libui/windows/draw.cpp

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// 7 september 2015
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#include "uipriv_windows.hpp"
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// TODO
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// - write a test for transform followed by clip and clip followed by transform to make sure they work the same as on gtk+ and cocoa
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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)
{
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d2dfactory->Release();
}
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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)
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logLastError(L"error getting DC to find DPI");
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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)
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logLastError(L"error releasing DC for finding DPI");
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if (GetClientRect(hwnd, &r) == 0)
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logLastError(L"error getting current size of window");
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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;
// according to Rick Brewster, some drivers will misbehave if we don't specify this (see http://stackoverflow.com/a/33222983/3408572)
hprops.presentOptions = D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS;
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hr = d2dfactory->CreateHwndRenderTarget(
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&props,
&hprops,
&rt);
if (hr != S_OK)
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logHRESULT(L"error creating area HWND render target", hr);
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return rt;
}
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struct uiDrawPath {
ID2D1PathGeometry *path;
ID2D1GeometrySink *sink;
BOOL inFigure;
};
uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode)
{
uiDrawPath *p;
HRESULT hr;
p = uiNew(uiDrawPath);
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hr = d2dfactory->CreatePathGeometry(&(p->path));
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if (hr != S_OK)
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logHRESULT(L"error creating path", hr);
hr = p->path->Open(&(p->sink));
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if (hr != S_OK)
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logHRESULT(L"error opening path", hr);
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switch (fillmode) {
case uiDrawFillModeWinding:
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p->sink->SetFillMode(D2D1_FILL_MODE_WINDING);
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break;
case uiDrawFillModeAlternate:
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p->sink->SetFillMode(D2D1_FILL_MODE_ALTERNATE);
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break;
}
return p;
}
void uiDrawFreePath(uiDrawPath *p)
{
if (p->inFigure)
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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if (p->sink != NULL)
// TODO close sink first?
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p->sink->Release();
p->path->Release();
uiFree(p);
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}
void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
{
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D2D1_POINT_2F pt;
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if (p->inFigure)
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p-sink->EndFigure(D2D1_FIGURE_END_OPEN);
pt.x = x;
pt.y = y;
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p->sink->BeginFigure(pt, D2D1_FIGURE_BEGIN_FILLED);
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p->inFigure = TRUE;
}
// Direct2D arcs require a little explanation.
// An arc in Direct2D is defined by the chord between the endpoints.
// There are four possible arcs with the same two endpoints that you can draw this way.
// See https://www.youtube.com/watch?v=ATS0ANW1UxQ for a demonstration.
// There is a property rotationAngle which deals with the rotation /of the entire ellipse that forms an ellpitical arc/ - it's effectively a transformation on the arc.
// That is to say, it's NOT THE SWEEP.
// The sweep is defined by the start and end points and whether the arc is "large".
// As a result, this design does not allow for full circles or ellipses with a single arc; they have to be simulated with two.
struct arc {
double xCenter;
double yCenter;
double radius;
double startAngle;
double sweep;
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int negative;
};
// this is used for the comparison below
// if it falls apart it can be changed later
#define aerMax 6 * DBL_EPSILON
static void drawArc(uiDrawPath *p, struct arc *a, void (*startFunction)(uiDrawPath *, double, double))
{
double sinx, cosx;
double startX, startY;
double endX, endY;
D2D1_ARC_SEGMENT as;
BOOL fullCircle;
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double absSweep;
// as above, we can't do a full circle with one arc
// simulate it with two half-circles
// of course, we have a dragon: equality on floating-point values!
// I've chosen to do the AlmostEqualRelative() technique in https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
fullCircle = FALSE;
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// use the absolute value to tackle both ≥2π and ≤-2π at the same time
absSweep = fabs(a->sweep);
if (absSweep > (2 * M_PI)) // this part is easy
fullCircle = TRUE;
else {
double aerDiff;
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aerDiff = fabs(absSweep - (2 * M_PI));
// if we got here then we know a->sweep is larger (or the same!)
