Exemplo n.º 1
0
	bool ArrangeSpriteOP<TBase>::onMouseLeftUp(int x, int y)
	{
		if (TBase::onMouseLeftUp(x, y)) return true;

		setScalingFromSelected();

		if (m_firstPos.isValid() && !m_selection->empty() && !m_bRightPress)
		{
			Vector pos = m_editPanel->transPosScreenToProject(x, y);
			m_editPanel->addHistoryOP(new arrange_sprite::MoveSpritesAOP(*m_selection, pos - m_firstPos));
			m_firstPos.setInvalid();
		}

		if (m_propertyPanel && m_bDirty)
		{
			m_propertyPanel->enablePropertyGrid(true);
			m_propertyPanel->updatePropertyGrid();
			m_bDirty = false;
		}

		if (m_autoAlignOpen && !m_selection->empty())
		{
			std::vector<ISprite*> sprites;
			m_selection->traverse(FetchAllVisitor<ISprite>(sprites));
			autoAlign(sprites);
		}

		return false;
	}
Exemplo n.º 2
0
uint32_t
ReadPixel(SharedSurface* src)
{
    GLContext* gl = src->mGL;

    uint32_t pixel;

    ScopedReadbackFB a(src);
    {
        ScopedPackAlignment autoAlign(gl, 4);

        UniquePtr<uint8_t[]> bytes(new uint8_t[4]);
        gl->raw_fReadPixels(0, 0, 1, 1, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
                            bytes.get());
        memcpy(&pixel, bytes.get(), 4);
    }

    return pixel;
}
Exemplo n.º 3
0
static already_AddRefed<TextureClient>
TexClientFromReadback(SharedSurface* src, ISurfaceAllocator* allocator,
                      TextureFlags baseFlags, LayersBackend layersBackend)
{
  auto backendType = gfx::BackendType::CAIRO;
  TexClientFactory factory(allocator, src->mHasAlpha, src->mSize, backendType,
                           baseFlags, layersBackend);

  RefPtr<TextureClient> texClient;

  {
    gl::ScopedReadbackFB autoReadback(src);

    // We have a source FB, now we need a format.
    GLenum destFormat = LOCAL_GL_BGRA;
    GLenum destType = LOCAL_GL_UNSIGNED_BYTE;
    GLenum readFormat;
    GLenum readType;

    // We actually don't care if they match, since we can handle
    // any read{Format,Type} we get.
    auto gl = src->mGL;
    GetActualReadFormats(gl, destFormat, destType, &readFormat, &readType);

    MOZ_ASSERT(readFormat == LOCAL_GL_RGBA ||
               readFormat == LOCAL_GL_BGRA);
    MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_BYTE);

    // With a format and type, we can create texClient.
    if (readFormat == LOCAL_GL_BGRA &&
        readType == LOCAL_GL_UNSIGNED_BYTE)
    {
      // 0xAARRGGBB
      // In Lendian: [BB, GG, RR, AA]
      texClient = factory.CreateB8G8R8AX8();

    } else if (readFormat == LOCAL_GL_RGBA &&
               readType == LOCAL_GL_UNSIGNED_BYTE)
    {
      // [RR, GG, BB, AA]
      texClient = factory.CreateR8G8B8AX8();
    } else {
      MOZ_CRASH("GFX: Bad `read{Format,Type}`.");
    }

    MOZ_ASSERT(texClient);
    if (!texClient)
        return nullptr;

    // With a texClient, we can lock for writing.
    TextureClientAutoLock autoLock(texClient, OpenMode::OPEN_WRITE);
    DebugOnly<bool> succeeded = autoLock.Succeeded();
    MOZ_ASSERT(succeeded, "texture should have locked");

    MappedTextureData mapped;
    texClient->BorrowMappedData(mapped);

    // ReadPixels from the current FB into mapped.data.
    auto width = src->mSize.width;
    auto height = src->mSize.height;

    {
      ScopedPackAlignment autoAlign(gl, 4);

      MOZ_ASSERT(mapped.stride/4 == mapped.size.width);
      gl->raw_fReadPixels(0, 0, width, height, readFormat, readType, mapped.data);
    }

    // RB_SWAPPED doesn't work with D3D11. (bug 1051010)
    // RB_SWAPPED doesn't work with Basic. (bug ???????)
    // RB_SWAPPED doesn't work with D3D9. (bug ???????)
    bool layersNeedsManualSwap = layersBackend == LayersBackend::LAYERS_BASIC ||
                                 layersBackend == LayersBackend::LAYERS_D3D9 ||
                                 layersBackend == LayersBackend::LAYERS_D3D11;
    if (texClient->HasFlags(TextureFlags::RB_SWAPPED) &&
        layersNeedsManualSwap)
    {
      size_t pixels = width * height;
      uint8_t* itr = mapped.data;
      for (size_t i = 0; i < pixels; i++) {
        SwapRB_R8G8B8A8(itr);
        itr += 4;
      }

      texClient->RemoveFlags(TextureFlags::RB_SWAPPED);
    }
  }

  return texClient.forget();
}
Exemplo n.º 4
0
	void ArrangeSpriteOP<TBase>::autoAlign(const std::vector<ISprite*>& sprites)
	{
		m_autoAlignHor[0].set(0, 0);
		m_autoAlignHor[1].set(0, 0);
		m_autoAlignVer[0].set(0, 0);
		m_autoAlignVer[1].set(0, 0);

		std::vector<ISprite*> sources;
		m_spritesImpl->traverseSprites(FetchAllVisitor<ISprite>(sources));

