コード例 #1
0
ファイル: boxshadow.c プロジェクト: bitbegin/LCUI
static void Graph_DrawLeftShadow( LCUI_PaintContext paint, LCUI_Rect *box,
				  LCUI_BoxShadow *shadow )
{
	float v, a;
	LCUI_Color color;
	LCUI_Graph *graph;
	int s, t, x, y, bound_x, bound_y;
	LCUI_Rect shadow_area, box_area, paint_area, area;

	s = 255;
	t = BLUR_WIDTH(shadow);
	v = 512.0/t;
	a = 2*(v*t-s)/(t*t);
	color = shadow->color;
	box_area.x = BoxShadow_GetBoxX( shadow );
	box_area.y = BoxShadow_GetBoxY( shadow );
	box_area.w = BoxShadow_GetBoxWidth( shadow, box->w );
	box_area.h = BoxShadow_GetBoxHeight( shadow, box->h );
	shadow_area.x = BoxShadow_GetX( shadow );
	shadow_area.y = BoxShadow_GetY( shadow ) + BLUR_WIDTH(shadow);
	shadow_area.w = BLUR_WIDTH(shadow);
	shadow_area.h = box_area.h + INNER_SHADOW_WIDTH(shadow)*2;
	box_area.x += box->x;
	box_area.y += box->y;
	shadow_area.x += box->x;
	shadow_area.y += box->y;
	if( !LCUIRect_GetOverlayRect( &shadow_area, &paint->rect, &area ) ) {
		return;
	}
	Graph_GetValidRect( &paint->canvas, &paint_area );
	graph = Graph_GetQuote( &paint->canvas );
	shadow_area.x -= paint->rect.x;
	shadow_area.y -= paint->rect.y;
	box_area.x -= paint->rect.x;
	box_area.y -= paint->rect.y;
	area.x -= paint->rect.x;
	area.y -= paint->rect.y;
	bound_x = area.x + area.width;
	bound_y = area.y + area.height;
	if( bound_x > paint_area.x + paint_area.width ) {
		bound_x = paint_area.x + paint_area.width;
	}
	if( bound_y > paint_area.y + paint_area.height ) {
		bound_y = paint_area.y + paint_area.height;
	}
	t -= area.x - shadow_area.x;
	for( x = area.x; x < bound_x; ++x, --t ) {
		color.alpha = (uchar_t)(s - (v*t - (a*t*t) / 2));
		color.alpha *= shadow->color.a / 255.0;
		for( y = area.y; y < bound_y; ++y ) {
			if( y >= box_area.y && y < box_area.y + box_area.h &&
			    x >= box_area.x && x < box_area.x + box_area.w ) {
				continue;
			}
			Graph_SetPixel( graph, x, y, color );
		}
	}
}
コード例 #2
0
ファイル: boxshadow.c プロジェクト: add0/LCUI
static void Graph_DrawTopShadow( LCUI_PaintContext paint, LCUI_Rect *box,
				 LCUI_BoxShadow *shadow )
{
	float v, a;
	int s, t, x, y, bound_x, bound_y;
	LCUI_Color color;
	LCUI_Graph *graph;
	LCUI_Rect shadow_area, box_area, area;

	box_area.x = BoxShadow_GetBoxX( shadow );
	box_area.y = BoxShadow_GetBoxY( shadow );
	box_area.w = BoxShadow_GetBoxWidth( shadow, box->w );
	box_area.h = BoxShadow_GetBoxHeight( shadow, box->h );
	/* 计算需要绘制上边阴影的区域 */
	shadow_area.x = BoxShadow_GetX( shadow ) + BLUR_WIDTH(shadow);
	shadow_area.y = BoxShadow_GetY( shadow );
	shadow_area.w = box_area.w + INNER_SHADOW_WIDTH(shadow)*2;
	shadow_area.h = BLUR_WIDTH(shadow);
	color = shadow->color;
	bound_x = shadow_area.x + shadow_area.w;
	bound_y = shadow_area.y + shadow_area.h;
	graph = Graph_GetQuote( &paint->canvas );
	Graph_GetValidRect( &paint->canvas, &area );
	if( !LCUIRect_GetOverlayRect( &area, &paint->rect, &area ) ) {
		return;
	}
	/**
	* 这里采用匀减速直线运动的公式: s = vt - at²/2
	* 加速度 a 的求值公式为:a = 2x(vt - s)/t²
	*/
	s = 255;
	t = BLUR_WIDTH(shadow);
	v = 512.0/t;
	a = 2*(v*t-s)/(t*t);

	for( y=shadow_area.y; y<bound_y; ++y,--t ) {
		/* 忽略不在有效区域内的像素 */
		if( y < area.y || y >= area.y + area.h ) {
			continue;
		}
		/* 计算当前行阴影的透明度 */
		color.alpha = (uchar_t)(s-(v*t-(a*t*t)/2));
		color.alpha *= shadow->color.a/255.0;
		for( x=shadow_area.x; x<bound_x; ++x ) {
			if( x < area.x || x >= area.x + area.w ) {
				continue;
			}
			if( y >= box_area.y && y < box_area.y + box_area.h
			 && x >= box_area.x && x < box_area.x + box_area.w ) {
				 continue;
			}
			Graph_SetPixel( graph, x, y, color );
		}
	}
}
コード例 #3
0
ファイル: boxshadow.c プロジェクト: add0/LCUI
static void Graph_DrawRightShadow( LCUI_PaintContext paint, LCUI_Rect *box,
				   LCUI_BoxShadow *shadow )
{
	float v, a;
	int s, t, x, y, bound_x, bound_y;
	LCUI_Color color;
	LCUI_Graph *graph;
	LCUI_Rect shadow_area, box_area, area;