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fullCircle = aerDiff <= absSweep * aerMax;
}
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// TODO make sure this works right for the negative direction
if (fullCircle) {
a->sweep = M_PI;
drawArc(p, a, startFunction);
a->startAngle += M_PI;
drawArc(p, a, NULL);
return;
}
// first, figure out the arc's endpoints
// 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...
sinx = sin(a->startAngle);
cosx = cos(a->startAngle);
startX = a->xCenter + a->radius * cosx;
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startY = a->yCenter + a->radius * sinx;
sinx = sin(a->startAngle + a->sweep);
cosx = cos(a->startAngle + a->sweep);
endX = a->xCenter + a->radius * cosx;
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endY = a->yCenter + a->radius * sinx;
// now do the initial step to get the current point to be the start point
// this is either creating a new figure, drawing a line, or (in the case of our full circle code above) doing nothing
if (startFunction != NULL)
(*startFunction)(p, startX, startY);
// now we can draw the arc
as.point.x = endX;
as.point.y = endY;
as.size.width = a->radius;
as.size.height = a->radius;
as.rotationAngle = 0; // as above, not relevant for circles
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if (a->negative)
as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
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else
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as.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE;
// TODO explain the outer if
if (!a->negative)
if (a->sweep > M_PI)
as.arcSize = D2D1_ARC_SIZE_LARGE;
else
as.arcSize = D2D1_ARC_SIZE_SMALL;
else
// TODO especially this part
if (a->sweep > M_PI)
as.arcSize = D2D1_ARC_SIZE_SMALL;
else
as.arcSize = D2D1_ARC_SIZE_LARGE;
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p->sink->AddArc(&as);
}
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void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
{
struct arc a;
a.xCenter = xCenter;
a.yCenter = yCenter;
a.radius = radius;
a.startAngle = startAngle;
a.sweep = sweep;
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a.negative = negative;
drawArc(p, &a, uiDrawPathNewFigure);
}
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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;
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p->sink->AddLine(pt);
}
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void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
{
struct arc a;
a.xCenter = xCenter;
a.yCenter = yCenter;
a.radius = radius;
a.startAngle = startAngle;
a.sweep = sweep;
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a.negative = negative;
drawArc(p, &a, uiDrawPathLineTo);
}
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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;
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p->sink->AddBezier(&s);
}
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void uiDrawPathCloseFigure(uiDrawPath *p)
{
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p->sink->EndFigure(D2D1_FIGURE_END_CLOSED);
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p->inFigure = FALSE;
}
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void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height)
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{
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// this is the same algorithm used by cairo and Core Graphics, according to their documentations
uiDrawPathNewFigure(p, x, y);
uiDrawPathLineTo(p, x + width, y);
uiDrawPathLineTo(p, x + width, y + height);
uiDrawPathLineTo(p, x, y + height);
uiDrawPathCloseFigure(p);
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}
void uiDrawPathEnd(uiDrawPath *p)
{
HRESULT hr;
if (p->inFigure) {
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
// needed for uiDrawFreePath()
p->inFigure = FALSE;
}
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hr = p->sink->Close();
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if (hr != S_OK)
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logHRESULT(L"error closing path", hr);
p->sink->Release();
// also needed for uiDrawFreePath()
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p->sink = NULL;
}
struct uiDrawContext {
ID2D1RenderTarget *rt;
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// TODO move to std::vector
struct ptrArray *states;
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ID2D1PathGeometry *currentClip;
};
// declared below
static void initStates(uiDrawContext *);
static void uninitStates(uiDrawContext *);
static void resetTarget(ID2D1RenderTarget *rt)
{
D2D1_MATRIX_3X2_F dm;
// transformations persist
// reset to the identity matrix
ZeroMemory(&dm, sizeof (D2D1_MATRIX_3X2_F));
dm._11 = 1;
dm._22 = 1;
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rt->SetTransform(&dm);
}
uiDrawContext *newContext(ID2D1RenderTarget *rt)
{
uiDrawContext *c;
c = uiNew(uiDrawContext);
c->rt = rt;
initStates(c);
resetTarget(c->rt);
return c;
}
void freeContext(uiDrawContext *c)
{
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if (c->currentClip != NULL)
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c->currentClip->Release();
uninitStates(c);
uiFree(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;
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hr = rt->CreateSolidColorBrush(
&color,
props,
&brush);
if (hr != S_OK)
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logHRESULT(L"error creating solid brush", hr);