		// not support multi src now
		if (sprites.size() > 1)
			return;

		const float DIS = 5;

		ISprite *horNearest = NULL, *verNearest = NULL;
		float disHor = DIS, disVer = DIS;
		// hor
		for (size_t i = 0, n = sources.size(); i < n; ++i)
		{
			ISprite *dst = sprites[0], *src = sources[i];

			if (src == dst) continue;

			const float srcHalfHeight = src->getBounding()->height() * 0.5f;
			const float dstHalfHeight = dst->getBounding()->height() * 0.5f;

			float srcDown = src->getPosition().y - srcHalfHeight;
			float srcUp = src->getPosition().y + srcHalfHeight;

			float dstDown = dst->getPosition().y - dstHalfHeight;
			float dstUp = dst->getPosition().y + dstHalfHeight;

			// up
			if (float dis = fabs(dstUp - srcUp) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			else if (float dis = fabs(dstUp - srcDown) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			// down
			if (float dis = fabs(dstDown - srcUp) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			else if (float dis = fabs(dstDown - srcDown) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}	
		}
		// ver
		for (size_t i = 0, n = sources.size(); i < n; ++i)
		{
			ISprite *dst = sprites[0], *src = sources[i];

			if (src == dst) continue;

			const float srcHalfWidth = src->getBounding()->width() * 0.5f;
			const float dstHalfWidth = dst->getBounding()->width() * 0.5f;

			float srcLeft = src->getPosition().x - srcHalfWidth;
			float srcRight = src->getPosition().x + srcHalfWidth;

			float dstLeft = dst->getPosition().x - dstHalfWidth;
			float dstRight = dst->getPosition().x + dstHalfWidth;

			// left
			if (float dis = fabs(dstLeft - srcLeft) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			else if (float dis = fabs(dstLeft - srcRight) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			// right
			if (float dis = fabs(dstRight - srcLeft) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			else if (float dis = fabs(dstRight - srcRight) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
		}

		//////////////////////////////////////////////////////////////////////////

		if (horNearest)
			autoAlign(horNearest, sprites[0]);
		if (verNearest && verNearest != horNearest)
			autoAlign(verNearest, sprites[0]);

		//////////////////////////////////////////////////////////////////////////

// 		for (size_t i = 0, n = sprites.size(); i < n; ++i)
// 		{
// 			for (size_t j = 0, m = sources.size(); j < m; ++j)
// 			{
// 				if (sprites[i] != sources[j])
// 					autoAlign(sources[j], sprites[i]);
// 			}
// 		}
	}
Exemplo n.º 5
0
bool
ReadbackSharedSurface(SharedSurface* src, gfx::DrawTarget* dst)
{
    AutoLockBits lock(dst);

    uint8_t* dstBytes;
    gfx::IntSize dstSize;
    int32_t dstStride;
    gfx::SurfaceFormat dstFormat;
    if (!lock.Lock(&dstBytes, &dstSize, &dstStride, &dstFormat))
        return false;

    const bool isDstRGBA = (dstFormat == gfx::SurfaceFormat::R8G8B8A8 ||
                            dstFormat == gfx::SurfaceFormat::R8G8B8X8);
    MOZ_ASSERT_IF(!isDstRGBA, dstFormat == gfx::SurfaceFormat::B8G8R8A8 ||
                              dstFormat == gfx::SurfaceFormat::B8G8R8X8);

    size_t width = src->mSize.width;
    size_t height = src->mSize.height;
    MOZ_ASSERT(width == (size_t)dstSize.width);
    MOZ_ASSERT(height == (size_t)dstSize.height);

    GLenum readGLFormat;
    GLenum readType;

    {
        ScopedReadbackFB autoReadback(src);


        // We have a source FB, now we need a format.
        GLenum dstGLFormat = isDstRGBA ? LOCAL_GL_BGRA : LOCAL_GL_RGBA;
        GLenum dstType = LOCAL_GL_UNSIGNED_BYTE;

        // We actually don't care if they match, since we can handle
        // any read{Format,Type} we get.
        GLContext* gl = src->mGL;
        GetActualReadFormats(gl, dstGLFormat, dstType, &readGLFormat,
                             &readType);

        MOZ_ASSERT(readGLFormat == LOCAL_GL_RGBA ||
                   readGLFormat == LOCAL_GL_BGRA);
        MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_BYTE);

        // ReadPixels from the current FB into lockedBits.
        {
            size_t alignment = 8;
            if (dstStride % 4 == 0)
                alignment = 4;
            ScopedPackAlignment autoAlign(gl, alignment);

            gl->raw_fReadPixels(0, 0, width, height, readGLFormat, readType,
                                dstBytes);
        }
    }

    const bool isReadRGBA = readGLFormat == LOCAL_GL_RGBA;

    if (isReadRGBA != isDstRGBA) {
        for (size_t j = 0; j < height; ++j) {
            uint8_t* rowItr = dstBytes + j*dstStride;
            uint8_t* rowEnd = rowItr + 4*width;
            while (rowItr != rowEnd) {
                Swap(rowItr[0], rowItr[2]);
                rowItr += 4;
            }
        }
    }

    return true;
}