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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * 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/.
+ *
+ * This file incorporates work covered by the following license notice:
+ *
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+
+#include <sal/config.h>
+
+#include <tools/gen.hxx>
+#include <vcl/outdev.hxx>
+#include <vcl/alpha.hxx>
+#include <vcl/virdev.hxx>
+#include <vcl/GraphicObject.hxx>
+#include <memory>
+
+struct ImplTileInfo
+{
+ ImplTileInfo() : aTileTopLeft(), aNextTileTopLeft(), aTileSizePixel(), nTilesEmptyX(0), nTilesEmptyY(0) {}
+
+ Point aTileTopLeft; // top, left position of the rendered tile
+ Point aNextTileTopLeft; // top, left position for next recursion
+ // level's tile
+ Size aTileSizePixel; // size of the generated tile (might
+ // differ from
+ // aNextTileTopLeft-aTileTopLeft, because
+ // this is nExponent*prevTileSize. The
+ // generated tile is always nExponent
+ // times the previous tile, such that it
+ // can be used in the next stage. The
+ // required area coverage is often
+ // less. The extraneous area covered is
+ // later overwritten by the next stage)
+ int nTilesEmptyX; // number of original tiles empty right of
+ // this tile. This counts from
+ // aNextTileTopLeft, i.e. the additional
+ // area covered by aTileSizePixel is not
+ // considered here. This is for
+ // unification purposes, as the iterative
+ // calculation of the next level's empty
+ // tiles has to be based on this value.
+ int nTilesEmptyY; // as above, for Y
+};
+
+
+bool GraphicObject::ImplRenderTempTile( VirtualDevice& rVDev,
+ int nNumTilesX, int nNumTilesY,
+ const Size& rTileSizePixel,
+ const GraphicAttr* pAttr )
+{
+ // how many tiles to generate per recursion step
+ const int nExponent = 2;
+
+ // determine MSB factor
+ int nMSBFactor( 1 );
+ while( nNumTilesX / nMSBFactor != 0 ||
+ nNumTilesY / nMSBFactor != 0 )
+ {
+ nMSBFactor *= nExponent;
+ }
+
+ // one less
+ if(nMSBFactor > 1)
+ {
+ nMSBFactor /= nExponent;
+ }
+ ImplTileInfo aTileInfo;
+
+ // #105229# Switch off mapping (converting to logic and back to
+ // pixel might cause roundoff errors)
+ bool bOldMap( rVDev.IsMapModeEnabled() );
+ rVDev.EnableMapMode( false );
+
+ bool bRet( ImplRenderTileRecursive( rVDev, nExponent, nMSBFactor, nNumTilesX, nNumTilesY,
+ nNumTilesX, nNumTilesY, rTileSizePixel, pAttr, aTileInfo ) );
+
+ rVDev.EnableMapMode( bOldMap );
+
+ return bRet;
+}
+
+// define for debug drawings
+//#define DBG_TEST
+
+// see header comment. this works similar to base conversion of a
+// number, i.e. if the exponent is 10, then the number for every tile
+// size is given by the decimal place of the corresponding decimal
+// representation.
+bool GraphicObject::ImplRenderTileRecursive( VirtualDevice& rVDev, int nExponent, int nMSBFactor,
+ int nNumOrigTilesX, int nNumOrigTilesY,
+ int nRemainderTilesX, int nRemainderTilesY,
+ const Size& rTileSizePixel, const GraphicAttr* pAttr,
+ ImplTileInfo& rTileInfo )
+{
+ // gets loaded with our tile bitmap
+ std::unique_ptr<GraphicObject> xTmpGraphic;
+ GraphicObject* pTileGraphic;
+
+ // stores a flag that renders the zero'th tile position
+ // (i.e. (0,0)+rCurrPos) only if we're at the bottom of the
+ // recursion stack. All other position already have that tile
+ // rendered, because the lower levels painted their generated tile
+ // there.