return brush;
}
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static ID2D1GradientStopCollection *mkstops(uiDrawBrush *b, ID2D1RenderTarget *rt)
{
ID2D1GradientStopCollection *s;
D2D1_GRADIENT_STOP *stops;
size_t i;
HRESULT hr;
stops = uiAlloc(b->NumStops * sizeof (D2D1_GRADIENT_STOP), "D2D1_GRADIENT_STOP[]");
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for (i = 0; i < b->NumStops; i++) {
stops[i].position = b->Stops[i].Pos;
stops[i].color.r = b->Stops[i].R;
stops[i].color.g = b->Stops[i].G;
stops[i].color.b = b->Stops[i].B;
stops[i].color.a = b->Stops[i].A;
}
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hr = rt->CreateGradientStopCollection(
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stops,
b->NumStops,
D2D1_GAMMA_2_2, // this is the default for the C++-only overload of ID2D1RenderTarget::GradientStopCollection()
D2D1_EXTEND_MODE_CLAMP,
&s);
if (hr != S_OK)
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logHRESULT(L"error creating stop collection", hr);
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uiFree(stops);
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return s;
}
static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
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ID2D1LinearGradientBrush *brush;
D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES gprops;
ID2D1GradientStopCollection *stops;
HRESULT hr;
ZeroMemory(&gprops, sizeof (D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES));
gprops.startPoint.x = b->X0;
gprops.startPoint.y = b->Y0;
gprops.endPoint.x = b->X1;
gprops.endPoint.y = b->Y1;
stops = mkstops(b, rt);
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hr = rt->CreateLinearGradientBrush(
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&gprops,
props,
stops,
&brush);
if (hr != S_OK)
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logHRESULT(L"error creating gradient brush", hr);
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// the example at https://msdn.microsoft.com/en-us/library/windows/desktop/dd756682%28v=vs.85%29.aspx says this is safe to do now
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stops->Release();
return brush;
}
static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
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ID2D1RadialGradientBrush *brush;
D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES gprops;
ID2D1GradientStopCollection *stops;
HRESULT hr;
ZeroMemory(&gprops, sizeof (D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES));
gprops.gradientOriginOffset.x = b->X0 - b->X1;
gprops.gradientOriginOffset.y = b->Y0 - b->Y1;
gprops.center.x = b->X1;
gprops.center.y = b->Y1;
gprops.radiusX = b->OuterRadius;
gprops.radiusY = b->OuterRadius;
stops = mkstops(b, rt);
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hr = rt->CreateRadialGradientBrush(
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&gprops,
props,
stops,
&brush);
if (hr != S_OK)
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logHRESULT(L"error creating gradient brush", hr);
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stops->Release();
return brush;
}
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);
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case uiDrawBrushTypeLinearGradient:
return makeLinearBrush(b, rt, &props);
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case uiDrawBrushTypeRadialGradient:
return makeRadialBrush(b, rt, &props);
// case uiDrawBrushTypeImage:
// TODO
}
complain("invalid brush type %d in makeBrush()", b->Type);
return NULL; // make compiler happy
}
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// how clipping works:
// every fill and stroke is done on a temporary layer with the clip geometry applied to it
// this is really the only way to clip in Direct2D that doesn't involve opacity images
// reference counting:
// - initially the clip is NULL, which means do not use a layer
// - the first time uiDrawClip() is called, we take a reference on the path passed in (this is also why uiPathEnd() is needed)
// - every successive time, we create a new PathGeometry and merge the current clip with the new path, releasing the reference we took earlier and taking a reference to the new one
// - in Save, we take another reference; in Restore we drop the refernece to the existing path geometry and transfer that saved ref to the new path geometry over to the context
// uiDrawFreePath() doesn't destroy the path geometry, it just drops the reference count, so a clip can exist independent of its path
static ID2D1Layer *applyClip(uiDrawContext *c)
{
ID2D1Layer *layer;
D2D1_LAYER_PARAMETERS params;
HRESULT hr;
// if no clip, don't do anything
if (c->currentClip == NULL)
return NULL;
// create a layer for clipping
// we have to explicitly make the layer because we're still targeting Windows 7
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hr = c->rt->CreateLayer(NULL, &layer);
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if (hr != S_OK)
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logHRESULT(L"error creating clip layer", hr);
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// apply it as the clip
ZeroMemory(&params, sizeof (D2D1_LAYER_PARAMETERS));
// this is the equivalent of InfiniteRect() in d2d1helper.h
params.contentBounds.left = -FLT_MAX;
params.contentBounds.top = -FLT_MAX;
params.contentBounds.right = FLT_MAX;
params.contentBounds.bottom = FLT_MAX;
params.geometricMask = (ID2D1Geometry *) (c->currentClip);
// TODO is this correct?
