コード例 #1
0
ファイル: GradientCG.cpp プロジェクト: 325116067/semc-qsd8x50
void Gradient::paint(GraphicsContext* context)
{
#ifdef BUILDING_ON_TIGER
    CGContextDrawShading(context->platformContext(), platformGradient());
#else
    CGGradientDrawingOptions extendOptions = kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation;
    if (m_radial)
        CGContextDrawRadialGradient(context->platformContext(), platformGradient(), m_p0, m_r0, m_p1, m_r1, extendOptions);
    else
        CGContextDrawLinearGradient(context->platformContext(), platformGradient(), m_p0, m_p1, extendOptions);
#endif
}
コード例 #2
0
void JBGFillGradientCircle(CGContextRef ctx, CGPoint center_1, CGFloat r_1, CGPoint center_2, CGFloat r_2, CGGradientRef fill_gradient, CGColorRef stroke_color)
{
    if (fill_gradient)
    {
        CGGradientDrawingOptions options = kCGGradientDrawsBeforeStartLocation;
        CGContextDrawRadialGradient(ctx, fill_gradient, center_1, r_1, center_2, r_2, options);
    }
    
    if (stroke_color)
    {
        CGContextSetStrokeColorWithColor(ctx, stroke_color);
        CGContextAddArc(ctx, center_2.x, center_2.y, r_2, 0, M_PI * 2, false);
        CGContextStrokePath(ctx);
    }
}
コード例 #3
0
ファイル: cgdrawcontext.cpp プロジェクト: UIKit0/vstgui
//-----------------------------------------------------------------------------
void CGDrawContext::fillRadialGradient (CGraphicsPath* _path, const CGradient& gradient, const CPoint& center, CCoord radius, const CPoint& originOffset, bool evenOdd, CGraphicsTransform* t)
{
    QuartzGraphicsPath* path = dynamic_cast<QuartzGraphicsPath*> (_path);
    if (path == 0)
        return;

    const QuartzGradient* cgGradient = dynamic_cast<const QuartzGradient*> (&gradient);
    if (cgGradient == 0)
        return;

    CGContextRef context = beginCGContext (true, getDrawMode ().integralMode ());
    if (context)
    {
        if (getDrawMode ().integralMode ())
        {
            path->pixelAlign (this, t);
            CGContextAddPath (context, path->getCGPathRef ());
        }
        else if (t)
        {
            CGContextSaveGState (context);
            CGAffineTransform transform = QuartzGraphicsPath::createCGAffineTransform (*t);
            CGContextConcatCTM (context, transform);
            CGContextAddPath (context, path->getCGPathRef ());
            CGContextRestoreGState (context);
        }
        else
            CGContextAddPath (context, path->getCGPathRef ());

        if (evenOdd)
            CGContextEOClip (context);
        else
            CGContextClip (context);

        CPoint startCenter = center + originOffset;
        CGContextDrawRadialGradient (context, *cgGradient, CGPointFromCPoint (startCenter), 0, CGPointFromCPoint (center), static_cast<CGFloat> (radius), kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation);

        releaseCGContext (context);
    }
}
コード例 #4
0
ファイル: GradientCG.cpp プロジェクト: 3163504123/phantomjs
void Gradient::paint(CGContextRef context)
{
    CGGradientDrawingOptions extendOptions = kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation;
    if (!m_radial) {
        CGContextDrawLinearGradient(context, platformGradient(), m_p0, m_p1, extendOptions);
        return;
    }

    bool needScaling = aspectRatio() != 1;
    if (needScaling) {
        CGContextSaveGState(context);
        // Scale from the center of the gradient. We only ever scale non-deprecated gradients,
        // for which m_p0 == m_p1.
        ASSERT(m_p0 == m_p1);
        CGContextTranslateCTM(context, m_p0.x(), m_p0.y());
        CGContextScaleCTM(context, 1, 1 / aspectRatio());
        CGContextTranslateCTM(context, -m_p0.x(), -m_p0.y());
    }

    CGContextDrawRadialGradient(context, platformGradient(), m_p0, m_r0, m_p1, m_r1, extendOptions);

    if (needScaling)
        CGContextRestoreGState(context);
}
コード例 #5
0
ファイル: hud.cpp プロジェクト: AdamDiment/CocoaSampleCode
static void initNeedle(unsigned w, unsigned h, unsigned max)
{
    CGColorSpaceRef colorspace;
    CGContextRef  gc;
    unsigned char *data;
    float cx, cy;
    float angle, radius, needle;

    data = (unsigned char *)malloc(w * h * 4);

    colorspace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    gc         = CGBitmapContextCreate(data, w, h, 8, w * 4, colorspace,
                                   kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);


    cx    = CENTERX * w;
    cy    = CENTERY * h;
    radius = 0.5 * (w > h ? w : h);
    needle = radius * 0.85;

    CGContextTranslateCTM(gc, 0.0, h);
    CGContextScaleCTM(gc, 1.0, -1.0);
    CGContextClearRect(gc, CGRectMake(0, 0, w, h));
    angle = 0;//angleForValue(0, max);

    {
        // draw glow reflecting on inner bevel
        float    dx, dy;
        dx         = -cos(angle) + 1;
        dy         = -sin(angle) + 1;