+ bool bNoFirstTileDraw( false );
+
+ // what's left when we're done with our tile size
+ const int nNewRemainderX( nRemainderTilesX % nMSBFactor );
+ const int nNewRemainderY( nRemainderTilesY % nMSBFactor );
+
+ // gets filled out from the recursive call with info of what's
+ // been generated
+ ImplTileInfo aTileInfo;
+
+ // check for recursion's end condition: LSB place reached?
+ if( nMSBFactor == 1 )
+ {
+ pTileGraphic = this;
+
+ // set initial tile size -> orig size
+ aTileInfo.aTileSizePixel = rTileSizePixel;
+ aTileInfo.nTilesEmptyX = nNumOrigTilesX;
+ aTileInfo.nTilesEmptyY = nNumOrigTilesY;
+ }
+ else if( ImplRenderTileRecursive( rVDev, nExponent, nMSBFactor/nExponent,
+ nNumOrigTilesX, nNumOrigTilesY,
+ nNewRemainderX, nNewRemainderY,
+ rTileSizePixel, pAttr, aTileInfo ) )
+ {
+ // extract generated tile -> see comment on the first loop below
+ BitmapEx aTileBitmap( rVDev.GetBitmap( aTileInfo.aTileTopLeft, aTileInfo.aTileSizePixel ) );
+
+ xTmpGraphic.reset(new GraphicObject(aTileBitmap));
+ pTileGraphic = xTmpGraphic.get();
+
+ // fill stripes left over from upstream levels:
+
+ // x0000
+ // 0
+ // 0
+ // 0
+ // 0
+
+ // where x denotes the place filled by our recursive predecessors
+
+ // check whether we have to fill stripes here. Although not
+ // obvious, there is one case where we can skip this step: if
+ // the previous recursion level (the one who filled our
+ // aTileInfo) had zero area to fill, then there are no white
+ // stripes left, naturally. This happens if the digit
+ // associated to that level has a zero, and can be checked via
+ // aTileTopLeft==aNextTileTopLeft.
+ if( aTileInfo.aTileTopLeft != aTileInfo.aNextTileTopLeft )
+ {
+ // now fill one row from aTileInfo.aNextTileTopLeft.X() all
+ // the way to the right
+ // current output position while drawing
+ Point aCurrPos(aTileInfo.aNextTileTopLeft.X(), aTileInfo.aTileTopLeft.Y());
+ for (int nX=0; nX < aTileInfo.nTilesEmptyX; nX += nMSBFactor)
+ {
+ if (!pTileGraphic->Draw(&rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr))
+ return false;
+
+ aCurrPos.AdjustX(aTileInfo.aTileSizePixel.Width() );
+ }
+
+#ifdef DBG_TEST
+// rVDev.SetFillCOL_WHITE );
+ rVDev.SetFillColor();
+ rVDev.SetLineColor( Color( 255 * nExponent / nMSBFactor, 255 - 255 * nExponent / nMSBFactor, 128 - 255 * nExponent / nMSBFactor ) );
+ rVDev.DrawEllipse( tools::Rectangle(aTileInfo.aNextTileTopLeft.X(), aTileInfo.aTileTopLeft.Y(),
+ aTileInfo.aNextTileTopLeft.X() - 1 + (aTileInfo.nTilesEmptyX/nMSBFactor)*aTileInfo.aTileSizePixel.Width(),
+ aTileInfo.aTileTopLeft.Y() + aTileInfo.aTileSizePixel.Height() - 1) );
+#endif
+
+ // now fill one column from aTileInfo.aNextTileTopLeft.Y() all
+ // the way to the bottom
+ aCurrPos.setX( aTileInfo.aTileTopLeft.X() );
+ aCurrPos.setY( aTileInfo.aNextTileTopLeft.Y() );
+ for (int nY=0; nY < aTileInfo.nTilesEmptyY; nY += nMSBFactor)
+ {
+ if (!pTileGraphic->Draw(&rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr))
+ return false;
+
+ aCurrPos.AdjustY(aTileInfo.aTileSizePixel.Height() );
+ }
+
+#ifdef DBG_TEST
+ rVDev.DrawEllipse( tools::Rectangle(aTileInfo.aTileTopLeft.X(), aTileInfo.aNextTileTopLeft.Y(),
+ aTileInfo.aTileTopLeft.X() + aTileInfo.aTileSizePixel.Width() - 1,
+ aTileInfo.aNextTileTopLeft.Y() - 1 + (aTileInfo.nTilesEmptyY/nMSBFactor)*aTileInfo.aTileSizePixel.Height()) );
+#endif
+ }
+ else
+ {
+ // Thought that aTileInfo.aNextTileTopLeft tile has always
+ // been drawn already, but that's wrong: typically,
+ // _parts_ of that tile have been drawn, since the
+ // previous level generated the tile there. But when
+ // aTileInfo.aNextTileTopLeft!=aTileInfo.aTileTopLeft, the
+ // difference between these two values is missing in the
+ // lower right corner of this first tile. So, can do that
+ // only here.
