static CGShadingRef CGShadingRefForRadialGradient(const SVGPaintServerRadialGradient* server)
{
    CGPoint center = CGPoint(server->gradientCenter());
    CGPoint focus = CGPoint(server->gradientFocal());
    double radius = server->gradientRadius();

    double fdx = focus.x - center.x;
    double fdy = focus.y - center.y;

    // Spec: If (fx, fy) lies outside the circle defined by (cx, cy) and r, set (fx, fy)
    // to the point of intersection of the line through (fx, fy) and the circle.
    if (sqrtf(fdx * fdx + fdy * fdy) > radius) { 
        double angle = atan2(focus.y * 100.0, focus.x * 100.0);
        focus.x = cos(angle) * radius;
        focus.y = sin(angle) * radius;
    }

    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 = CGShadingCreateRadial(colorSpace, focus, 0, center, radius, shadingFunction, true, true);
    CGColorSpaceRelease(colorSpace);
    CGFunctionRelease(shadingFunction);
    return shading;
}
Ejemplo n.º 2
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 3
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 4
0
void TIPGradientRadialFillRect( CGContextRef theContext, TIPGradientRef theGradient, CGRect theRect, CGPoint center, float radius)
{
    CGPoint startPoint = center;
    CGPoint endPoint = center;
    float startRadius = 1.0f;
    float endRadius = radius;

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

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

    CGShadingRelease(myCGShading);
    CGColorSpaceRelease(colorSpace);
    CGContextRestoreGState(theContext);
}
Ejemplo n.º 5
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;
}