius.top_left == 0., -border.left);
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let corner_TR = edge_TR + dx_if(radius.top_right == 0., border.right);
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path_builder.move_to(corner_TL);
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path_builder.line_to(corner_TR);
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if radius.top_right != 0. {
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// the origin is the center of the arcs we're about to draw.
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let origin = edge_TR + Point2D((border.right - radius.top_right).max(0.), radius.top_right);
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// the elbow is the inside of the border's curve.
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let distance_to_elbow = (radius.top_right - border.top).max(0.);
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path_builder.arc(origin, radius.top_right, rad_T, rad_TR, false);
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path_builder.arc(origin, distance_to_elbow, rad_TR, rad_T, true);
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}
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path_builder.line_to(edge_BR);
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path_builder.line_to(edge_BL);
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if radius.top_left != 0. {
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let origin = edge_TL + Point2D(-(border.left - radius.top_left).max(0.), radius.top_left);
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let distance_to_elbow = (radius.top_left - border.top).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_T, rad_TL, true);
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path_builder.arc(origin, radius.top_left, rad_TL, rad_T, false);
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}
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}
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Left => {
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let edge_TL = box_TL + dy(radius.top_left.max(border.top));
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let edge_BL = box_BL + dy(-radius.bottom_left.max(border.bottom));
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let edge_TR = edge_TL + dx(border.left);
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let edge_BR = edge_BL + dx(border.left);
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let corner_TL = edge_TL + dy_if(radius.top_left == 0., -border.top);
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let corner_BL = edge_BL + dy_if(radius.bottom_left == 0., border.bottom);
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path_builder.move_to(corner_BL);
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path_builder.line_to(corner_TL);
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if radius.top_left != 0. {
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let origin = edge_TL + Point2D(radius.top_left, -(border.top - radius.top_left).max(0.));
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let distance_to_elbow = (radius.top_left - border.left).max(0.);
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path_builder.arc(origin, radius.top_left, rad_L, rad_TL, false);
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path_builder.arc(origin, distance_to_elbow, rad_TL, rad_L, true);
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}
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path_builder.line_to(edge_TR);
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path_builder.line_to(edge_BR);
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if radius.bottom_left != 0. {