+ bNoFirstTileDraw = true;
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ // calc number of original tiles in our drawing area without
+ // remainder
+ nRemainderTilesX -= nNewRemainderX;
+ nRemainderTilesY -= nNewRemainderY;
+
+ // fill tile info for calling method
+ rTileInfo.aTileTopLeft = aTileInfo.aNextTileTopLeft;
+ rTileInfo.aNextTileTopLeft = Point( rTileInfo.aTileTopLeft.X() + rTileSizePixel.Width()*nRemainderTilesX,
+ rTileInfo.aTileTopLeft.Y() + rTileSizePixel.Height()*nRemainderTilesY );
+ rTileInfo.aTileSizePixel = Size( rTileSizePixel.Width()*nMSBFactor*nExponent,
+ rTileSizePixel.Height()*nMSBFactor*nExponent );
+ rTileInfo.nTilesEmptyX = aTileInfo.nTilesEmptyX - nRemainderTilesX;
+ rTileInfo.nTilesEmptyY = aTileInfo.nTilesEmptyY - nRemainderTilesY;
+
+ // init output position
+ Point aCurrPos = aTileInfo.aNextTileTopLeft;
+
+ // fill our drawing area. Fill possibly more, to create the next
+ // bigger tile size -> see bitmap extraction above. This does no
+ // harm, since everything right or below our actual area is
+ // overdrawn by our caller. Just in case we're in the last level,
+ // we don't draw beyond the right or bottom border.
+ for (int nY=0; nY < aTileInfo.nTilesEmptyY && nY < nExponent*nMSBFactor; nY += nMSBFactor)
+ {
+ aCurrPos.setX( aTileInfo.aNextTileTopLeft.X() );
+
+ for (int nX=0; nX < aTileInfo.nTilesEmptyX && nX < nExponent*nMSBFactor; nX += nMSBFactor)
+ {
+ if( bNoFirstTileDraw )
+ bNoFirstTileDraw = false; // don't draw first tile position
+ else if (!pTileGraphic->Draw(&rVDev, aCurrPos, aTileInfo.aTileSizePixel, pAttr))
+ return false;
+
+ aCurrPos.AdjustX(aTileInfo.aTileSizePixel.Width() );
+ }
+
+ aCurrPos.AdjustY(aTileInfo.aTileSizePixel.Height() );
+ }
+
+#ifdef DBG_TEST
+// rVDev.SetFillCOL_WHITE );
+ rVDev.SetFillColor();
+ rVDev.SetLineColor( Color( 255 * nExponent / nMSBFactor, 255 - 255 * nExponent / nMSBFactor, 128 - 255 * nExponent / nMSBFactor ) );
+ rVDev.DrawRect( tools::Rectangle((rTileInfo.aTileTopLeft.X())*rTileSizePixel.Width(),
+ (rTileInfo.aTileTopLeft.Y())*rTileSizePixel.Height(),
+ (rTileInfo.aNextTileTopLeft.X())*rTileSizePixel.Width()-1,
+ (rTileInfo.aNextTileTopLeft.Y())*rTileSizePixel.Height()-1) );
+#endif
+
+ return true;
+}
+
+bool GraphicObject::ImplDrawTiled( OutputDevice* pOut, const tools::Rectangle& rArea, const Size& rSizePixel,
