/* -*- 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 #include "DrawTargetD2D1.h" #include "Logging.h" namespace mozilla { namespace gfx { // This class exists as a wrapper for ID2D1SimplifiedGeometry sink, it allows // a geometry to be duplicated into a geometry sink, while removing the final // figure end and thus allowing a figure that was implicitly closed to be // continued. class OpeningGeometrySink : public ID2D1SimplifiedGeometrySink { public: explicit OpeningGeometrySink(ID2D1SimplifiedGeometrySink* aSink) : mSink(aSink), mNeedsFigureEnded(false) {} HRESULT STDMETHODCALLTYPE QueryInterface(const IID& aIID, void** aPtr) { if (!aPtr) { return E_POINTER; } if (aIID == IID_IUnknown) { *aPtr = static_cast(this); return S_OK; } else if (aIID == IID_ID2D1SimplifiedGeometrySink) { *aPtr = static_cast(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 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(mGeometry, mFigureActive, mCurrentPoint, mFillRule, mBackendType); } already_AddRefed PathD2D::CopyToBuilder(FillRule aFillRule) const { return TransformedCopyToBuilder(Matrix(), aFillRule); } already_AddRefed PathD2D::TransformedCopyToBuilder( const Matrix& aTransform, FillRule aFillRule) const { RefPtr path; HRESULT hr = DrawTargetD2D1::factory()->CreatePathGeometry(getter_AddRefs(path)); if (FAILED(hr)) { gfxWarning() << "Failed to create PathGeometry. Code: " << hexa(hr); return nullptr; } RefPtr 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 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 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 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