void GraphicsContext::setPlatformStrokeColor(const Color& color, ColorSpace colorSpace) { if (paintingDisabled()) return; setCGStrokeColor(platformContext(), color, colorSpace); }
void GraphicsContext::drawLineForMisspellingOrBadGrammar(const IntPoint& point, int width, bool grammar) { if (paintingDisabled()) return; // These are the same for misspelling or bad grammar const int patternHeight = 3; // 3 rows ASSERT(cMisspellingLineThickness == patternHeight); const int patternWidth = 4; // 4 pixels ASSERT(patternWidth == cMisspellingLinePatternWidth); // Make sure to draw only complete dots. // NOTE: Code here used to shift the underline to the left and increase the width // to make sure everything gets underlined, but that results in drawing out of // bounds (e.g. when at the edge of a view) and could make it appear that the // space between adjacent misspelled words was underlined. // allow slightly more considering that the pattern ends with a transparent pixel int widthMod = width % patternWidth; if (patternWidth - widthMod > cMisspellingLinePatternGapWidth) width -= widthMod; // Draw the underline CGContextRef context = platformContext(); CGContextSaveGState(context); const Color& patternColor = grammar ? grammarPatternColor() : spellingPatternColor(); setCGStrokeColor(context, patternColor); wkSetPatternPhaseInUserSpace(context, point); CGContextSetBlendMode(context, kCGBlendModeNormal); // 3 rows, each offset by half a pixel for blending purposes const CGPoint upperPoints [] = {{point.x(), point.y() + patternHeight - 2.5 }, {point.x() + width, point.y() + patternHeight - 2.5}}; const CGPoint middlePoints [] = {{point.x(), point.y() + patternHeight - 1.5 }, {point.x() + width, point.y() + patternHeight - 1.5}}; const CGPoint lowerPoints [] = {{point.x(), point.y() + patternHeight - 0.5 }, {point.x() + width, point.y() + patternHeight - 0.5 }}; // Dash lengths for the top and bottom of the error underline are the same. // These are magic. static const float edge_dash_lengths[] = {2.0f, 2.0f}; static const float middle_dash_lengths[] = {2.76f, 1.24f}; static const float edge_offset = -(edge_dash_lengths[1] - 1.0f) / 2.0f; static const float middle_offset = -(middle_dash_lengths[1] - 1.0f) / 2.0f; // Line opacities. Once again, these are magic. const float upperOpacity = 0.33f; const float middleOpacity = 0.75f; const float lowerOpacity = 0.88f; //Top line CGContextSetLineDash(context, edge_offset, edge_dash_lengths, sizeof(edge_dash_lengths) / sizeof(edge_dash_lengths[0])); CGContextSetAlpha(context, upperOpacity); CGContextStrokeLineSegments(context, upperPoints, 2); // Middle line CGContextSetLineDash(context, middle_offset, middle_dash_lengths, sizeof(middle_dash_lengths) / sizeof(middle_dash_lengths[0])); CGContextSetAlpha(context, middleOpacity); CGContextStrokeLineSegments(context, middlePoints, 2); // Bottom line CGContextSetLineDash(context, edge_offset, edge_dash_lengths, sizeof(edge_dash_lengths) / sizeof(edge_dash_lengths[0])); CGContextSetAlpha(context, lowerOpacity); CGContextStrokeLineSegments(context, lowerPoints, 2); CGContextRestoreGState(context); }