void CanvasRenderingContext2D::fill()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;
    // FIXME: Do this through platform-independent GraphicsContext API.
#if PLATFORM(CG)
    CGContextBeginPath(c->platformContext());
    CGContextAddPath(c->platformContext(), state().m_path.platformPath());

    if (!state().m_path.isEmpty())
        willDraw(CGContextGetPathBoundingBox(c->platformContext()));

    if (state().m_fillStyle->gradient()) {
        // Shading works on the entire clip region, so convert the current path to a clip.
        c->save();
        CGContextClip(c->platformContext());
        CGContextDrawShading(c->platformContext(), state().m_fillStyle->gradient()->platformShading());        
        c->restore();
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        CGContextFillPath(c->platformContext());
    }
#elif PLATFORM(QT)
    QPainterPath* path = state().m_path.platformPath();
    QPainter* p = static_cast<QPainter*>(c->platformContext());
    willDraw(path->controlPointRect());
    if (state().m_fillStyle->gradient()) {
        p->fillPath(*path, QBrush(*(state().m_fillStyle->gradient()->platformShading())));
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        p->fillPath(*path, p->brush());
    }
#elif PLATFORM(CAIRO)
    cairo_t* pathCr = state().m_path.platformPath()->m_cr;
    cairo_t* cr = c->platformContext();
    cairo_save(cr);
    willDraw(state().m_path.boundingRect());
    if (state().m_fillStyle->gradient()) {
        cairo_set_source(cr, state().m_fillStyle->gradient()->platformShading());
        c->addPath(state().m_path);
        cairo_fill(cr);
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        c->addPath(state().m_path);
        cairo_fill(cr);
    }
    cairo_restore(cr);
#endif

    clearPathForDashboardBackwardCompatibilityMode();
}
Пример #2
0
void FindIndicator::draw(GraphicsContext& graphicsContext, const IntRect& dirtyRect)
{
    for (size_t i = 0; i < m_textRects.size(); ++i) {
        FloatRect textRect = m_textRects[i];
        textRect.move(leftBorderThickness, topBorderThickness);

        graphicsContext.save();
        FloatRect outerPathRect = inflateRect(textRect, horizontalOutsetToCenterOfLightBorder, verticalOutsetToCenterOfLightBorder);
        graphicsContext.setShadow(FloatSize(shadowOffsetX, shadowOffsetY), shadowBlurRadius, shadowColor(), ColorSpaceSRGB);
        graphicsContext.addPath(pathWithRoundedRect(outerPathRect, cornerRadius));
        graphicsContext.setFillColor(lightBorderColor(), ColorSpaceDeviceRGB);
        graphicsContext.fillPath();
        graphicsContext.restore();

        graphicsContext.save();
        FloatRect innerPathRect = inflateRect(textRect, horizontalPaddingInsideLightBorder, verticalPaddingInsideLightBorder);
        graphicsContext.clip(pathWithRoundedRect(innerPathRect, cornerRadius));
        RefPtr<Gradient> gradient = Gradient::create(FloatPoint(innerPathRect.x(), innerPathRect.y()), FloatPoint(innerPathRect.x(), innerPathRect.bottom()));
        gradient->addColorStop(0, gradientLightColor());
        gradient->addColorStop(1, gradientDarkColor());
        graphicsContext.setFillGradient(gradient);
        graphicsContext.fillRect(outerPathRect);
        graphicsContext.restore();

        graphicsContext.save();
        graphicsContext.translate(FloatSize(roundf(leftBorderThickness), roundf(topBorderThickness) + m_contentImage->bounds().height()));
        graphicsContext.scale(FloatSize(1, -1));
        m_contentImage->paint(&graphicsContext, m_contentImage->bounds());
        graphicsContext.restore();
    }
}
void CanvasRenderingContext2D::fill()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;

    c->beginPath();
    c->addPath(m_path);
    if (!m_path.isEmpty())
        willDraw(m_path.boundingRect());

