libui/winarea_d2d/draw.c

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// 7 september 2015
#include "area.h"
static ID2D1Factory *d2dfactory = NULL;
HRESULT initDraw(void)
{
D2D1_FACTORY_OPTIONS opts;
ZeroMemory(&opts, sizeof (D2D1_FACTORY_OPTIONS));
// TODO make this an option
opts.debugLevel = D2D1_DEBUG_LEVEL_NONE;
return D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,
&IID_ID2D1Factory,
&opts,
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(void **) (&d2dfactory));
}
void uninitDraw(void)
{
ID2D1Factory_Release(d2dfactory);
}
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ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
{
D2D1_RENDER_TARGET_PROPERTIES props;
D2D1_HWND_RENDER_TARGET_PROPERTIES hprops;
HDC dc;
RECT r;
ID2D1HwndRenderTarget *rt;
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HRESULT hr;
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// we need a DC for the DPI
// we *could* just use the screen DPI but why when we have a window handle and its DC has a DPI
dc = GetDC(hwnd);
if (dc == NULL)
logLastError("error getting DC to find DPI in makeHWNDRenderTarget()");
ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES));
props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
props.pixelFormat.format = DXGI_FORMAT_UNKNOWN;
props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN;
props.dpiX = GetDeviceCaps(dc, LOGPIXELSX);
props.dpiY = GetDeviceCaps(dc, LOGPIXELSY);
props.usage = D2D1_RENDER_TARGET_USAGE_NONE;
props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
if (ReleaseDC(hwnd, dc) == 0)
logLastError("error releasing DC for finding DPI in makeHWNDRenderTarget()");
if (GetClientRect(hwnd, &r) == 0)
logLastError("error getting current size of window in makeHWNDRenderTarget()");
ZeroMemory(&hprops, sizeof (D2D1_HWND_RENDER_TARGET_PROPERTIES));
hprops.hwnd = hwnd;
hprops.pixelSize.width = r.right - r.left;
hprops.pixelSize.height = r.bottom - r.top;
hprops.presentOptions = D2D1_PRESENT_OPTIONS_NONE;
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hr = ID2D1Factory_CreateHwndRenderTarget(d2dfactory,
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&props,
&hprops,
&rt);
if (hr != S_OK)
logHRESULT("error creating area HWND render target in makeHWNDRenderTarget()", hr);
return rt;
}
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struct uiDrawPath {
ID2D1PathGeometry *path;
ID2D1GeometrySink *sink;
BOOL inFigure;
};
uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode)
{
uiDrawPath *p;
HRESULT hr;
// TODO uiNew
p = malloc(sizeof (uiDrawPath));
hr = ID2D1Factory_CreatePathGeometry(d2dfactory,
&(p->path));
// TODO make sure this is the only success code
if (hr != S_OK)
logHRESULT("error creating path in uiDrawNewPath()", hr);
hr = ID2D1PathGeometry_Open(p->path,
&(p->sink));
if (hr != S_OK)
logHRESULT("error opening path in uiDrawNewPath()", hr);
switch (fillmode) {
case uiDrawFillModeWinding:
ID2D1GeometrySink_SetFillMode(p->sink,
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D2D1_FILL_MODE_WINDING);
break;
case uiDrawFillModeAlternate:
ID2D1GeometrySink_SetFillMode(p->sink,
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D2D1_FILL_MODE_ALTERNATE);
break;
}
p->inFigure = FALSE;
return p;
}
void uiDrawFreePath(uiDrawPath *p)
{
if (p->inFigure)
ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_OPEN);
if (p->sink != NULL)
// TODO close sink first?
ID2D1GeometrySink_Release(p->sink);
ID2D1PathGeometry_Release(p->path);
// TODO uiFree
free(p);
}
void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
{
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D2D1_POINT_2F pt;
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if (p->inFigure)
ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_OPEN);
pt.x = x;
pt.y = y;
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ID2D1GeometrySink_BeginFigure(p->sink,
pt,
D2D1_FIGURE_BEGIN_FILLED);
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p->inFigure = TRUE;
}
static void arcStartXY(double xCenter, double yCenter, double radius, double startAngle, double *startX, double *startY)
{
FLOAT sinStart, cosStart;
// unfortunately D2D1SinCos() is only defined on Windows 8 and newer
// the MSDN page doesn't say this, but says it requires d2d1_1.h, which is listed as only supported on Windows 8 and newer elsewhere on MSDN
// so we must use sin() and cos() and hope it's right...
sinStart = sin(startAngle);
cosStart = cos(startAngle);
*startX = xCenter + radius * cosStart;
*startY = yCenter + radius * sinStart;
}
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// TODO this is a mess.
