wxMetafileRefData::wxMetafileRefData( int width, int height) { Init(); m_width = width; m_height = height; CGRect r = CGRectMake( 0 , 0 , width , height ); CFMutableDataRef data = CFDataCreateMutable(kCFAllocatorDefault, 0); m_data.reset(data); CGDataConsumerRef dataConsumer = wxMacCGDataConsumerCreateWithCFData(data); m_context = CGPDFContextCreate( dataConsumer, (width != 0 && height != 0) ? &r : NULL , NULL ); CGDataConsumerRelease( dataConsumer ); if ( m_context ) { CGPDFContextBeginPage(m_context, NULL); CGColorSpaceRef genericColorSpace = wxMacGetGenericRGBColorSpace(); CGContextSetFillColorSpace( m_context, genericColorSpace ); CGContextSetStrokeColorSpace( m_context, genericColorSpace ); CGContextTranslateCTM( m_context , 0 , height ) ; CGContextScaleCTM( m_context , 1 , -1 ) ; } }
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 wxMemoryDCImpl::DoSelect( const wxBitmap& bitmap ) { if ( m_selected.IsOk() ) { m_selected.EndRawAccess() ; wxDELETE(m_graphicContext); } m_selected = bitmap; if (m_selected.IsOk()) { if ( m_selected.GetDepth() != 1 ) m_selected.UseAlpha() ; m_selected.BeginRawAccess() ; m_width = bitmap.GetScaledWidth(); m_height = bitmap.GetScaledHeight(); m_contentScaleFactor = bitmap.GetScaleFactor(); CGColorSpaceRef genericColorSpace = wxMacGetGenericRGBColorSpace(); CGContextRef bmCtx = (CGContextRef) m_selected.GetHBITMAP(); if ( bmCtx ) { CGContextSetFillColorSpace( bmCtx, genericColorSpace ); CGContextSetStrokeColorSpace( bmCtx, genericColorSpace ); SetGraphicsContext( wxGraphicsContext::CreateFromNative( bmCtx ) ); } m_ok = (m_graphicContext != NULL) ; } else { m_ok = false; } }
void doIndexedColorDrawGraphics(CGContextRef context) { CGColorSpaceRef theBaseRGBSpace = getTheCalibratedRGBColorSpace(); CGColorSpaceRef theIndexedSpace = NULL; unsigned char lookupTable[6]; float opaqueRed[] = { 0, 1 }; // index, alpha float aBlue[] = { 1, 1 }; // index, alpha // Set the first 3 values in the lookup table to a red of // 169/255 = 0.663, no green, and blue = 8/255 = 0.031. This makes // the first entry in the lookup table a shade of red. lookupTable[0] = 169; lookupTable[1] = 0; lookupTable[2] = 8; // Set the second 3 values in the lookup table to a red value // of 123/255 = 0.482, a green value of 158/255 = 0.62, and // a blue value of 222/255 = 0.871. This makes the second entry // in the lookup table a shade of blue. lookupTable[3] = 123; lookupTable[4] = 158; lookupTable[5] = 222; // Create the indexed color space with this color lookup table, // using the RGB color space as the base color space and a 2 element // color lookup table to characterize the indexed color space. theIndexedSpace = CGColorSpaceCreateIndexed(theBaseRGBSpace, 1, lookupTable); if(theIndexedSpace != NULL){ CGContextSetStrokeColorSpace(context, theIndexedSpace); CGContextSetFillColorSpace(context, theIndexedSpace); // Release the color space this code created since it is no // longer needed in this routine. CGColorSpaceRelease(theIndexedSpace); // Set the stroke color to an opaque blue. CGContextSetStrokeColor(context, aBlue); // Set the fill color to an opaque red. CGContextSetFillColor(context, opaqueRed); CGContextSetLineWidth(context, 8.); // Draw the first rectangle. CGContextBeginPath(context); CGContextAddRect(context, CGRectMake(20., 20., 100., 100.)); CGContextDrawPath(context, kCGPathFillStroke); // Continue to use the stroke colorspace already set // but change the stroke alpha value to a semitransparent value // while leaving the index value unchanged. aBlue[1] = 0.5; CGContextSetStrokeColor(context, aBlue); // Draw another rectangle to the right of the first one. CGContextBeginPath(context); CGContextAddRect(context, CGRectMake(140., 20., 100., 100.)); CGContextDrawPath(context, kCGPathFillStroke); }else fprintf(stderr, "Couldn't make the indexed color space!\n"); }
