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diff --git a/gfx/2d/PathD2D.cpp b/gfx/2d/PathD2D.cpp
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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 {
+
+already_AddRefed<PathBuilder> PathBuilderD2D::Create(FillRule aFillRule) {
+ RefPtr<ID2D1PathGeometry> path;
+ HRESULT hr =
+ DrawTargetD2D1::factory()->CreatePathGeometry(getter_AddRefs(path));
+
+ if (FAILED(hr)) {
+ gfxWarning() << "Failed to create Direct2D Path Geometry. Code: "
+ << hexa(hr);
+ return nullptr;
+ }
+
+ RefPtr<ID2D1GeometrySink> sink;
+ hr = path->Open(getter_AddRefs(sink));
+ if (FAILED(hr)) {
+ gfxWarning() << "Failed to access Direct2D Path Geometry. Code: "
+ << hexa(hr);
+ return nullptr;
+ }
+
+ if (aFillRule == FillRule::FILL_WINDING) {
+ sink->SetFillMode(D2D1_FILL_MODE_WINDING);
+ }
+
+ return MakeAndAddRef<PathBuilderD2D>(sink, path, aFillRule,
+ BackendType::DIRECT2D1_1);
+}
+
+// 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