params.maskAntialiasMode = ID2D1RenderTarget_GetAntialiasMode(c->rt);
// identity matrix
params.maskTransform._11 = 1;
params.maskTransform._22 = 1;
params.opacity = 1.0;
params.opacityBrush = NULL;
params.layerOptions = D2D1_LAYER_OPTIONS_NONE;
// TODO is this correct?
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if (c->rt->GetTextAntialiasMode() == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE)
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params.layerOptions = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE;
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c->rt->PushLayer(&params, layer);
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// return the layer so it can be freed later
return layer;
}
static void unapplyClip(uiDrawContext *c, ID2D1Layer *layer)
{
if (layer == NULL)
return;
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c->rt->PopLayer();
layer->Release();
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}
void uiDrawStroke(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b, uiDrawStrokeParams *sp)
{
ID2D1Brush *brush;
ID2D1StrokeStyle *style;
D2D1_STROKE_STYLE_PROPERTIES dsp;
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FLOAT *dashes;
size_t i;
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ID2D1Layer *cliplayer;
HRESULT hr;
brush = makeBrush(b, c->rt);
ZeroMemory(&dsp, sizeof (D2D1_STROKE_STYLE_PROPERTIES));
switch (sp->Cap) {
case uiDrawLineCapFlat:
dsp.startCap = D2D1_CAP_STYLE_FLAT;
dsp.endCap = D2D1_CAP_STYLE_FLAT;
dsp.dashCap = D2D1_CAP_STYLE_FLAT;
break;
case uiDrawLineCapRound:
dsp.startCap = D2D1_CAP_STYLE_ROUND;
dsp.endCap = D2D1_CAP_STYLE_ROUND;
dsp.dashCap = D2D1_CAP_STYLE_ROUND;
break;
case uiDrawLineCapSquare:
dsp.startCap = D2D1_CAP_STYLE_SQUARE;
dsp.endCap = D2D1_CAP_STYLE_SQUARE;
dsp.dashCap = D2D1_CAP_STYLE_SQUARE;
break;
}
switch (sp->Join) {
case uiDrawLineJoinMiter:
dsp.lineJoin = D2D1_LINE_JOIN_MITER_OR_BEVEL;
dsp.miterLimit = sp->MiterLimit;
break;
case uiDrawLineJoinRound:
dsp.lineJoin = D2D1_LINE_JOIN_ROUND;
break;
case uiDrawLineJoinBevel:
dsp.lineJoin = D2D1_LINE_JOIN_BEVEL;
break;
}
dsp.dashStyle = D2D1_DASH_STYLE_SOLID;
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dashes = NULL;
// note that dash widths and the dash phase are scaled up by the thickness by Direct2D
// TODO be sure to formally document this
if (sp->NumDashes != 0) {
dsp.dashStyle = D2D1_DASH_STYLE_CUSTOM;
dashes = (FLOAT *) uiAlloc(sp->NumDashes * sizeof (FLOAT), "FLOAT[]");
for (i = 0; i < sp->NumDashes; i++)
dashes[i] = sp->Dashes[i] / sp->Thickness;
}
dsp.dashOffset = sp->DashPhase / sp->Thickness;
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hr = d2dfactory->CreateStrokeStyle(
&dsp,
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dashes,
sp->NumDashes,
&style);
if (hr != S_OK)
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logHRESULT(L"error creating stroke style", hr);
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if (sp->NumDashes != 0)
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uiFree(dashes);
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cliplayer = applyClip(c);
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c->rt->DrawGeometry(
(ID2D1Geometry *) (p->path),
brush,
sp->Thickness,