+ const Size& rOffset, const GraphicAttr* pAttr, int nTileCacheSize1D )
+{
+ const MapMode aOutMapMode( pOut->GetMapMode() );
+ const MapMode aMapMode( aOutMapMode.GetMapUnit(), Point(), aOutMapMode.GetScaleX(), aOutMapMode.GetScaleY() );
+ bool bRet( false );
+
+ // #i42643# Casting to Int64, to avoid integer overflow for
+ // huge-DPI output devices
+ if( GetGraphic().GetType() == GraphicType::Bitmap &&
+ static_cast<sal_Int64>(rSizePixel.Width()) * rSizePixel.Height() <
+ static_cast<sal_Int64>(nTileCacheSize1D)*nTileCacheSize1D )
+ {
+ // First combine very small bitmaps into a larger tile
+
+
+ ScopedVclPtrInstance< VirtualDevice > aVDev;
+ const int nNumTilesInCacheX( (nTileCacheSize1D + rSizePixel.Width()-1) / rSizePixel.Width() );
+ const int nNumTilesInCacheY( (nTileCacheSize1D + rSizePixel.Height()-1) / rSizePixel.Height() );
+
+ aVDev->SetOutputSizePixel( Size( nNumTilesInCacheX*rSizePixel.Width(),
+ nNumTilesInCacheY*rSizePixel.Height() ) );
+ aVDev->SetMapMode( aMapMode );
+
+ // draw bitmap content
+ if( ImplRenderTempTile( *aVDev, nNumTilesInCacheX,
+ nNumTilesInCacheY, rSizePixel, pAttr ) )
+ {
+ BitmapEx aTileBitmap( aVDev->GetBitmap( Point(0,0), aVDev->GetOutputSize() ) );
+
+ // draw alpha content, if any
+ if( IsTransparent() )
+ {
+ GraphicObject aAlphaGraphic;
+
+ if( GetGraphic().IsAlpha() )
+ aAlphaGraphic.SetGraphic( GetGraphic().GetBitmapEx().GetAlpha().GetBitmap() );
+ else
+ aAlphaGraphic.SetGraphic( GetGraphic().GetBitmapEx().GetMask() );
+
+ if( aAlphaGraphic.ImplRenderTempTile( *aVDev, nNumTilesInCacheX,
+ nNumTilesInCacheY, rSizePixel, pAttr ) )
+ {
+ // Combine bitmap and alpha/mask
+ if( GetGraphic().IsAlpha() )
+ aTileBitmap = BitmapEx( aTileBitmap.GetBitmap(),
+ AlphaMask( aVDev->GetBitmap( Point(0,0), aVDev->GetOutputSize() ) ) );
+ else
+ aTileBitmap = BitmapEx( aTileBitmap.GetBitmap(),
+ aVDev->GetBitmap( Point(0,0), aVDev->GetOutputSize() ).CreateMask( COL_WHITE ) );
+ }
+ }
+
+ // paint generated tile
+ GraphicObject aTmpGraphic( aTileBitmap );
+ bRet = aTmpGraphic.ImplDrawTiled( pOut, rArea,
+ aTileBitmap.GetSizePixel(),
+ rOffset, pAttr, nTileCacheSize1D );
+ }
+ }
+ else
+ {
+ const Size aOutOffset( pOut->LogicToPixel( rOffset, aOutMapMode ) );
+ const tools::Rectangle aOutArea( pOut->LogicToPixel( rArea, aOutMapMode ) );
+
+ // number of invisible (because out-of-area) tiles
+ int nInvisibleTilesX;
+ int nInvisibleTilesY;