	box_area.x = BoxShadow_GetBoxX( shadow );
	box_area.y = BoxShadow_GetBoxY( shadow );
	box_area.w = BoxShadow_GetBoxWidth( shadow, box->w );
	box_area.h = BoxShadow_GetBoxHeight( shadow, box->h );
	shadow_area.x = BoxShadow_GetX( shadow ) + SHADOW_WIDTH(shadow);
	shadow_area.x += box_area.w + INNER_SHADOW_WIDTH(shadow);
	shadow_area.y = BoxShadow_GetY( shadow ) + BLUR_WIDTH(shadow);
	shadow_area.w = BLUR_WIDTH(shadow);
	shadow_area.h = box_area.h + INNER_SHADOW_WIDTH(shadow)*2;
	color = shadow->color;
	bound_x = shadow_area.x + shadow_area.w;
	bound_y = shadow_area.y + shadow_area.h;
	graph = Graph_GetQuote( &paint->canvas );
	Graph_GetValidRect( &paint->canvas, &area );
	if( !LCUIRect_GetOverlayRect( &area, &paint->rect, &area ) ) {
		return;
	}
	s = 255;
	t = BLUR_WIDTH(shadow);
	v = 512.0/t;
	a = 2*(v*t-s)/(t*t);

	for( t=0,x=shadow_area.x; x<bound_x; ++x,++t ) {
		if( x < area.x || x >= area.x + area.w ) {
			continue;
		}
		color.alpha = (uchar_t)(s-(v*t-(a*t*t)/2));
		color.alpha *= shadow->color.a/255.0;
		for( y=shadow_area.y; y<bound_y; ++y ) {
			if( y < area.y || y >= area.y + area.h ) {
				continue;
			}
			if( y >= box_area.y && y < box_area.y + box_area.h
			 && x >= box_area.x && x < box_area.x + box_area.w ) {
				 continue;
			}
			Graph_SetPixel( graph, x, y, color );
		}
	}
}
コード例 #4
0
ファイル: boxshadow.c プロジェクト: bitbegin/LCUI
/**
 * 绘制上边阴影
 * @param[in] paint 绘制上下文
 * @param[in] box 可供绘制阴影的区域范围
 * @param[in] shadow 阴影参数
 */
static void Graph_DrawTopShadow( LCUI_PaintContext paint, LCUI_Rect *box,
				 LCUI_BoxShadow *shadow )
{
	float v, a;
	LCUI_Color color;
	LCUI_Graph *graph;
	int s, t, x, y, bound_x, bound_y;
	LCUI_Rect shadow_area, box_area, paint_area, area;

	/**
	* 这里采用匀减速直线运动的公式: s = vt - at²/2
	* 加速度 a 的求值公式为:a = 2x(vt - s)/t²
	*/
	s = 255;
	t = BLUR_WIDTH( shadow );
	v = 512.0 / t;
	a = 2 * (v*t - s) / (t*t);
	color = shadow->color;
	/* 计算阴影内框区域 */
	box_area.x = BoxShadow_GetBoxX( shadow );
	box_area.y = BoxShadow_GetBoxY( shadow );
	box_area.w = BoxShadow_GetBoxWidth( shadow, box->w );
	box_area.h = BoxShadow_GetBoxHeight( shadow, box->h );
	/* 计算需要绘制的阴影区域 */
	shadow_area.x = BoxShadow_GetX( shadow ) + BLUR_WIDTH(shadow);
	shadow_area.y = BoxShadow_GetY( shadow );
	shadow_area.w = box_area.w + INNER_SHADOW_WIDTH(shadow)*2;
	shadow_area.h = BLUR_WIDTH(shadow);
	/* 调整坐标 */
	box_area.x += box->x;
	box_area.y += box->y;
	shadow_area.x += box->x;
	shadow_area.y += box->y;
	/* 如果阴影区域不在绘制范围内 */
	if( !LCUIRect_GetOverlayRect( &shadow_area, &paint->rect, &area ) ) {
		return;
	}
	/* 获取有效的绘制范围 */
	Graph_GetValidRect( &paint->canvas, &paint_area );
	graph = Graph_GetQuote( &paint->canvas );
	/* 将坐标转换成相对于绘制区域 */
	shadow_area.x -= paint->rect.x;
	shadow_area.y -= paint->rect.y;
	box_area.x -= paint->rect.x;
	box_area.y -= paint->rect.y;
	area.x -= paint->rect.x;
	area.y -= paint->rect.y;
	bound_x = area.x + area.width;
	bound_y = area.y + area.height;
	/* 避免超出绘制范围 */
	if( bound_x > paint_area.x + paint_area.width ) {
		bound_x = paint_area.x + paint_area.width;
	}
	if( bound_y > paint_area.y + paint_area.height ) {
		bound_y = paint_area.y + paint_area.height;
	}
	t -= area.x - shadow_area.x;
	for( y = area.y; y < bound_y; ++y, --t ) {
		/* 计算当前行像素点的透明度 */
		color.alpha = (uchar_t)(s - (v*t - (a*t*t) / 2));
		color.alpha *= shadow->color.a / 255.0;
		for( x = area.x; x < bound_x; ++x ) {
			if( y >= box_area.y && y < box_area.y + box_area.h
			    && x >= box_area.x && x < box_area.x + box_area.w ) {
				continue;
			}
			Graph_SetPixel( graph, x, y, color );
		}
	}
}