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let origin = edge_BL + Point2D(radius.bottom_left, (border.bottom - radius.bottom_left).max(0.));
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let distance_to_elbow = (radius.bottom_left - border.left).max(0.);
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path_builder.arc(origin, distance_to_elbow, rad_L, rad_BL, true);
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path_builder.arc(origin, radius.bottom_left, rad_BL, rad_L, false);
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}
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}
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Right => {
|
||||
let edge_TR = box_TR + dy(radius.top_right.max(border.top));
|
||||
let edge_BR = box_BR + dy(-radius.bottom_right.max(border.bottom));
|
||||
let edge_TL = edge_TR + dx(-border.right);
|
||||
let edge_BL = edge_BR + dx(-border.right);
|
||||
|
||||
let corner_TR = edge_TR + dy_if(radius.top_right == 0., -border.top);
|
||||
let corner_BR = edge_BR + dy_if(radius.bottom_right == 0., border.bottom);
|
||||
|
||||
path_builder.move_to(edge_BL);
|
||||
path_builder.line_to(edge_TL);
|
||||
|
||||
if radius.top_right != 0. {
|
||||
let origin = edge_TR + Point2D(-radius.top_right, -(border.top - radius.top_right).max(0.));
|
||||
let distance_to_elbow = (radius.top_right - border.right).max(0.);
|
||||
|
||||
path_builder.arc(origin, distance_to_elbow, rad_R, rad_TR, true);
|
||||
path_builder.arc(origin, radius.top_right, rad_TR, rad_R, false);
|
||||
}
|
||||
|
||||
path_builder.line_to(corner_TR);
|
||||
path_builder.line_to(corner_BR);
|
||||
|
||||
if radius.bottom_right != 0. {
|
||||
let origin = edge_BR + Point2D(-radius.bottom_right, (border.bottom - radius.bottom_right).max(0.));
|
||||
let distance_to_elbow = (radius.bottom_right - border.right).max(0.);
|
||||
|
||||
path_builder.arc(origin, radius.bottom_right, rad_R, rad_BR, false);
|
||||
path_builder.arc(origin, distance_to_elbow, rad_BR, rad_R, true);
|
||||
}
|
||||
}
|
||||
Bottom => {
|
||||
let edge_BL = box_BL + dx(radius.bottom_left.max(border.left));
|
||||
let edge_BR = box_BR + dx(-radius.bottom_right.max(border.right));
|
||||
let edge_TL = edge_BL + dy(-border.bottom);
|
||||
let edge_TR = edge_BR + dy(-border.bottom);
|
||||
|
||||
let corner_BR = edge_BR + dx_if(radius.bottom_right == 0., border.right);
|
||||
let corner_BL = edge_BL + dx_if(radius.bottom_left == 0., -border.left);
|
||||
|
||||
path_builder.move_to(edge_TL);
|
||||
path_builder.line_to(edge_TR);
|
||||
|
||||
if radius.bottom_right != 0. {
|
||||
let origin = edge_BR + Point2D((border.right - radius.bottom_right).max(0.), -radius.bottom_right);
|
||||
let distance_to_elbow = (radius.bottom_right - border.bottom).max(0.);
|
||||
|
||||
path_builder.arc(origin, distance_to_elbow, rad_B, rad_BR, true);
|
||||
path_builder.arc(origin, radius.bottom_right, rad_BR, rad_B, false);
|
||||
}
|
||||
|
||||
path_builder.line_to(corner_BR);
|
||||
path_builder.line_to(corner_BL);
|
||||
|
||||
if radius.bottom_left != 0. {
|
||||
let origin = edge_BL - Point2D((border.left - radius.bottom_left).max(0.), radius.bottom_left);
|
||||
let distance_to_elbow = (radius.bottom_left - border.bottom).max(0.);
|
||||
|
||||
path_builder.arc(origin, radius.bottom_left, rad_B, rad_BL, false);
|
||||
path_builder.arc(origin, distance_to_elbow, rad_BL, rad_B, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let path = path_builder.finish();
|
||||
self.draw_target.fill(&path, &ColorPattern::new(color), &draw_opts);
|
||||
}
|
||||
|
||||
fn draw_dashed_border_segment(&self,
|
||||
direction: Direction,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
color: Color,
|
||||
dash_size: DashSize) {
|
||||
let rect = bounds.to_azure_rect();
|
||||
let draw_opts = DrawOptions::new(1u as AzFloat, 0 as uint16_t);
|
||||
