Ejemplo n.º 1
0
//============================================================================
//		NCGShading::UpdateShading : Update the shading.
//----------------------------------------------------------------------------
void NCGShading::UpdateShading(void) const
{	CGColorSpaceRef		cgColorSpace;



	// Validate our state
	NN_ASSERT(!mShading.IsValid());



	// Create the new shading
	cgColorSpace = NCGColor::GetDeviceRGB();

	switch (mMode) {
		case kShadingNone:
			ResetShading();
			break;

		case kShadingLinear:
			mShading.SetObject(CGShadingCreateAxial( cgColorSpace, ToCG(mStartPoint), ToCG(mEndPoint), mEvaluate, mStartExtend, mEndExtend));
			break;

		case kShadingRadial:
			mShading.SetObject(CGShadingCreateRadial(cgColorSpace, ToCG(mStartPoint), mStartRadius, ToCG(mEndPoint), mEndRadius, mEvaluate, mStartExtend, mEndExtend));
			break;

		default:
			NN_LOG("Unknown shading mode: %d", mMode);
			break;
		}
}
Ejemplo n.º 2
0
// -----------------------------------------------------------------------------
//	ShadeRectColor
// -----------------------------------------------------------------------------
//
OSStatus ShadeRectColor(
	const CGRGB*		inStartColor,
	const CGRGB*		inEndColor,
	const HIRect*		inRect,
	CGContextRef		inContext )
{
	OSStatus			err = noErr;
	CGColorSpaceRef		colorSpace;
	CGFunctionCallbacks	callbacks = { 0, ColorGradientEvaluate, NULL };
	CGFunctionRef		function;
	CGShadingRef		shading;
	ColorShadeData		data;
	
	// Warning: this stuff is sitting on the stack.  Be careful if you move
	// the shading code around.
	data.start = *inStartColor;
	data.range.red = inEndColor->red - inStartColor->red;
	data.range.green = inEndColor->green - inStartColor->green;
	data.range.blue = inEndColor->blue - inStartColor->blue;
	
	CGContextSaveGState( inContext );
	CGContextClipToRect( inContext, *inRect );

	colorSpace = CGColorSpaceCreateDeviceRGB();
	require_action( colorSpace != NULL, CantCreateColorSpace, err = memFullErr );

	function = CGFunctionCreate(
			&data,			// info
			1,				// domainDimension
			NULL,			// input domain NULL == no range clipping
			4,				// rangeDimension,
			NULL,			// output domain NULL == no range clipping
			&callbacks );	// CGFunctionCallbacks
	require_action( function != NULL, CantCreateFunction, err = memFullErr );

	shading = CGShadingCreateAxial(
			colorSpace,
			inRect->origin,	// start
			CGPointMake( CGRectGetMinX( *inRect ), CGRectGetMaxY( *inRect ) ),	// end
			function,
			false,			// extendStart
			false );		// extendEnd
	require_action( colorSpace != NULL, CantCreateShading, err = memFullErr );

	CGContextDrawShading( inContext, shading);

CantCreateFunction:
	CGShadingRelease( shading );

CantCreateShading:
	CGColorSpaceRelease( colorSpace );

CantCreateColorSpace:
	CGContextRestoreGState( inContext );
	
	return err;
}
static CGShadingRef CGShadingRefForLinearGradient(const SVGPaintServerLinearGradient* server)
{
    CGPoint start = CGPoint(server->gradientStart());
    CGPoint end = CGPoint(server->gradientEnd());

    CGFunctionCallbacks callbacks = {0, cgGradientCallback, NULL};
    CGFloat domainLimits[2] = {0, 1};
    CGFloat rangeLimits[8] = {0, 1, 0, 1, 0, 1, 0, 1};
    CGFunctionRef shadingFunction = CGFunctionCreate((void *)server, 1, domainLimits, 4, rangeLimits, &callbacks);

    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    CGShadingRef shading = CGShadingCreateAxial(colorSpace, start, end, shadingFunction, true, true);
    CGColorSpaceRelease(colorSpace);
    CGFunctionRelease(shadingFunction);
    return shading;
}
Ejemplo n.º 4
0
CGShadingRef Gradient::platformGradient()
{
    if (m_gradient)
        return m_gradient;

    const CGFloat intervalRanges[2] = { 0, 1 };
    const CGFloat colorComponentRanges[4 * 2] = { 0, 1, 0, 1, 0, 1, 0, 1 };
    const CGFunctionCallbacks gradientCallbacks = { 0, gradientCallback, 0 };
    RetainPtr<CGFunctionRef> colorFunction(AdoptCF, CGFunctionCreate(this, 1, intervalRanges, 4, colorComponentRanges, &gradientCallbacks));

    static CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

    if (m_radial)
        m_gradient = CGShadingCreateRadial(colorSpace, m_p0, m_r0, m_p1, m_r1, colorFunction.get(), true, true);
    else
        m_gradient = CGShadingCreateAxial(colorSpace, m_p0, m_p1, colorFunction.get(), true, true);

    return m_gradient;
}
Ejemplo n.º 5
0
void TIPGradientAxialFillRect( CGContextRef theContext, TIPGradientRef theGradient, CGRect theRect, float angle)
{
    CGPoint startPoint;
    CGPoint endPoint;

    TIPGradientFindEndpointsForRotation(theRect,angle,&startPoint,&endPoint);

    // CoreGraphics Calls
    CGContextSaveGState(theContext);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    CGShadingRef myCGShading = CGShadingCreateAxial(colorSpace,startPoint,endPoint,theGradient->gradientFunction,FALSE,FALSE);

    CGContextClipToRect(theContext,theRect);
    CGContextDrawShading(theContext,myCGShading);

    CGShadingRelease(myCGShading);
    CGColorSpaceRelease(colorSpace);
    CGContextRestoreGState(theContext);
}
Ejemplo n.º 6
0
CGShadingRef CanvasGradient::platformShading()
{
    if (m_shading)
        return m_shading;

    const CGFloat intervalRanges[2] = { 0, 1 };
    const CGFloat colorComponentRanges[4 * 2] = { 0, 1, 0, 1, 0, 1, 0, 1 };
    const CGFunctionCallbacks gradientCallbacks = { 0, gradientCallback, 0 };
    CGFunctionRef colorFunction = CGFunctionCreate(this, 1, intervalRanges, 4, colorComponentRanges, &gradientCallbacks);

    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

    if (m_radial)
        m_shading = CGShadingCreateRadial(colorSpace, m_p0, m_r0, m_p1, m_r1, colorFunction, true, true);
    else
        m_shading = CGShadingCreateAxial(colorSpace, m_p0, m_p1, colorFunction, true, true);

    CGColorSpaceRelease(colorSpace);
    CGFunctionRelease(colorFunction);

    return m_shading;
}