static void doDrawArc(ID2D1GeometrySink *sink, double xCenter, double yCenter, double radius, double startAngle, double endAngle)
{
double delta;
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int negative;
D2D1_ARC_SEGMENT as;
double endX, endY;
delta = endAngle - startAngle;
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negative = 1;
// TODO why do I have to do this? if delta == 360 nothing gets drawn regardless of parameter values
while (delta > M_PI) {
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// this line alternates between getting the 180 degree and 360 degree point; the negative variable does the alternating
arcStartXY(xCenter, yCenter, radius, startAngle + (negative * M_PI), &endX, &endY);
as.point.x = endX;
as.point.y = endY;
as.size.width = radius;
as.size.height = radius;
as.rotationAngle = 180;
as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
as.arcSize = D2D1_ARC_SIZE_SMALL;
ID2D1GeometrySink_AddArc(sink, &as);
delta -= M_PI;
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if (negative == 0)
negative = 1;
else
negative = 0;
}
arcStartXY(xCenter, yCenter, radius, endAngle, &endX, &endY);
as.point.x = endX;
as.point.y = endY;
as.size.width = radius;
as.size.height = radius;
// Direct2D expects degrees
as.rotationAngle = delta * (180.0 / M_PI);
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if (!negative)
as.rotationAngle += 180;
as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
as.arcSize = D2D1_ARC_SIZE_SMALL;
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if (!negative)
as.arcSize = D2D1_ARC_SIZE_LARGE;
ID2D1GeometrySink_AddArc(sink, &as);
}
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void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double endAngle)
{
double startX, startY;
// make the new figure
arcStartXY(xCenter, yCenter, radius, startAngle, &startX, &startY);
uiDrawPathNewFigure(p, startX, startY);
// draw the arc
doDrawArc(p->sink, xCenter, yCenter, radius, startAngle, endAngle);
}
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void uiDrawPathLineTo(uiDrawPath *p, double x, double y)
{
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D2D1_POINT_2F pt;
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pt.x = x;
pt.y = y;
ID2D1GeometrySink_AddLine(p->sink, pt);
}
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void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double endAngle)
{
double startX, startY;
// draw the starting line
arcStartXY(xCenter, yCenter, radius, startAngle, &startX, &startY);
uiDrawPathLineTo(p, startX, startY);
// draw the arc
doDrawArc(p->sink, xCenter, yCenter, radius, startAngle, endAngle);
}
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void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY)
{
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D2D1_BEZIER_SEGMENT s;
s.point1.x = c1x;
s.point1.y = c1y;
s.point2.x = c2x;
s.point2.y = c2y;
s.point3.x = endX;
s.point3.y = endY;
ID2D1GeometrySink_AddBezier(p->sink, &s);
}
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void uiDrawPathCloseFigure(uiDrawPath *p)
{
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ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_CLOSED);
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p->inFigure = FALSE;
}
void uiDrawPathAddRectangle(uiDrawPath *p, double x0, double y0, double xxxxTODOxxxx, double xxxTODOxxxxxxxxxx)
{
// TODO
}
void uiDrawPathEnd(uiDrawPath *p)
{
HRESULT hr;
if (p->inFigure) {
ID2D1GeometrySink_EndFigure(p->sink,
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D2D1_FIGURE_END_OPEN);
// needed for uiDrawFreePath()
p->inFigure = FALSE;
}
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hr = ID2D1GeometrySink_Close(p->sink);
if (hr != S_OK)
logHRESULT("error closing path in uiDrawPathEnd()", hr);
ID2D1GeometrySink_Release(p->sink);
p->sink = NULL;
}
struct uiDrawContext {
ID2D1RenderTarget *rt;
};
uiDrawContext *newContext(ID2D1RenderTarget *rt)
{
uiDrawContext *c;
// TODO use uiNew
c = (uiDrawContext *) malloc(sizeof (uiDrawContext));
c->rt = rt;
return c;
}
static ID2D1Brush *makeSolidBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
D2D1_COLOR_F color;
ID2D1SolidColorBrush *brush;
HRESULT hr;
color.r = b->R;
color.g = b->G;
color.b = b->B;
color.a = b->A;
hr = ID2D1RenderTarget_CreateSolidColorBrush(rt,
&color,
props,
&brush);
if (hr != S_OK)
logHRESULT("error creating solid brush in makeSolidBrush()", hr);
return (ID2D1Brush *) brush;
}
/* TODO
static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
}
static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
}
*/
static ID2D1Brush *makeBrush(uiDrawBrush *b, ID2D1RenderTarget *rt)
{
D2D1_BRUSH_PROPERTIES props;
ZeroMemory(&props, sizeof (D2D1_BRUSH_PROPERTIES));
props.opacity = 1.0;
// identity matrix
props.transform._11 = 1;
props.transform._22 = 1;
switch (b->Type) {
case uiDrawBrushTypeSolid:
return makeSolidBrush(b, rt, &props);
// case uiDrawBrushTypeLinearGradient:
// return makeLinearBrush(b, rt, &props);
// case uiDrawBrushTypeRadialGradient:
// return makeRadialBrush(b, rt, &props);
// case uiDrawBrushTypeImage:
// TODO
}
//TODO complain("invalid brush type %d in makeBrush()", b->Type);
return NULL; // make compiler happy
}
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// TODO use stroke params
void uiDrawStroke(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b, uiDrawStrokeParams *sp)
{
ID2D1Brush *brush;
brush = makeBrush(b, c->rt);
ID2D1RenderTarget_DrawGeometry(c->rt,
(ID2D1Geometry *) (p->path),
brush,
sp->Thickness,
NULL);
ID2D1Brush_Release(brush);
}
void uiDrawFill(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b)
{
ID2D1Brush *brush;
brush = makeBrush(b, c->rt);
ID2D1RenderTarget_FillGeometry(c->rt,
(ID2D1Geometry *) (p->path),
brush,
NULL);
ID2D1Brush_Release(brush);
}