let mut stroke_opts = StrokeOptions::new(0u as AzFloat, 10u as AzFloat);
|
||||
let mut dash: [AzFloat, ..2] = [0u as AzFloat, 0u as AzFloat];
|
||||
|
||||
stroke_opts.set_cap_style(AZ_CAP_BUTT as u8);
|
||||
|
||||
let border_width = match direction {
|
||||
Top => border.top,
|
||||
Left => border.left,
|
||||
Right => border.right,
|
||||
Bottom => border.bottom
|
||||
};
|
||||
|
||||
stroke_opts.line_width = border_width;
|
||||
dash[0] = border_width * (dash_size as int) as AzFloat;
|
||||
dash[1] = border_width * (dash_size as int) as AzFloat;
|
||||
stroke_opts.mDashPattern = dash.as_mut_ptr();
|
||||
stroke_opts.mDashLength = dash.len() as size_t;
|
||||
|
||||
let (start, end) = match direction {
|
||||
Top => {
|
||||
let y = rect.origin.y + border.top * 0.5;
|
||||
let start = Point2D(rect.origin.x, y);
|
||||
let end = Point2D(rect.origin.x + rect.size.width, y);
|
||||
(start, end)
|
||||
}
|
||||
Left => {
|
||||
let x = rect.origin.x + border.left * 0.5;
|
||||
let start = Point2D(x, rect.origin.y + rect.size.height);
|
||||
let end = Point2D(x, rect.origin.y + border.top);
|
||||
(start, end)
|
||||
}
|
||||
Right => {
|
||||
let x = rect.origin.x + rect.size.width - border.right * 0.5;
|
||||
let start = Point2D(x, rect.origin.y);
|
||||
let end = Point2D(x, rect.origin.y + rect.size.height);
|
||||
(start, end)
|
||||
}
|
||||
Bottom => {
|
||||
let y = rect.origin.y + rect.size.height - border.bottom * 0.5;
|
||||
let start = Point2D(rect.origin.x + rect.size.width, y);
|
||||
let end = Point2D(rect.origin.x + border.left, y);
|
||||
(start, end)
|
||||
}
|
||||
};
|
||||
|
||||
self.draw_target.stroke_line(start,
|
||||
end,
|
||||
&ColorPattern::new(color),
|
||||
&stroke_opts,
|
||||
&draw_opts);
|
||||
}
|
||||
|
||||
fn draw_solid_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
|
||||
let rect = bounds.to_azure_rect();
|
||||
self.draw_border_path(&rect, direction, border, radius, color);
|
||||
}
|
||||
|
||||
fn get_scaled_bounds(&self,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
shrink_factor: f32) -> Rect<f32> {
|
||||
let rect = bounds.to_azure_rect();
|
||||
let scaled_border = SideOffsets2D::new(shrink_factor * border.top,
|
||||
shrink_factor * border.right,
|
||||
shrink_factor * border.bottom,
|
||||
shrink_factor * border.left);
|
||||
let left_top = Point2D(rect.origin.x, rect.origin.y);
|
||||
let scaled_left_top = left_top + Point2D(scaled_border.left,
|
||||
scaled_border.top);
|
||||
return Rect(scaled_left_top,
|
||||
Size2D(rect.size.width - 2.0 * scaled_border.right, rect.size.height - 2.0 * scaled_border.bottom));
|
||||
}
|
||||
|
||||
fn scale_color(&self, color: Color, scale_factor: f32) -> Color {
|
||||
return Color::new(color.r * scale_factor, color.g * scale_factor, color.b * scale_factor, color.a);
|
||||
}
|
||||
|
||||
fn draw_double_border_segment(&self, direction: Direction, bounds: &Rect<Au>, border: SideOffsets2D<f32>, radius: &BorderRadii<AzFloat>, color: Color) {
|
||||
let scaled_border = SideOffsets2D::new((1.0/3.0) * border.top,
|
||||
(1.0/3.0) * border.right,
|
||||
(1.0/3.0) * border.bottom,
|
||||
(1.0/3.0) * border.left);
|
||||
let inner_scaled_bounds = self.get_scaled_bounds(bounds, border, 2.0/3.0);
|
||||
// draw the outer portion of the double border.
|
||||
self.draw_solid_border_segment(direction, bounds, scaled_border, radius, color);
|
||||
// draw the inner portion of the double border.
|
||||
self.draw_border_path(&inner_scaled_bounds, direction, scaled_border, radius, color);
|
||||
}
|
||||
|
||||
fn draw_groove_ridge_border_segment(&self,
|
||||
direction: Direction,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
radius: &BorderRadii<AzFloat>,
|
||||
color: Color,
|
||||
style: border_style::T) {
|
||||
// original bounds as a Rect<f32>, with no scaling.