//----------------------------------------------------------------------------- void CGDrawContext::init () { CGContextSaveGState (cgContext); CGContextSetShouldAntialias (cgContext, false); CGContextSetFillColorSpace (cgContext, GetCGColorSpace ()); CGContextSetStrokeColorSpace (cgContext, GetCGColorSpace ()); CGContextSaveGState (cgContext); CGAffineTransform cgCTM = CGAffineTransformMake (1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix (cgContext, cgCTM); CDrawContext::init (); }
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 wxMemoryDC::DoSelect( const wxBitmap& bitmap ) { if ( m_selected.Ok() ) { #if wxMAC_USE_CORE_GRAPHICS m_selected.EndRawAccess() ; delete m_graphicContext ; m_graphicContext = NULL ; #else // TODO: UnlockPixels( GetGWorldPixMap(MAC_WXHBITMAP(m_selected.GetHBITMAP())) ); #endif } m_selected = bitmap; if (m_selected.Ok()) { #if wxMAC_USE_CORE_GRAPHICS if ( m_selected.GetDepth() != 1 ) m_selected.UseAlpha() ; m_selected.BeginRawAccess() ; m_width = bitmap.GetWidth(); m_height = bitmap.GetHeight(); CGColorSpaceRef genericColorSpace = wxMacGetGenericRGBColorSpace(); CGContextRef bmCtx = (CGContextRef) m_selected.GetHBITMAP(); if ( bmCtx ) { CGContextSetFillColorSpace( bmCtx, genericColorSpace ); CGContextSetStrokeColorSpace( bmCtx, genericColorSpace ); SetGraphicsContext( wxGraphicsContext::CreateFromNative( bmCtx ) ); } m_ok = (m_graphicContext != NULL) ; #else m_macPort = m_selected.GetHBITMAP( &m_macMask ) ; m_ok = (m_macPort != NULL) ; if (m_ok) { LockPixels( GetGWorldPixMap( (CGrafPtr) m_macPort ) ) ; SetRectRgn( (RgnHandle) m_macBoundaryClipRgn , 0 , 0 , m_selected.GetWidth() , m_selected.GetHeight() ) ; CopyRgn( (RgnHandle) m_macBoundaryClipRgn , (RgnHandle) m_macCurrentClipRgn ) ; } #endif } else { m_ok = false; } }
//----------------------------------------------------------------------------- void CGDrawContext::init () { CGContextSaveGState (cgContext); CGContextSetAllowsAntialiasing (cgContext, true); CGContextSetAllowsFontSmoothing (cgContext, true); CGContextSetAllowsFontSubpixelPositioning (cgContext, true); CGContextSetAllowsFontSubpixelQuantization (cgContext, true); CGContextSetShouldAntialias (cgContext, false); CGContextSetFillColorSpace (cgContext, GetCGColorSpace ()); CGContextSetStrokeColorSpace (cgContext, GetCGColorSpace ()); CGContextSaveGState (cgContext); CGAffineTransform cgCTM = CGAffineTransformMake (1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix (cgContext, cgCTM); CDrawContext::init (); }
void doColorSpaceFillAndStroke(CGContextRef context) { CGColorSpaceRef theColorSpace = getTheCalibratedRGBColorSpace(); float opaqueRed[] = { 0.663, 0.0, 0.031, 1.0 }; // red,green,blue,alpha float aBlue[] = { 0.482, 0.62, 0.871, 1.0 }; // red,green,blue,alpha // Set the fill color space to be the generic calibrated RGB color space. CGContextSetFillColorSpace(context, theColorSpace); // Set the fill color to opaque red. The number of elements in the // array passed to this function must be the number of color // components in the current fill color space plus 1 for alpha. CGContextSetFillColor(context, opaqueRed); // Set the stroke color space to be the generic calibrated RGB color space. CGContextSetStrokeColorSpace(context, theColorSpace); // Set the stroke color to opaque blue. The number of elements // in the array passed to this function must be the number of color // components in the current stroke color space plus 1 for alpha. CGContextSetStrokeColor(context, aBlue); CGContextSetLineWidth(context, 8.); // Rectangle 1. CGContextBeginPath(context); CGContextAddRect(context, CGRectMake(20., 20., 100., 100.)); CGContextDrawPath(context, kCGPathFillStroke); // Continue to use the stroke colorspace already set // but change the stroke alpha value to a semitransparent blue. aBlue[3] = 0.5; CGContextSetStrokeColor(context, aBlue); // Rectangle 2. CGContextBeginPath(context); CGContextAddRect(context, CGRectMake(140., 20., 100., 100.)); CGContextDrawPath(context, kCGPathFillStroke); // Don't release the color space since this routine // didn't create it. }
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; }