#if PLATFORM(CG)
    if (state().m_fillStyle->canvasGradient()) {
        // Shading works on the entire clip region, so convert the current path to a clip.
        c->save();
        CGContextClip(c->platformContext());
        CGContextDrawShading(c->platformContext(), state().m_fillStyle->canvasGradient()->gradient().platformGradient());        
        c->restore();
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        CGContextFillPath(c->platformContext());
    }
#elif PLATFORM(QT)
    QPainterPath* path = m_path.platformPath();
    QPainter* p = static_cast<QPainter*>(c->platformContext());
    if (state().m_fillStyle->canvasGradient()) {
        p->fillPath(*path, QBrush(*(state().m_fillStyle->canvasGradient()->gradient().platformGradient())));
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        p->fillPath(*path, p->brush());
    }
#elif PLATFORM(CAIRO) && !PLATFORM(BAL)
    cairo_t* cr = c->platformContext();
    cairo_save(cr);

    if (state().m_fillStyle->canvasGradient()) {
        cairo_set_source(cr, state().m_fillStyle->canvasGradient()->gradient().platformGradient());
        cairo_fill(cr);
    } else {
        if (state().m_fillStyle->pattern())
            applyFillPattern();
        cairo_fill(cr);
    }
    cairo_restore(cr);
#elif PLATFORM(BAL)
   //FIXME
   notImplemented();
#endif

#if ENABLE(DASHBOARD_SUPPORT)
    clearPathForDashboardBackwardCompatibilityMode();
#endif
}
Пример #4
0
void RenderEmbeddedObject::paintReplaced(PaintInfo& paintInfo, int tx, int ty)
{
    if (!m_replacementText)
        return;

    if (paintInfo.phase == PaintPhaseSelection)
        return;
    
    GraphicsContext* context = paintInfo.context;
    if (context->paintingDisabled())
        return;
    
    FloatRect pluginRect = contentBoxRect();
    pluginRect.move(tx, ty);
    
    FontDescription fontDescription;
    RenderTheme::defaultTheme()->systemFont(CSSValueWebkitSmallControl, fontDescription);
    fontDescription.setWeight(FontWeightBold);
    Settings* settings = document()->settings();
    ASSERT(settings);
    if (!settings)
        return;
    fontDescription.setRenderingMode(settings->fontRenderingMode());
    fontDescription.setComputedSize(fontDescription.specifiedSize());
    Font font(fontDescription, 0, 0);
    font.update(0);
    
    TextRun run(m_replacementText.characters(), m_replacementText.length());
    run.disableRoundingHacks();
    float textWidth = font.floatWidth(run);
    
    FloatRect replacementTextRect;
    replacementTextRect.setSize(FloatSize(textWidth + replacementTextRoundedRectLeftRightTextMargin * 2, replacementTextRoundedRectHeight));
    replacementTextRect.setLocation(FloatPoint((pluginRect.size().width() / 2 - replacementTextRect.size().width() / 2) + pluginRect.location().x(),
                                             (pluginRect.size().height() / 2 - replacementTextRect.size().height() / 2) + pluginRect.location().y()));
   
    Path path = Path::createRoundedRectangle(replacementTextRect, FloatSize(replacementTextRoundedRectRadius, replacementTextRoundedRectRadius));
    context->save();
    context->clip(pluginRect);
    context->beginPath();
    context->addPath(path);  
    context->setAlpha(replacementTextRoundedRectOpacity);
    context->setFillColor(Color::white, style()->colorSpace());
    context->fillPath();

    FloatPoint labelPoint(roundf(replacementTextRect.location().x() + (replacementTextRect.size().width() - textWidth) / 2),
                          roundf(replacementTextRect.location().y()+ (replacementTextRect.size().height() - font.height()) / 2 + font.ascent()));
    context->setAlpha(replacementTextTextOpacity);
    context->setFillColor(Color::black, style()->colorSpace());
    context->drawBidiText(font, run, labelPoint);
    context->restore();
}
Пример #5
0
FloatRect Path::strokeBoundingRect(StrokeStyleApplier* applier)
{
    GraphicsContext* scratch = scratchContext();
    scratch->save();
    scratch->beginPath();
    scratch->addPath(*this);

    if (applier)
        applier->strokeStyle(scratch);

    FloatRect r = boundingBoxForCurrentStroke(scratch);
    scratch->restore();
    return r;
}
void CanvasRenderingContext2D::fill()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;
    if (!state().m_invertibleCTM)
        return;

    if (!m_path.isEmpty()) {
        c->beginPath();
        c->addPath(m_path);
        willDraw(m_path.boundingRect());
        c->fillPath();
    }

#if ENABLE(DASHBOARD_SUPPORT)
    clearPathForDashboardBackwardCompatibilityMode();
#endif
}
void CanvasRenderingContext2D::stroke()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;
    if (!state().m_invertibleCTM)
        return;

    if (!m_path.isEmpty()) {
        c->beginPath();
        c->addPath(m_path);