        CGGradientRef gradient;
        size_t num_locations = 2;
        CGFloat locations[2] = { 0.0, 1.0 };
        CGFloat components[8] = { 0.7, 0.7, 1.0, 0.7,  // Start color
                                  0.0, 0.0, 0.0, 0.0
                                }; // End color

        gradient = CGGradientCreateWithColorComponents (colorspace, components,
                   locations, num_locations);
        CGContextSaveGState(gc);
        CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false);
        CGContextAddArc(gc, cx, cy, needle*0.96, 0, 2*M_PI, false);
        CGContextEOClip(gc);
        CGContextDrawRadialGradient (gc, gradient,
                                     CGPointMake(cx*dx, cy*dy), radius*0.1,
                                     CGPointMake(cx*1.0, cy*1.0), radius*1.0, 0);
        CGContextRestoreGState(gc);
    }

    CGContextSetRGBFillColor(gc, 0.9, 0.9, 1.0, 1.0);

    // draw several glow passes, with the content offscreen
    CGContextTranslateCTM(gc, 0, OFFSCREEN - 10);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawNeedle(gc, w, h, angle);
    CGContextTranslateCTM(gc, 0, 20);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawNeedle(gc, w, h, angle);
    CGContextTranslateCTM(gc, -10, -10);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawNeedle(gc, w, h, angle);
    CGContextTranslateCTM(gc, 20, 0);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawNeedle(gc, w, h, angle);
    CGContextTranslateCTM(gc, -10, -OFFSCREEN);

    // draw real content
    CGContextSetShadowWithColor(gc, CGSizeMake(0, 1), 6.0, CGColorCreateGenericRGB(0.0, 0.0, 0.5, 0.7));
    drawNeedle(gc, w, h, angle);

    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);

    CGContextRelease(gc);
    CGColorSpaceRelease(colorspace);
    free(data);
}
コード例 #6
0
ファイル: hud.cpp プロジェクト: AdamDiment/CocoaSampleCode
static void initBackground(unsigned w, unsigned h, unsigned max)
{
    CGColorSpaceRef colorspace;
    CGContextRef  gc;
    unsigned char *data;
    float cx, cy;
    float radius, needle;

    data = (unsigned char *)malloc(w * h * 4);

    colorspace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    gc         = CGBitmapContextCreate(data, w, h, 8, w * 4, colorspace,
                                   kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);

    cx    = CENTERX * w;
    cy    = CENTERY * h;
    radius = 0.5 * (w > h ? w : h);
    needle = radius * 0.85;

    // background
    CGContextTranslateCTM(gc, 0.0, h);
    CGContextScaleCTM(gc, 1.0, -1.0);
    CGContextClearRect(gc, CGRectMake(0, 0, w, h));
    CGContextSetRGBFillColor(gc, 0.0, 0.0, 0.0, 0.7);
    CGContextAddArc(gc, cx, cy, radius, 0, 2*M_PI, false);
    CGContextFillPath(gc);

    CGGradientRef gradient;
    size_t num_locations = 2;
    CGFloat locations[2] = { 0.0, 1.0 };
    CGFloat components[8] = { 1.0, 1.0, 1.0, 0.5,  // Start color
                              0.0, 0.0, 0.0, 0.0
                            }; // End color

    gradient = CGGradientCreateWithColorComponents (colorspace, components,
               locations, num_locations);
    // top rim light
    CGContextSaveGState(gc);
    CGContextAddArc(gc, cx, cy, radius, 0, 2*M_PI, false);
    CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false);
    CGContextEOClip(gc);
    CGContextDrawRadialGradient (gc, gradient,
                                 CGPointMake(cx, cy*1.00), radius*1.01,
                                 CGPointMake(cx, cy*0.96), radius*0.98, 0);
    // bottom rim light
    CGContextDrawRadialGradient (gc, gradient,
                                 CGPointMake(cx, cy*1.00), radius*1.01,
                                 CGPointMake(cx, cy*1.04), radius*0.98, 0);
    // top bevel
    CGContextDrawRadialGradient (gc, gradient,
                                 CGPointMake(cx, cy*2.2), radius*0.2,
                                 CGPointMake(cx, cy*1.0), radius*1.0, 0);
    // bottom bevel
    CGContextRestoreGState(gc);
    CGContextSaveGState(gc);
    CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false);
    CGContextAddArc(gc, cx, cy, needle*0.96, 0, 2*M_PI, false);
    CGContextEOClip(gc);
    CGContextDrawRadialGradient (gc, gradient,
                                 CGPointMake(cx, cy* -.5), radius*0.2,
                                 CGPointMake(cx, cy*1.0), radius*1.0, 0);

    CGGradientRelease(gradient);
    CGContextRestoreGState(gc);

    CGContextSetRGBFillColor(gc, 0.9, 0.9, 1.0, 1.0);
    CGContextSetRGBStrokeColor(gc, 0.9, 0.9, 1.0, 1.0);
    CGContextSetLineCap(gc, kCGLineCapRound);

    // draw several glow passes, with the content offscreen
    CGContextTranslateCTM(gc, 0, OFFSCREEN - 10);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawMarks(gc, w, h, max);
    CGContextTranslateCTM(gc, 0, 20);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawMarks(gc, w, h, max);
    CGContextTranslateCTM(gc, -10, -10);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawMarks(gc, w, h, max);
    CGContextTranslateCTM(gc, 20, 0);
    CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7));
    drawMarks(gc, w, h, max);
    CGContextTranslateCTM(gc, -10, -OFFSCREEN);

    // draw real content
    CGContextSetShadowWithColor(gc, CGSizeMake(0, 1), 6.0, CGColorCreateGenericRGB(0.7, 0.7, 1.0, 0.9));
    drawMarks(gc, w, h, max);

    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);

    CGContextRelease(gc);
    CGColorSpaceRelease(colorspace);
    free(data);
}