+
+ // round towards -infty for negative offset
+ if( aOutOffset.Width() < 0 )
+ nInvisibleTilesX = (aOutOffset.Width() - rSizePixel.Width() + 1) / rSizePixel.Width();
+ else
+ nInvisibleTilesX = aOutOffset.Width() / rSizePixel.Width();
+
+ // round towards -infty for negative offset
+ if( aOutOffset.Height() < 0 )
+ nInvisibleTilesY = (aOutOffset.Height() - rSizePixel.Height() + 1) / rSizePixel.Height();
+ else
+ nInvisibleTilesY = aOutOffset.Height() / rSizePixel.Height();
+
+ // origin from where to 'virtually' start drawing in pixel
+ const Point aOutOrigin( pOut->LogicToPixel( Point( rArea.Left() - rOffset.Width(),
+ rArea.Top() - rOffset.Height() ) ) );
+ // position in pixel from where to really start output
+ const Point aOutStart( aOutOrigin.X() + nInvisibleTilesX*rSizePixel.Width(),
+ aOutOrigin.Y() + nInvisibleTilesY*rSizePixel.Height() );
+
+ pOut->Push( PushFlags::CLIPREGION );
+ pOut->IntersectClipRegion( rArea );
+
+ // Paint all tiles
+
+
+ bRet = ImplDrawTiled( *pOut, aOutStart,
+ (aOutArea.GetWidth() + aOutArea.Left() - aOutStart.X() + rSizePixel.Width() - 1) / rSizePixel.Width(),
+ (aOutArea.GetHeight() + aOutArea.Top() - aOutStart.Y() + rSizePixel.Height() - 1) / rSizePixel.Height(),
+ rSizePixel, pAttr );
+
+ pOut->Pop();
+ }
+
+ return bRet;
+}
+
+bool GraphicObject::ImplDrawTiled( OutputDevice& rOut, const Point& rPosPixel,
+ int nNumTilesX, int nNumTilesY,
+ const Size& rTileSizePixel, const GraphicAttr* pAttr )
+{
+ Point aCurrPos( rPosPixel );
+ Size aTileSizeLogic( rOut.PixelToLogic( rTileSizePixel ) );
+ int nX, nY;
+
+ // #107607# Use logical coordinates for metafile playing, too
+ bool bDrawInPixel( rOut.GetConnectMetaFile() == nullptr && GraphicType::Bitmap == GetType() );
+ bool bRet = false;
+
+ // #105229# Switch off mapping (converting to logic and back to
+ // pixel might cause roundoff errors)
+ bool bOldMap( rOut.IsMapModeEnabled() );
+
+ if( bDrawInPixel )
+ rOut.EnableMapMode( false );
+
+ for( nY=0; nY < nNumTilesY; ++nY )
+ {
+ aCurrPos.setX( rPosPixel.X() );
+
+ for( nX=0; nX < nNumTilesX; ++nX )
+ {
+ // #105229# work with pixel coordinates here, mapping is disabled!
+ // #104004# don't disable mapping for metafile recordings
+ // #108412# don't quit the loop if one draw fails
+
+ // update return value. This method should return true, if
+ // at least one of the looped Draws succeeded.