|
||||
let original_bounds = self.get_scaled_bounds(bounds, border, 0.0);
|
||||
// shrink the bounds by 1/2 of the border, leaving the innermost 1/2 of the border
|
||||
let inner_scaled_bounds = self.get_scaled_bounds(bounds, border, 0.5);
|
||||
let scaled_border = SideOffsets2D::new(0.5 * border.top,
|
||||
0.5 * border.right,
|
||||
0.5 * border.bottom,
|
||||
0.5 * border.left);
|
||||
let is_groove = match style {
|
||||
border_style::groove => true,
|
||||
border_style::ridge => false,
|
||||
_ => panic!("invalid border style")
|
||||
};
|
||||
let darker_color = self.scale_color(color, if is_groove { 1.0/3.0 } else { 2.0/3.0 });
|
||||
let (outer_color, inner_color) = match (direction, is_groove) {
|
||||
(Top, true) | (Left, true) | (Right, false) | (Bottom, false) => (darker_color, color),
|
||||
(Top, false) | (Left, false) | (Right, true) | (Bottom, true) => (color, darker_color)
|
||||
};
|
||||
// outer portion of the border
|
||||
self.draw_border_path(&original_bounds, direction, scaled_border, radius, outer_color);
|
||||
// inner portion of the border
|
||||
self.draw_border_path(&inner_scaled_bounds, direction, scaled_border, radius, inner_color);
|
||||
}
|
||||
|
||||
fn draw_inset_outset_border_segment(&self,
|
||||
direction: Direction,
|
||||
bounds: &Rect<Au>,
|
||||
border: SideOffsets2D<f32>,
|
||||
radius: &BorderRadii<AzFloat>,
|
||||
color: Color,
|
||||
style: border_style::T) {
|
||||
let is_inset = match style {
|
||||
border_style::inset => true,
|
||||
border_style::outset => false,
|
||||
_ => panic!("invalid border style")
|
||||
};
|
||||
// original bounds as a Rect<f32>
|
||||
let original_bounds = self.get_scaled_bounds(bounds, border, 0.0);
|
||||
// select and scale the color appropriately.
|
||||
let scaled_color = match direction {
|
||||
Top => self.scale_color(color, if is_inset { 2.0/3.0 } else { 1.0 }),
|
||||
Left => self.scale_color(color, if is_inset { 1.0/6.0 } else { 0.5 }),
|
||||
Right | Bottom => self.scale_color(color, if is_inset { 1.0 } else { 2.0/3.0 })
|
||||
};
|
||||
self.draw_border_path(&original_bounds, direction, border, radius, scaled_color);
|
||||
}
|
||||
|
||||
pub fn draw_text(&mut self,
|
||||
text: &TextDisplayItem,
|
||||
current_transform: &Matrix2D<AzFloat>) {
|
||||
// Optimization: Don’t set a transform matrix for upright text, and pass a start point to
|
||||
// `draw_text_into_context`.
|
||||
//
|
||||
// For sideways text, it’s easier to do the rotation such that its center (the baseline’s
|
||||
// start point) is at (0, 0) coordinates.
|
||||
let baseline_origin = match text.orientation {
|
||||
Upright => text.baseline_origin,
|
||||
SidewaysLeft => {
|
||||
let x = text.baseline_origin.x.to_subpx() as AzFloat;
|
||||
let y = text.baseline_origin.y.to_subpx() as AzFloat;
|
||||
self.draw_target.set_transform(¤t_transform.mul(&Matrix2D::new(0., -1.,
|
||||
1., 0.,
|
||||
x, y)));
|
||||
Zero::zero()
|
||||
}
|
||||
SidewaysRight => {
|
||||
let x = text.baseline_origin.x.to_subpx() as AzFloat;
|
||||
let y = text.baseline_origin.y.to_subpx() as AzFloat;
|
||||
self.draw_target.set_transform(¤t_transform.mul(&Matrix2D::new(0., 1.,
|
||||
-1., 0.,
|
||||
x, y)));
|
||||
Zero::zero()
|
||||
}
|
||||
};
|
||||
|
||||
self.font_ctx
|
||||
.get_render_font_from_template(&text.text_run.font_template,
|
||||
text.text_run.actual_pt_size)
|
||||
.borrow()
|
||||
.draw_text_into_context(self,
|
||||
&*text.text_run,
|
||||
&text.range,
|
||||
baseline_origin,
|
||||
text.text_color,
|
||||
opts::get().enable_text_antialiasing);
|
||||
|
||||
// Undo the transform, only when we did one.
|
||||
if text.orientation != Upright {
|
||||
self.draw_target.set_transform(current_transform)
|
||||
}
|
||||
}
|
||||
|
||||
/// Draws a linear gradient in the given boundaries from the given start point to the given end
|
||||
/// point with the given stops.
