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Diffstat (limited to 'vcl/source/graphic/GraphicObject2.cxx')
-rw-r--r-- | vcl/source/graphic/GraphicObject2.cxx | 503 |
1 files changed, 503 insertions, 0 deletions
diff --git a/vcl/source/graphic/GraphicObject2.cxx b/vcl/source/graphic/GraphicObject2.cxx new file mode 100644 index 000000000..89af907e2 --- /dev/null +++ b/vcl/source/graphic/GraphicObject2.cxx @@ -0,0 +1,503 @@ +/* -*- 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() : 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& rOut, const tools::Rectangle& rArea, const Size& rSizePixel, + const Size& rOffset, const GraphicAttr* pAttr, int nTileCacheSize1D) +{ + const MapMode aOutMapMode(rOut.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(BitmapEx(GetGraphic().GetBitmapEx().GetAlpha().GetBitmap())); + else + aAlphaGraphic.SetGraphic(BitmapEx(Bitmap())); + + 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(rOut, rArea, + aTileBitmap.GetSizePixel(), + rOffset, pAttr, nTileCacheSize1D); + } + } + else + { + const Size aOutOffset( rOut.LogicToPixel( rOffset, aOutMapMode ) ); + const tools::Rectangle aOutArea( rOut.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( rOut.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() ); + + rOut.Push( vcl::PushFlags::CLIPREGION ); + rOut.IntersectClipRegion( rArea ); + + // Paint all tiles + + + bRet = ImplDrawTiled(rOut, 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); + + rOut.Pop(); + } + + return bRet; +} + +bool GraphicObject::ImplDrawTiled( OutputDevice& rOut, const Point& rPosPixel, + int nNumTilesX, int nNumTilesY, + const Size& rTileSizePixel, const GraphicAttr* pAttr ) const +{ + 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.IsAlpha() ) + { + aBmpEx2 = BitmapEx( rBmpEx.GetBitmap(), rBmpEx.GetAlpha() ); + } + else + { + // #104115# Generate mask bitmap and init to zero + Bitmap aMask(aBmpSize, vcl::PixelFormat::N8_BPP, &Bitmap::GetGreyPalette(256)); + 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(ColorAlpha,0,0,0,0) ); + 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_deg10 || 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: */ |