style);
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unapplyClip(c, cliplayer);
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style->Release();
brush->Release();
}
void uiDrawFill(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b)
{
ID2D1Brush *brush;
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ID2D1Layer *cliplayer;
brush = makeBrush(b, c->rt);
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cliplayer = applyClip(c);
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c->rt->FillGeometry(
(ID2D1Geometry *) (p->path),
brush,
NULL);
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unapplyClip(c, cliplayer);
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brush->Release();
}
static void m2d(uiDrawMatrix *m, D2D1_MATRIX_3X2_F *d)
{
d->_11 = m->M11;
d->_12 = m->M12;
d->_21 = m->M21;
d->_22 = m->M22;
d->_31 = m->M31;
d->_32 = m->M32;
}
static void d2m(D2D1_MATRIX_3X2_F *d, uiDrawMatrix *m)
{
m->M11 = d->_11;
m->M12 = d->_12;
m->M21 = d->_21;
m->M22 = d->_22;
m->M31 = d->_31;
m->M32 = d->_32;
}
void uiDrawMatrixSetIdentity(uiDrawMatrix *m)
{
setIdentity(m);
}
// frustratingly all of the operations on a matrix except rotation and skeweing are provided by the C++-only d2d1helper.h
// we'll have to recreate their functionalities here
// the implementations are all in the main matrix.c file
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// TODO switch to these instead actually
void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y)
{
fallbackTranslate(m, x, y);
}
void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y)
{
fallbackScale(m, xCenter, yCenter, x, y);
}
void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount)
{
D2D1_POINT_2F center;
D2D1_MATRIX_3X2_F dm;
uiDrawMatrix rm;
amount *= 180 / M_PI; // must be in degrees
center.x = x;
center.y = y;
D2D1MakeRotateMatrix(amount, center, &dm);
d2m(&dm, &rm);
uiDrawMatrixMultiply(m, &rm);
}
void uiDrawMatrixSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount)
{
D2D1_POINT_2F center;
D2D1_MATRIX_3X2_F dm;
uiDrawMatrix sm;
xamount *= 180 / M_PI; // must be in degrees
yamount *= 180 / M_PI; // must be in degrees
center.x = x;
center.y = y;
D2D1MakeSkewMatrix(xamount, yamount, center, &dm);
d2m(&dm, &sm);
uiDrawMatrixMultiply(m, &sm);
}
void uiDrawMatrixMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
{
fallbackMultiply(dest, src);
}
int uiDrawMatrixInvertible(uiDrawMatrix *m)
{
D2D1_MATRIX_3X2_F d;
m2d(m, &d);
return D2D1IsMatrixInvertible(&d) != FALSE;
}
int uiDrawMatrixInvert(uiDrawMatrix *m)
{
D2D1_MATRIX_3X2_F d;
m2d(m, &d);
if (D2D1InvertMatrix(&d) == FALSE)
return 0;
d2m(&d, m);
return 1;
}
void uiDrawMatrixTransformPoint(uiDrawMatrix *m, double *x, double *y)
{
fallbackTransformPoint(m, x, y);
}
void uiDrawMatrixTransformSize(uiDrawMatrix *m, double *x, double *y)
{
fallbackTransformSize(m, x, y);
}
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// TODO move to using d2d matrices exclusively
void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m)
{
D2D1_MATRIX_3X2_F dm;
uiDrawMatrix already;
uiDrawMatrix temp;
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c->rt->GetTransform(&dm);
d2m(&dm, &already);
temp = *m; // don't modify m
// you would think we have to do already * m, right?