|
||||
pub fn draw_linear_gradient(&self,
|
||||
bounds: &Rect<Au>,
|
||||
start_point: &Point2D<Au>,
|
||||
end_point: &Point2D<Au>,
|
||||
stops: &[GradientStop]) {
|
||||
self.draw_target.make_current();
|
||||
|
||||
let stops = self.draw_target.create_gradient_stops(stops, ExtendClamp);
|
||||
let pattern = LinearGradientPattern::new(&start_point.to_azure_point(),
|
||||
&end_point.to_azure_point(),
|
||||
stops,
|
||||
&Matrix2D::identity());
|
||||
|
||||
self.draw_target.fill_rect(&bounds.to_azure_rect(),
|
||||
LinearGradientPatternRef(&pattern),
|
||||
None);
|
||||
}
|
||||
|
||||
pub fn get_or_create_temporary_draw_target(&mut self, opacity: AzFloat) -> DrawTarget {
|
||||
if opacity == 1.0 {
|
||||
return self.draw_target.clone()
|
||||
}
|
||||
|
||||
// FIXME(pcwalton): This surface might be bigger than necessary and waste memory.
|
||||
let size = self.draw_target.get_size();
|
||||
let size = Size2D {
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
};
|
||||
|
||||
let temporary_draw_target =
|
||||
self.draw_target.create_similar_draw_target(&size, self.draw_target.get_format());
|
||||
temporary_draw_target.set_transform(&self.draw_target.get_transform());
|
||||
temporary_draw_target
|
||||
}
|
||||
|
||||
/// If we created a temporary draw target, then draw it to the main draw target. This is called
|
||||
/// after doing all the painting, and the temporary draw target must not be used afterward.
|
||||
pub fn draw_temporary_draw_target_if_necessary(&mut self,
|
||||
temporary_draw_target: &DrawTarget,
|
||||
opacity: AzFloat) {
|
||||
if (*temporary_draw_target) == self.draw_target {
|
||||
// We're directly rendering to the surface; nothing to do.
|
||||
return
|
||||
}
|
||||
|
||||
let old_transform = self.draw_target.get_transform();
|
||||
self.draw_target.set_transform(&Matrix2D::identity());
|
||||
temporary_draw_target.set_transform(&Matrix2D::identity());
|
||||
let rect = Rect(Point2D(0.0, 0.0), self.draw_target.get_size().to_azure_size());
|
||||
let source_surface = temporary_draw_target.snapshot();
|
||||
let draw_surface_options = DrawSurfaceOptions::new(Linear, true);
|
||||
let draw_options = DrawOptions::new(opacity, 0);
|
||||
self.draw_target.draw_surface(source_surface,
|
||||
rect,
|
||||
rect,
|
||||
draw_surface_options,
|
||||
draw_options);
|
||||
self.draw_target.set_transform(&old_transform);
|
||||
}
|
||||
}
|
||||
|
||||
pub trait ToAzurePoint {
|
||||
fn to_azure_point(&self) -> Point2D<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToAzurePoint for Point2D<Au> {
|
||||
fn to_azure_point(&self) -> Point2D<AzFloat> {
|
||||
Point2D(self.x.to_nearest_px() as AzFloat, self.y.to_nearest_px() as AzFloat)
|
||||
}
|
||||
}
|
||||
|
||||
pub trait ToAzureRect {
|
||||
fn to_azure_rect(&self) -> Rect<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToAzureRect for Rect<Au> {
|
||||
fn to_azure_rect(&self) -> Rect<AzFloat> {
|
||||
Rect(self.origin.to_azure_point(),
|
||||
Size2D(self.size.width.to_nearest_px() as AzFloat,
|
||||
self.size.height.to_nearest_px() as AzFloat))
|
||||
}
|
||||
}
|
||||
|
||||
pub trait ToAzureSize {
|
||||
fn to_azure_size(&self) -> Size2D<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToAzureSize for AzIntSize {
|
||||
fn to_azure_size(&self) -> Size2D<AzFloat> {
|
||||
Size2D(self.width as AzFloat, self.height as AzFloat)