        CanvasStrokeStyleApplier strokeApplier(this);
        FloatRect boundingRect = m_path.strokeBoundingRect(&strokeApplier);
        willDraw(boundingRect);

        c->strokePath();
    }

#if ENABLE(DASHBOARD_SUPPORT)
    clearPathForDashboardBackwardCompatibilityMode();
#endif
}
void CanvasRenderingContext2D::stroke()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;
    // FIXME: Do this through platform-independent GraphicsContext API.
#if PLATFORM(CG)
    CGContextBeginPath(c->platformContext());
    CGContextAddPath(c->platformContext(), state().m_path.platformPath());

    if (!state().m_path.isEmpty()) {
        float lineWidth = state().m_lineWidth;
        float inset = -lineWidth / 2;
        CGRect boundingRect = CGRectInset(CGContextGetPathBoundingBox(c->platformContext()), inset, inset);
        willDraw(boundingRect);
    }

    if (state().m_strokeStyle->gradient()) {
        // Shading works on the entire clip region, so convert the current path to a clip.
        c->save();
        CGContextReplacePathWithStrokedPath(c->platformContext());
        CGContextClip(c->platformContext());
        CGContextDrawShading(c->platformContext(), state().m_strokeStyle->gradient()->platformShading());        
        c->restore();
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        CGContextStrokePath(c->platformContext());
    }
#elif PLATFORM(QT)
    QPainterPath* path = state().m_path.platformPath();
    QPainter* p = static_cast<QPainter*>(c->platformContext());
    willDraw(path->controlPointRect());
    if (state().m_strokeStyle->gradient()) {
        p->save();
        p->setBrush(*(state().m_strokeStyle->gradient()->platformShading()));
        p->strokePath(*path, p->pen());
        p->restore();
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        p->strokePath(*path, p->pen());
    }
#elif PLATFORM(CAIRO)
    cairo_t* pathCr = state().m_path.platformPath()->m_cr;
    cairo_t* cr = c->platformContext();
    cairo_save(cr);
    // FIXME: consider inset, as in CG
    willDraw(state().m_path.boundingRect());
    if (state().m_strokeStyle->gradient()) {
        cairo_set_source(cr, state().m_strokeStyle->gradient()->platformShading());
        c->addPath(state().m_path);
        cairo_stroke(cr);
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        c->addPath(state().m_path);
        cairo_stroke(cr);
    }
    cairo_restore(cr);
#endif

    clearPathForDashboardBackwardCompatibilityMode();
}
void CanvasRenderingContext2D::stroke()
{
    GraphicsContext* c = drawingContext();
    if (!c)
        return;
    c->beginPath();
    c->addPath(m_path);

    if (!m_path.isEmpty()) {
        // FIXME: This is insufficient, need to use CGContextReplacePathWithStrokedPath to expand to required bounds
        float lineWidth = state().m_lineWidth;
        float inset = lineWidth / 2;
        FloatRect boundingRect = m_path.boundingRect();
        boundingRect.inflate(inset);
        willDraw(boundingRect);
    }
    
    // FIXME: Do this through platform-independent GraphicsContext API.
#if PLATFORM(CG)
    if (state().m_strokeStyle->canvasGradient()) {
        // Shading works on the entire clip region, so convert the current path to a clip.
        c->save();
        CGContextReplacePathWithStrokedPath(c->platformContext());
        CGContextClip(c->platformContext());
        CGContextDrawShading(c->platformContext(), state().m_strokeStyle->canvasGradient()->gradient().platformGradient());        
        c->restore();
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        CGContextStrokePath(c->platformContext());
    }
#elif PLATFORM(QT)
    QPainterPath* path = m_path.platformPath();
    QPainter* p = static_cast<QPainter*>(c->platformContext());
    if (state().m_strokeStyle->canvasGradient()) {
        p->save();
        p->setBrush(*(state().m_strokeStyle->canvasGradient()->gradient().platformGradient()));
        p->strokePath(*path, p->pen());
        p->restore();
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        p->strokePath(*path, p->pen());
    }
#elif PLATFORM(CAIRO) && !PLATFORM(BAL)
    cairo_t* cr = c->platformContext();
    cairo_save(cr);
    if (state().m_strokeStyle->canvasGradient()) {
        cairo_set_source(cr, state().m_strokeStyle->canvasGradient()->gradient().platformGradient());
        c->addPath(m_path);
        cairo_stroke(cr);
    } else {
        if (state().m_strokeStyle->pattern())
            applyStrokePattern();
        c->addPath(m_path);
        cairo_stroke(cr);
    }
    cairo_restore(cr);
#elif PLATFORM(BAL)
    //FIXME
    notImplemented();
#endif

#if ENABLE(DASHBOARD_SUPPORT)
    clearPathForDashboardBackwardCompatibilityMode();
#endif
}