// WRONG! we have to do m * already
// why? a few reasons
// a) this lovely comment in cairo's source - http://cgit.freedesktop.org/cairo/tree/src/cairo-matrix.c?id=0537479bd1d4c5a3bc0f6f41dec4deb98481f34a#n330
// Direct2D uses column vectors and I don't know if this is even documented
// b) that's what Core Graphics does
// TODO see if Microsoft says to do this
uiDrawMatrixMultiply(&temp, &already);
m2d(&temp, &dm);
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c->rt->SetTransform(&dm);
}
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// TODO for this, stroke, and fill, make sure that a non-ended uiDrawPath causes error state
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void uiDrawClip(uiDrawContext *c, uiDrawPath *path)
{
ID2D1PathGeometry *newPath;
ID2D1GeometrySink *newSink;
HRESULT hr;
// if there's no current clip, borrow the path
if (c->currentClip == NULL) {
c->currentClip = path->path;
// we have to take our own reference to that clip
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c->currentClip->AddRef();
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return;
}
// otherwise we have to intersect the current path with the new one
// we do that into a new path, and then replace c->currentClip with that new path
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hr = d2dfactoryCreatePathGeometry(&newPath);
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if (hr != S_OK)
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logHRESULT(L"error creating new path", hr);
hr = newPath->Open(&newSink);
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if (hr != S_OK)
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logHRESULT(L"error opening new path", hr);
hr = c->currentClip->CombineWithGeometry(
path->path,
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D2D1_COMBINE_MODE_INTERSECT,
NULL,
// TODO is this correct or can this be set per target?
D2D1_DEFAULT_FLATTENING_TOLERANCE,
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newSink);
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if (hr != S_OK)
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logHRESULT(L"error intersecting old path with new path", hr);
hr = newSink->Close();
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if (hr != S_OK)
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logHRESULT(L"error closing new path", hr);
newSink->Release();
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// okay we have the new clip; we just need to replace the old one with it
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c->currentClip->Release();
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c->currentClip = newPath;
// we have a reference already; no need for another
}
struct state {
ID2D1DrawingStateBlock *dsb;
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ID2D1PathGeometry *clip;
};
static void initStates(uiDrawContext *c)
{
c->states = newPtrArray();
}
static void uninitStates(uiDrawContext *c)
{
// have a helpful diagnostic here
if (c->states->len > 0)
complain("imbalanced save/restore count in uiDrawContext in uninitStates(); did you save without restoring?");
ptrArrayDestroy(c->states);
}
void uiDrawSave(uiDrawContext *c)
{
struct state *state;
ID2D1DrawingStateBlock *dsb;
HRESULT hr;
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hr = d2dfactory->CreateDrawingStateBlock(
// TODO verify that these are correct
NULL,
NULL,
&dsb);
if (hr != S_OK)
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logHRESULT(L"error creating drawing state block", hr);
c->rt->SaveDrawingState(dsb);
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// if we have a clip, we need to hold another reference to it
if (c->currentClip != NULL)
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c->currentClip->AddRef();
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state = uiNew(struct state);
state->dsb = dsb;
state->clip = c->currentClip;
ptrArrayAppend(c->states, state);
}
void uiDrawRestore(uiDrawContext *c)
{
struct state *state;
state = ptrArrayIndex(c->states, struct state *, c->states->len - 1);
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c->rt->RestoreDrawingState(state->dsb);
state->dsb->Release();
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// if we have a current clip, we need to drop it
if (c->currentClip != NULL)
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c->currentClip->Release();
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// no need to explicitly addref or release; just transfer the ref
c->currentClip = state->clip;
uiFree(state);
ptrArrayDelete(c->states, c->states->len - 1);
}
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// TODO C++-ize the rest of the file
// TODO document that fully opaque black is the default text color; figure out whether this is upheld in various scenarios on other platforms
void uiDrawText(uiDrawContext *c, double x, double y, uiDrawTextLayout *layout)
{
uiDrawBrush brush;
ID2D1Brush *black;
ZeroMemory(&brush, sizeof (uiDrawBrush));
brush.Type = uiDrawBrushTypeSolid;
brush.R = 0.0;
brush.G = 0.0;
brush.B = 0.0;
brush.A = 1.0;
black = makeBrush(&brush, c->rt);
doDrawText(c->rt, black, x, y, layout);
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black->Release();
}
// TODO this is a mess
ID2D1Brush *createSolidColorBrushInternal(ID2D1RenderTarget *rt, double r, double g, double b, double a)
{
uiDrawBrush brush;
ZeroMemory(&brush, sizeof (uiDrawBrush));
brush.Type = uiDrawBrushTypeSolid;
brush.R = r;
brush.G = g;
brush.B = b;
brush.A = a;
return makeBrush(&brush, rt);
}