|
||||
}
|
||||
}
|
||||
|
||||
trait ToSideOffsetsPx {
|
||||
fn to_float_px(&self) -> SideOffsets2D<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToSideOffsetsPx for SideOffsets2D<Au> {
|
||||
fn to_float_px(&self) -> SideOffsets2D<AzFloat> {
|
||||
SideOffsets2D::new(self.top.to_nearest_px() as AzFloat,
|
||||
self.right.to_nearest_px() as AzFloat,
|
||||
self.bottom.to_nearest_px() as AzFloat,
|
||||
self.left.to_nearest_px() as AzFloat)
|
||||
}
|
||||
}
|
||||
|
||||
trait ToRadiiPx {
|
||||
fn to_radii_px(&self) -> BorderRadii<AzFloat>;
|
||||
}
|
||||
|
||||
impl ToRadiiPx for BorderRadii<Au> {
|
||||
fn to_radii_px(&self) -> BorderRadii<AzFloat> {
|
||||
fn to_nearest_px(x: Au) -> AzFloat {
|
||||
x.to_nearest_px() as AzFloat
|
||||
}
|
||||
|
||||
BorderRadii {
|
||||
top_left: to_nearest_px(self.top_left),
|
||||
top_right: to_nearest_px(self.top_right),
|
||||
bottom_left: to_nearest_px(self.bottom_left),
|
||||
bottom_right: to_nearest_px(self.bottom_right),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trait ScaledFontExtensionMethods {
|
||||
fn draw_text_into_context(&self,
|
||||
rctx: &PaintContext,
|
||||
run: &Box<TextRun>,
|
||||
range: &Range<CharIndex>,
|
||||
baseline_origin: Point2D<Au>,
|
||||
color: Color,
|
||||
antialias: bool);
|
||||
}
|
||||
|
||||
impl ScaledFontExtensionMethods for ScaledFont {
|
||||
fn draw_text_into_context(&self,
|
||||
rctx: &PaintContext,
|
||||
run: &Box<TextRun>,
|
||||
range: &Range<CharIndex>,
|
||||
baseline_origin: Point2D<Au>,
|
||||
color: Color,
|
||||
antialias: bool) {
|
||||
let target = rctx.get_draw_target();
|
||||
let pattern = ColorPattern::new(color);
|
||||
let azure_pattern = pattern.azure_color_pattern;
|
||||
assert!(azure_pattern.is_not_null());
|
||||
|
||||
let fields = if antialias {
|
||||
0x0200
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
let mut options = struct__AzDrawOptions {
|
||||
mAlpha: 1f64 as AzFloat,
|
||||
fields: fields,
|
||||
};
|
||||
|
||||
let mut origin = baseline_origin.clone();
|
||||
let mut azglyphs = vec!();
|
||||
azglyphs.reserve(range.length().to_uint());
|
||||
|
||||
for (glyphs, _offset, slice_range) in run.iter_slices_for_range(range) {
|
||||
for (_i, glyph) in glyphs.iter_glyphs_for_char_range(&slice_range) {
|
||||
let glyph_advance = glyph.advance();
|
||||
let glyph_offset = glyph.offset().unwrap_or(Zero::zero());
|
||||
let azglyph = struct__AzGlyph {
|
||||
mIndex: glyph.id() as uint32_t,
|
||||
mPosition: struct__AzPoint {
|
||||
x: (origin.x + glyph_offset.x).to_subpx() as AzFloat,
|
||||
y: (origin.y + glyph_offset.y).to_subpx() as AzFloat
|
||||
}
|
||||
};
|
||||
origin = Point2D(origin.x + glyph_advance, origin.y);
|
||||
azglyphs.push(azglyph)
|
||||
};
|
||||
}
|
||||
|
||||
let azglyph_buf_len = azglyphs.len();
|
||||
if azglyph_buf_len == 0 { return; } // Otherwise the Quartz backend will assert.
|
||||
|
||||
let mut glyphbuf = struct__AzGlyphBuffer {
|
||||
mGlyphs: azglyphs.as_mut_ptr(),
|
||||
mNumGlyphs: azglyph_buf_len as uint32_t
|
||||
};
|
||||
|
||||
unsafe {
|
||||
// TODO(Issue #64): this call needs to move into azure_hl.rs
|
||||
AzDrawTargetFillGlyphs(target.azure_draw_target,
|
||||
self.get_ref(),
|
||||
&mut glyphbuf,
|
||||
azure_pattern,
|
||||
&mut options,
|
||||
ptr::null_mut());
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue