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// 7 september 2015
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# include "uipriv_windows.hpp"
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# include "draw.hpp"
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ID2D1Factory * d2dfactory = NULL ;
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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 ,
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IID_ID2D1Factory ,
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& opts ,
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( void * * ) ( & d2dfactory ) ) ;
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}
void uninitDraw ( void )
{
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d2dfactory - > Release ( ) ;
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}
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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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uiWindowsEnsureGetClientRect ( hwnd , & r ) ;
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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 ;
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// 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 HWND render target " , hr ) ;
return rt ;
}
ID2D1DCRenderTarget * makeHDCRenderTarget ( HDC dc , RECT * r )
{
D2D1_RENDER_TARGET_PROPERTIES props ;
ID2D1DCRenderTarget * rt ;
HRESULT hr ;
ZeroMemory ( & props , sizeof ( D2D1_RENDER_TARGET_PROPERTIES ) ) ;
props . type = D2D1_RENDER_TARGET_TYPE_DEFAULT ;
props . pixelFormat . format = DXGI_FORMAT_B8G8R8A8_UNORM ;
props . pixelFormat . alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED ;
props . dpiX = GetDeviceCaps ( dc , LOGPIXELSX ) ;
props . dpiY = GetDeviceCaps ( dc , LOGPIXELSY ) ;
props . usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE ;
props . minLevel = D2D1_FEATURE_LEVEL_DEFAULT ;
hr = d2dfactory - > CreateDCRenderTarget ( & props , & rt ) ;
if ( hr ! = S_OK )
logHRESULT ( L " error creating DC render target " , hr ) ;
hr = rt - > BindDC ( dc , r ) ;
if ( hr ! = S_OK )
logHRESULT ( L " error binding DC to DC render target " , hr ) ;
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return rt ;
}
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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 ) ;
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}
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uiDrawContext * newContext ( ID2D1RenderTarget * rt )
{
uiDrawContext * c ;
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c = uiNew ( uiDrawContext ) ;
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c - > rt = rt ;
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c - > states = new std : : vector < struct drawState > ;
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resetTarget ( c - > rt ) ;
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return c ;
}
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void freeContext ( uiDrawContext * c )
{
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if ( c - > currentClip ! = NULL )
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c - > currentClip - > Release ( ) ;
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if ( c - > states - > size ( ) ! = 0 )
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// TODO do this on other platforms
userbug ( " You did not balance uiDrawSave() and uiDrawRestore() calls. " ) ;
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delete c - > states ;
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uiFree ( c ) ;
}
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static ID2D1Brush * makeSolidBrush ( uiDrawBrush * b , ID2D1RenderTarget * rt , D2D1_BRUSH_PROPERTIES * props )
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{
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D2D1_COLOR_F color ;
ID2D1SolidColorBrush * brush ;
HRESULT hr ;
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color . r = b - > R ;
color . g = b - > G ;
color . b = b - > B ;
color . a = b - > A ;
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hr = rt - > CreateSolidColorBrush (
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& color ,
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props ,
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& brush ) ;
if ( hr ! = S_OK )
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logHRESULT ( L " error creating solid brush " , hr ) ;
return brush ;
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}
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static ID2D1GradientStopCollection * mkstops ( uiDrawBrush * b , ID2D1RenderTarget * rt )
{
ID2D1GradientStopCollection * s ;
D2D1_GRADIENT_STOP * stops ;
size_t i ;
HRESULT hr ;
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stops = ( D2D1_GRADIENT_STOP * ) 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 ;
}
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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 ;
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}
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 ;
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}
static ID2D1Brush * makeBrush ( uiDrawBrush * b , ID2D1RenderTarget * rt )
{
D2D1_BRUSH_PROPERTIES props ;
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ZeroMemory ( & props , sizeof ( D2D1_BRUSH_PROPERTIES ) ) ;
props . opacity = 1.0 ;
// identity matrix
props . transform . _11 = 1 ;
props . transform . _22 = 1 ;
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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 ) ;
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// case uiDrawBrushTypeImage:
// TODO
}
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// TODO do this on all platforms
userbug ( " Invalid brush type %d given to drawing operation. " , b - > Type ) ;
// TODO dummy brush?
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return NULL ; // make compiler happy
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}
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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?
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params . maskAntialiasMode = c - > rt - > GetAntialiasMode ( ) ;
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// 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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}
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void uiDrawStroke ( uiDrawContext * c , uiDrawPath * p , uiDrawBrush * b , uiDrawStrokeParams * sp )
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{
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ID2D1Brush * brush ;
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ID2D1StrokeStyle * style ;
D2D1_STROKE_STYLE_PROPERTIES dsp ;
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FLOAT * dashes ;
size_t i ;
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ID2D1Layer * cliplayer ;
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HRESULT hr ;
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brush = makeBrush ( b , c - > rt ) ;
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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 (
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& dsp ,
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dashes ,
sp - > NumDashes ,
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& 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 (
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pathGeometry ( p ) ,
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brush ,
sp - > Thickness ,
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style ) ;
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unapplyClip ( c , cliplayer ) ;
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style - > Release ( ) ;
brush - > Release ( ) ;
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}
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void uiDrawFill ( uiDrawContext * c , uiDrawPath * p , uiDrawBrush * b )
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{
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ID2D1Brush * brush ;
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ID2D1Layer * cliplayer ;
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brush = makeBrush ( b , c - > rt ) ;
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cliplayer = applyClip ( c ) ;
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c - > rt - > FillGeometry (
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pathGeometry ( p ) ,
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brush ,
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NULL ) ;
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unapplyClip ( c , cliplayer ) ;
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brush - > Release ( ) ;
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}
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void uiDrawTransform ( uiDrawContext * c , uiDrawMatrix * m )
{
D2D1_MATRIX_3X2_F dm , cur ;
c - > rt - > GetTransform ( & cur ) ;
m2d ( m , & dm ) ;
// 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
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dm = dm * cur ; // for whatever reason operator * is defined but not operator *=
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c - > rt - > SetTransform ( & dm ) ;
}
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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 ) {
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c - > currentClip = pathGeometry ( path ) ;
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// 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 = d2dfactory - > CreatePathGeometry ( & 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 (
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pathGeometry ( 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
}
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struct drawState {
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ID2D1DrawingStateBlock * dsb ;
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ID2D1PathGeometry * clip ;
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} ;
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void uiDrawSave ( uiDrawContext * c )
{
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struct drawState state ;
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HRESULT hr ;
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hr = d2dfactory - > CreateDrawingStateBlock (
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// TODO verify that these are correct
NULL ,
NULL ,
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& ( state . dsb ) ) ;
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if ( hr ! = S_OK )
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logHRESULT ( L " error creating drawing state block " , hr ) ;
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c - > rt - > SaveDrawingState ( state . 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 . clip = c - > currentClip ; // even if NULL assign it
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c - > states - > push_back ( state ) ;
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}
void uiDrawRestore ( uiDrawContext * c )
{
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struct drawState state ;
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state = ( * ( c - > states ) ) [ c - > states - > size ( ) - 1 ] ;
c - > states - > pop_back ( ) ;
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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
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c - > currentClip = state . clip ;
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}