示例#1
0
bool windowsCanHandleTextDrawing(GraphicsContext* context)
{
    // Check for non-translation transforms. Sometimes zooms will look better in
    // Skia, and sometimes better in Windows. The main problem is that zooming
    // in using Skia will show you the hinted outlines for the smaller size,
    // which look weird. All else being equal, it's better to use Windows' text
    // drawing, so we don't check for zooms.
    const AffineTransform& matrix = context->getCTM();
    if (matrix.b() != 0 || matrix.c() != 0)  // Check for skew.
        return false;

    // Check for stroke effects.
    if (context->platformContext()->getTextDrawingMode() != cTextFill)
        return false;

    // Check for gradients.
    if (context->fillGradient() || context->strokeGradient())
        return false;

    // Check for patterns.
    if (context->fillPattern() || context->strokePattern())
        return false;

    // Check for shadow effects.
    if (context->platformContext()->getDrawLooper() && (!windowsCanHandleDrawTextShadow(context)))
        return false;

    return true;
}
示例#2
0
void Font::drawGlyphs(GraphicsContext* graphicsContext,
                      const SimpleFontData* font,
                      const GlyphBuffer& glyphBuffer,
                      int from,
                      int numGlyphs,
                      const FloatPoint& point) const
{
    SkColor color = graphicsContext->platformContext()->effectiveFillColor();
    unsigned char alpha = SkColorGetA(color);
    // Skip 100% transparent text; no need to draw anything.
    if (!alpha && graphicsContext->platformContext()->getStrokeStyle() == NoStroke && !graphicsContext->hasShadow())
        return;
    if (!alpha || windowsCanHandleDrawTextShadow(graphicsContext) || !windowsCanHandleTextDrawingWithoutShadow(graphicsContext)) {
        drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
        return;
    }
    // Draw in two passes: skia for the shadow, GDI for foreground text
    // pass1: shadow (will use skia)
    graphicsContext->save();
    graphicsContext->setFillColor(Color::transparent, graphicsContext->fillColorSpace());
    drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
    graphicsContext->restore();
    // pass2: foreground text (will use GDI)
    FloatSize shadowOffset;
    float shadowBlur;
    Color shadowColor;
    ColorSpace shadowColorSpace;
    graphicsContext->getShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace);
    graphicsContext->setShadow(shadowOffset, shadowBlur, Color::transparent, shadowColorSpace);
    drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
    graphicsContext->setShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace);
}
示例#3
0
bool windowsCanHandleTextDrawing(GraphicsContext* context)
{
    if (!windowsCanHandleTextDrawingWithoutShadow(context))
        return false;

    // Check for shadow effects.
    if (!windowsCanHandleDrawTextShadow(context))
        return false;

    return true;
}
示例#4
0
void Font::drawComplexText(GraphicsContext* graphicsContext,
                           const TextRun& run,
                           const FloatPoint& point,
                           int from,
                           int to) const
{
    PlatformGraphicsContext* context = graphicsContext->platformContext();
    UniscribeHelperTextRun state(run, *this);

    SkColor color = graphicsContext->platformContext()->effectiveFillColor();
    unsigned char alpha = SkColorGetA(color);
    // Skip 100% transparent text; no need to draw anything.
    if (!alpha && graphicsContext->platformContext()->getStrokeStyle() == NoStroke)
        return;

    TransparencyAwareUniscribePainter painter(graphicsContext, this, run, from, to, point);

    HDC hdc = painter.hdc();
    if (windowsCanHandleTextDrawing(graphicsContext) && !hdc)
        return;

    // TODO(maruel): http://b/700464 SetTextColor doesn't support transparency.
    // Enforce non-transparent color.
    color = SkColorSetRGB(SkColorGetR(color), SkColorGetG(color), SkColorGetB(color));
    if (hdc) {
        SetTextColor(hdc, skia::SkColorToCOLORREF(color));
        SetBkMode(hdc, TRANSPARENT);
    }

    // If there is a non-blur shadow and both the fill color and shadow color 
    // are opaque, handle without skia. 
    IntSize shadowSize;
    int shadowBlur;
    Color shadowColor;
    if (graphicsContext->getShadow(shadowSize, shadowBlur, shadowColor) && windowsCanHandleDrawTextShadow(graphicsContext)) {
        COLORREF textColor = skia::SkColorToCOLORREF(SkColorSetARGB(255, shadowColor.red(), shadowColor.green(), shadowColor.blue()));
        COLORREF savedTextColor = GetTextColor(hdc);
        SetTextColor(hdc, textColor);
        state.draw(graphicsContext, hdc, static_cast<int>(point.x()) + shadowSize.width(),
                   static_cast<int>(point.y() - ascent()) + shadowSize.height(), from, to);
        SetTextColor(hdc, savedTextColor); 
    }

    // Uniscribe counts the coordinates from the upper left, while WebKit uses
    // the baseline, so we have to subtract off the ascent.
    state.draw(graphicsContext, hdc, static_cast<int>(point.x()),
               static_cast<int>(point.y() - ascent()), from, to);

    context->canvas()->endPlatformPaint();
}