// FIXME: Is it possible to merge getWindowsContext and createWindowsBitmap into a single API
// suitable for all clients?
void GraphicsContext::releaseWindowsContext(HDC hdc, const IntRect& dstRect, bool supportAlphaBlend, bool mayCreateBitmap)
{
    bool createdBitmap = mayCreateBitmap && (!m_data->m_hdc || isInTransparencyLayer());
    if (!createdBitmap) {
        m_data->restore();
        return;
    }

    if (dstRect.isEmpty())
        return;

    OwnPtr<HBITMAP> bitmap = adoptPtr(static_cast<HBITMAP>(GetCurrentObject(hdc, OBJ_BITMAP)));

    DIBPixelData pixelData(bitmap.get());

    ASSERT(pixelData.bitsPerPixel() == 32);

    CGContextRef bitmapContext = CGBitmapContextCreate(pixelData.buffer(), pixelData.size().width(), pixelData.size().height(), 8,
                                                       pixelData.bytesPerRow(), deviceRGBColorSpaceRef(), kCGBitmapByteOrder32Little |
                                                       (supportAlphaBlend ? kCGImageAlphaPremultipliedFirst : kCGImageAlphaNoneSkipFirst));

    CGImageRef image = CGBitmapContextCreateImage(bitmapContext);
    CGContextDrawImage(m_data->m_cgContext.get(), dstRect, image);
    
    // Delete all our junk.
    CGImageRelease(image);
    CGContextRelease(bitmapContext);
    ::DeleteDC(hdc);
}
Example #2
0
void GraphicsContext::releaseWindowsContext(HDC hdc, const IntRect& dstRect, bool supportAlphaBlend, bool mayCreateBitmap)
{
    bool createdBitmap = mayCreateBitmap && (!m_data->m_hdc || isInTransparencyLayer());
    if (!hdc || !createdBitmap) {
        m_data->restore();
        return;
    }

    if (dstRect.isEmpty())
        return;

    OwnPtr<HBITMAP> bitmap = adoptPtr(static_cast<HBITMAP>(GetCurrentObject(hdc, OBJ_BITMAP)));

    DIBPixelData pixelData(bitmap.get());
    ASSERT(pixelData.bitsPerPixel() == 32);

    // If this context does not support alpha blending, then it may have
    // been drawn with GDI functions which always set the alpha channel
    // to zero. We need to manually set the bitmap to be fully opaque.
    unsigned char* bytes = reinterpret_cast<unsigned char*>(pixelData.buffer());
    if (!supportAlphaBlend)
        setRGBABitmapAlpha(bytes, pixelData.size().height() * pixelData.bytesPerRow(), 255);

    drawBitmapToContext(m_data, platformContext()->cr(), pixelData, IntSize(dstRect.x(), dstRect.height() + dstRect.y()));

    ::DeleteDC(hdc);
}
Example #3
0
HDC GraphicsContext::getWindowsContext(const IntRect& dstRect, bool supportAlphaBlend, bool mayCreateBitmap)
{
    // FIXME: Should a bitmap be created also when a shadow is set?
    if (mayCreateBitmap && (!m_data->m_hdc || isInTransparencyLayer())) {
        if (dstRect.isEmpty())
            return 0;

        // Create a bitmap DC in which to draw.
        BitmapInfo bitmapInfo = BitmapInfo::create(dstRect.size());

        void* pixels = 0;
        HBITMAP bitmap = ::CreateDIBSection(NULL, &bitmapInfo, DIB_RGB_COLORS, &pixels, 0, 0);
        if (!bitmap)
            return 0;

        auto bitmapDC = adoptGDIObject(::CreateCompatibleDC(m_data->m_hdc));
        ::SelectObject(bitmapDC.get(), bitmap);

        // Fill our buffer with clear if we're going to alpha blend.
        if (supportAlphaBlend)
           fillWithClearColor(bitmap);

        // Make sure we can do world transforms.
        ::SetGraphicsMode(bitmapDC.get(), GM_ADVANCED);

        // Apply a translation to our context so that the drawing done will be at (0,0) of the bitmap.
        XFORM xform = TransformationMatrix().translate(-dstRect.x(), -dstRect.y());

        ::SetWorldTransform(bitmapDC.get(), &xform);

        return bitmapDC.leak();
    }

    m_data->flush();
    m_data->save();
    return m_data->m_hdc;
}