+ bRet |= Draw( &rOut,
+ bDrawInPixel ? aCurrPos : rOut.PixelToLogic( aCurrPos ),
+ bDrawInPixel ? rTileSizePixel : aTileSizeLogic,
+ pAttr );
+
+ aCurrPos.AdjustX(rTileSizePixel.Width() );
+ }
+
+ aCurrPos.AdjustY(rTileSizePixel.Height() );
+ }
+
+ if( bDrawInPixel )
+ rOut.EnableMapMode( bOldMap );
+
+ return bRet;
+}
+
+void GraphicObject::ImplTransformBitmap( BitmapEx& rBmpEx,
+ const GraphicAttr& rAttr,
+ const Size& rCropLeftTop,
+ const Size& rCropRightBottom,
+ const tools::Rectangle& rCropRect,
+ const Size& rDstSize,
+ bool bEnlarge ) const
+{
+ // #107947# Extracted from svdograf.cxx
+
+ // #104115# Crop the bitmap
+ if( rAttr.IsCropped() )
+ {
+ rBmpEx.Crop( rCropRect );
+
+ // #104115# Negative crop sizes mean: enlarge bitmap and pad
+ if( bEnlarge && (
+ rCropLeftTop.Width() < 0 ||
+ rCropLeftTop.Height() < 0 ||
+ rCropRightBottom.Width() < 0 ||
+ rCropRightBottom.Height() < 0 ) )
+ {
+ Size aBmpSize( rBmpEx.GetSizePixel() );
+ sal_Int32 nPadLeft( rCropLeftTop.Width() < 0 ? -rCropLeftTop.Width() : 0 );
+ sal_Int32 nPadTop( rCropLeftTop.Height() < 0 ? -rCropLeftTop.Height() : 0 );
+ sal_Int32 nPadTotalWidth( aBmpSize.Width() + nPadLeft + (rCropRightBottom.Width() < 0 ? -rCropRightBottom.Width() : 0) );
+ sal_Int32 nPadTotalHeight( aBmpSize.Height() + nPadTop + (rCropRightBottom.Height() < 0 ? -rCropRightBottom.Height() : 0) );
+
+ BitmapEx aBmpEx2;
+
+ if( rBmpEx.IsTransparent() )
+ {
+ if( rBmpEx.IsAlpha() )
+ aBmpEx2 = BitmapEx( rBmpEx.GetBitmap(), rBmpEx.GetAlpha() );
+ else
+ aBmpEx2 = BitmapEx( rBmpEx.GetBitmap(), rBmpEx.GetMask() );
+ }
+ else
+ {
+ // #104115# Generate mask bitmap and init to zero
+ Bitmap aMask( aBmpSize, 1 );
+ aMask.Erase( Color(0,0,0) );
+
+ // #104115# Always generate transparent bitmap, we need the border transparent
+ aBmpEx2 = BitmapEx( rBmpEx.GetBitmap(), aMask );
+
+ // #104115# Add opaque mask to source bitmap, otherwise the destination remains transparent
+ rBmpEx = aBmpEx2;
+ }
+
+ aBmpEx2.Scale(Size(nPadTotalWidth, nPadTotalHeight));
+ aBmpEx2.Erase( Color(0xFF,0,0,0) );
+ aBmpEx2.CopyPixel( tools::Rectangle( Point(nPadLeft, nPadTop), aBmpSize ), tools::Rectangle( Point(0, 0), aBmpSize ), &rBmpEx );
+ rBmpEx = aBmpEx2;
+ }
+ }
+
+ const Size aSizePixel( rBmpEx.GetSizePixel() );
+
+ if( rAttr.GetRotation() == 0 || IsAnimated() )
+ return;
+
+ if( !(aSizePixel.Width() && aSizePixel.Height() && rDstSize.Width() && rDstSize.Height()) )
+ return;
+
+ double fSrcWH = static_cast<double>(aSizePixel.Width()) / aSizePixel.Height();
+ double fDstWH = static_cast<double>(rDstSize.Width()) / rDstSize.Height();
+ double fScaleX = 1.0, fScaleY = 1.0;
+
+ // always choose scaling to shrink bitmap
+ if( fSrcWH < fDstWH )
+ fScaleY = aSizePixel.Width() / ( fDstWH * aSizePixel.Height() );
+ else
+ fScaleX = fDstWH * aSizePixel.Height() / aSizePixel.Width();
+
+ rBmpEx.Scale( fScaleX, fScaleY );
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */