void CanvasRenderingContext2D::applyStrokePattern() { GraphicsContext* c = drawingContext(); if (!c) return; #if PLATFORM(CG) // Check for case where the pattern is already set. CGAffineTransform m = CGContextGetCTM(c->platformContext()); if (state().m_appliedStrokePattern && CGAffineTransformEqualToTransform(m, state().m_strokeStylePatternTransform)) return; CanvasPattern* pattern = state().m_strokeStyle->pattern(); if (!pattern) return; CGPatternRef platformPattern = pattern->createPattern(m); if (!platformPattern) return; CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0); CGContextSetStrokeColorSpace(c->platformContext(), patternSpace); CGColorSpaceRelease(patternSpace); const CGFloat patternAlpha = 1; CGContextSetStrokePattern(c->platformContext(), platformPattern, &patternAlpha); CGPatternRelease(platformPattern); state().m_strokeStylePatternTransform = m; #elif PLATFORM(QT) fprintf(stderr, "FIXME: CanvasRenderingContext2D::applyStrokePattern\n"); #endif state().m_appliedStrokePattern = true; }
void CanvasRenderingContext2D::applyStrokePattern() { GraphicsContext* c = drawingContext(); if (!c) return; #if PLATFORM(CG) // Check for case where the pattern is already set. CGAffineTransform m = CGContextGetCTM(c->platformContext()); if (state().m_appliedStrokePattern && CGAffineTransformEqualToTransform(m, state().m_strokeStylePatternTransform)) return; CanvasPattern* pattern = state().m_strokeStyle->pattern(); if (!pattern) return; CGPatternRef platformPattern = pattern->createPattern(m); if (!platformPattern) return; CGColorSpaceRef patternSpace = CGColorSpaceCreatePattern(0); CGContextSetStrokeColorSpace(c->platformContext(), patternSpace); CGColorSpaceRelease(patternSpace); const CGFloat patternAlpha = 1; CGContextSetStrokePattern(c->platformContext(), platformPattern, &patternAlpha); CGPatternRelease(platformPattern); state().m_strokeStylePatternTransform = m; #elif PLATFORM(QT) notImplemented(); #elif PLATFORM(CAIRO) && !PLATFORM(BAL) CanvasPattern* pattern = state().m_strokeStyle->pattern(); if (!pattern) return; cairo_t* cr = c->platformContext(); cairo_matrix_t m; cairo_get_matrix(cr, &m); cairo_pattern_t* platformPattern = pattern->createPattern(m); if (!platformPattern) return; cairo_set_source(cr, platformPattern); cairo_pattern_destroy(platformPattern); #elif PLATFORM(BAL) notImplemented(); #endif state().m_appliedStrokePattern = true; }
void GraphicsContext::applyStrokePattern() { CGContextRef cgContext = platformContext(); RetainPtr<CGPatternRef> platformPattern(AdoptCF, m_state.strokePattern->createPlatformPattern(getCTM())); if (!platformPattern) return; RetainPtr<CGColorSpaceRef> patternSpace(AdoptCF, CGColorSpaceCreatePattern(0)); CGContextSetStrokeColorSpace(cgContext, patternSpace.get()); const CGFloat patternAlpha = 1; CGContextSetStrokePattern(cgContext, platformPattern.get(), &patternAlpha); }
void CGContextSetStrokePattern_wrap(CGContext *con, CGPatternRef p, float c1, float c2, float c3, float alpha) { float color[4] = {c1, c2, c3, alpha}; CGContextSetStrokePattern(con, p, color); }
bool SVGPaintServerPattern::setup(GraphicsContext*& context, const RenderObject* object, SVGPaintTargetType type, bool isPaintingText) const { CGContextRef contextRef = context->platformContext(); // Build pattern tile, passing destination object bounding box FloatRect targetRect; if (isPaintingText) { IntRect textBoundary = const_cast<RenderObject*>(object)->absoluteBoundingBoxRect(); targetRect = object->absoluteTransform().inverse().mapRect(textBoundary); } else targetRect = CGContextGetPathBoundingBox(contextRef); m_ownerElement->buildPattern(targetRect); if (!tile()) return false; CGSize cellSize = CGSize(tile()->size()); CGFloat alpha = 1; // canvasStyle->opacity(); //which? context->save(); // Repesct local pattern transformations CGContextConcatCTM(contextRef, patternTransform()); // Pattern space seems to start in the lower-left, so we flip the Y here. CGSize phase = CGSizeMake(patternBoundaries().x(), -patternBoundaries().y()); CGContextSetPatternPhase(contextRef, phase); RenderStyle* style = object->style(); CGContextSetAlpha(contextRef, style->opacity()); // or do I set the alpha above? ASSERT(!m_pattern); CGPatternCallbacks callbacks = {0, patternCallback, NULL}; m_pattern = CGPatternCreate(tile(), CGRectMake(0, 0, cellSize.width, cellSize.height), CGContextGetCTM(contextRef), patternBoundaries().width(), patternBoundaries().height(), kCGPatternTilingConstantSpacing, // FIXME: should ask CG guys. true, // has color &callbacks); if (!m_patternSpace) m_patternSpace = CGColorSpaceCreatePattern(0); if ((type & ApplyToFillTargetType) && style->svgStyle()->hasFill()) { CGContextSetFillColorSpace(contextRef, m_patternSpace); CGContextSetFillPattern(contextRef, m_pattern, &alpha); if (isPaintingText) context->setTextDrawingMode(cTextFill); } if ((type & ApplyToStrokeTargetType) && style->svgStyle()->hasStroke()) { CGContextSetStrokeColorSpace(contextRef, m_patternSpace); CGContextSetStrokePattern(contextRef, m_pattern, &alpha); applyStrokeStyleToContext(contextRef, style, object); if (isPaintingText) context->setTextDrawingMode(cTextStroke); } return true; }