Пример #1
4
void TileGrid::platformCALayerPaintContents(PlatformCALayer* platformCALayer, GraphicsContext& context, const FloatRect&)
{
#if PLATFORM(IOS)
    if (pthread_main_np())
        WebThreadLock();
#endif

    {
        GraphicsContextStateSaver stateSaver(context);

        FloatPoint3D layerOrigin = platformCALayer->position();
        context.translate(-layerOrigin.x(), -layerOrigin.y());
        context.scale(FloatSize(m_scale, m_scale));

        PlatformCALayer::RepaintRectList dirtyRects = PlatformCALayer::collectRectsToPaint(context.platformContext(), platformCALayer);
        PlatformCALayer::drawLayerContents(context.platformContext(), &m_controller.rootLayer(), dirtyRects);
    }

    int repaintCount = platformCALayerIncrementRepaintCount(platformCALayer);
    if (m_controller.rootLayer().owner()->platformCALayerShowRepaintCounter(0))
        PlatformCALayer::drawRepaintIndicator(context.platformContext(), platformCALayer, repaintCount, cachedCGColor(m_controller.tileDebugBorderColor()));

    if (m_controller.scrollingPerformanceLoggingEnabled()) {
        FloatRect visiblePart(platformCALayer->position().x(), platformCALayer->position().y(), platformCALayer->bounds().size().width(), platformCALayer->bounds().size().height());
        visiblePart.intersect(m_controller.visibleRect());

        if (repaintCount == 1 && !visiblePart.isEmpty())
            WTFLogAlways("SCROLLING: Filled visible fresh tile. Time: %f Unfilled Pixels: %u\n", WTF::monotonicallyIncreasingTime(), blankPixelCount());
    }
}
Пример #2
0
// FIXME: This is nearly identical to the GraphicsContext::drawFocusRing function in GraphicsContextMac.mm.
// The code could move to GraphicsContextCG.cpp and be shared.
void GraphicsContext::drawFocusRing(const Vector<IntRect>& rects, int width, int offset, const Color& color)
{
    if (paintingDisabled())
        return;

    float radius = (width - 1) / 2.0f;
    offset += radius;
    CGColorRef colorRef = color.isValid() ? cachedCGColor(color, ColorSpaceDeviceRGB) : 0;

    CGMutablePathRef focusRingPath = CGPathCreateMutable();
    unsigned rectCount = rects.size();
    for (unsigned i = 0; i < rectCount; i++)
        CGPathAddRect(focusRingPath, 0, CGRectInset(rects[i], -offset, -offset));

    CGContextRef context = platformContext();
    CGContextSaveGState(context);

    CGContextBeginPath(context);
    CGContextAddPath(context, focusRingPath);

    wkDrawFocusRing(context, colorRef, radius);

    CGPathRelease(focusRingPath);

    CGContextRestoreGState(context);
}
Пример #3
0
CGColorRef cachedCGColor(const Color& color, ColorSpace colorSpace)
{
    switch (colorSpace) {
    case DeviceColorSpace:
        return cachedCGColor<DeviceColorSpace>(color);
    case sRGBColorSpace:
        return cachedCGColor<sRGBColorSpace>(color);
    }
    ASSERT_NOT_REACHED();
    return cachedCGColor(color, DeviceColorSpace);
}
Пример #4
0
CGColorRef cachedCGColor(const Color& color, ColorSpace colorSpace)
{
    switch (colorSpace) {
    case ColorSpaceDeviceRGB:
        return cachedCGColor<ColorSpaceDeviceRGB>(color);
    case ColorSpaceSRGB:
        return cachedCGColor<ColorSpaceSRGB>(color);
    case ColorSpaceLinearRGB:
        return cachedCGColor<ColorSpaceLinearRGB>(color);
    }
    ASSERT_NOT_REACHED();
    return cachedCGColor(color, ColorSpaceDeviceRGB);
}
Пример #5
0
static void setCGStrokeColor(CGContextRef context, const Color& color, ColorSpace colorSpace)
{
    CGContextSetStrokeColorWithColor(context, cachedCGColor(color, colorSpace));
}
Пример #6
0
void GraphicsContext::setPlatformShadow(const FloatSize& offset, float blur, const Color& color, ColorSpace colorSpace)
{
    if (paintingDisabled())
        return;
    CGFloat xOffset = offset.width();
    CGFloat yOffset = offset.height();
    CGFloat blurRadius = blur;
    CGContextRef context = platformContext();

    if (!m_state.shadowsIgnoreTransforms) {
        CGAffineTransform userToBaseCTM = wkGetUserToBaseCTM(context);

        CGFloat A = userToBaseCTM.a * userToBaseCTM.a + userToBaseCTM.b * userToBaseCTM.b;
        CGFloat B = userToBaseCTM.a * userToBaseCTM.c + userToBaseCTM.b * userToBaseCTM.d;
        CGFloat C = B;
        CGFloat D = userToBaseCTM.c * userToBaseCTM.c + userToBaseCTM.d * userToBaseCTM.d;

        CGFloat smallEigenvalue = narrowPrecisionToCGFloat(sqrt(0.5 * ((A + D) - sqrt(4 * B * C + (A - D) * (A - D)))));

        // Extreme "blur" values can make text drawing crash or take crazy long times, so clamp
        blurRadius = min(blur * smallEigenvalue, narrowPrecisionToCGFloat(1000.0));

        CGSize offsetInBaseSpace = CGSizeApplyAffineTransform(offset, userToBaseCTM);

        xOffset = offsetInBaseSpace.width;
        yOffset = offsetInBaseSpace.height;
    }

    // Work around <rdar://problem/5539388> by ensuring that the offsets will get truncated
    // to the desired integer.
    static const CGFloat extraShadowOffset = narrowPrecisionToCGFloat(1.0 / 128);
    if (xOffset > 0)
        xOffset += extraShadowOffset;
    else if (xOffset < 0)
        xOffset -= extraShadowOffset;

    if (yOffset > 0)
        yOffset += extraShadowOffset;
    else if (yOffset < 0)
        yOffset -= extraShadowOffset;

    // Check for an invalid color, as this means that the color was not set for the shadow
    // and we should therefore just use the default shadow color.
    if (!color.isValid())
        CGContextSetShadow(context, CGSizeMake(xOffset, yOffset), blurRadius);
    else
        CGContextSetShadowWithColor(context, CGSizeMake(xOffset, yOffset), blurRadius, cachedCGColor(color, colorSpace));
}