// 6 september 2015 #import "uipriv_darwin.h" struct uiDrawPath { CGMutablePathRef path; uiDrawFillMode fillMode; BOOL ended; }; uiDrawPath *uiDrawNewPath(uiDrawFillMode mode) { uiDrawPath *p; p = uiNew(uiDrawPath); p->path = CGPathCreateMutable(); p->fillMode = mode; return p; } void uiDrawFreePath(uiDrawPath *p) { CGPathRelease((CGPathRef) (p->path)); uiFree(p); } void uiDrawPathNewFigure(uiDrawPath *p, double x, double y) { if (p->ended) complain("attempt to add figure to ended path in uiDrawPathNewFigure()"); CGPathMoveToPoint(p->path, NULL, x, y); } void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative) { double sinStart, cosStart; double startx, starty; if (p->ended) complain("attempt to add figure to ended path in uiDrawPathNewFigureWithArc()"); sinStart = sin(startAngle); cosStart = cos(startAngle); startx = xCenter + radius * cosStart; starty = yCenter + radius * sinStart; CGPathMoveToPoint(p->path, NULL, startx, starty); uiDrawPathArcTo(p, xCenter, yCenter, radius, startAngle, sweep, negative); } void uiDrawPathLineTo(uiDrawPath *p, double x, double y) { if (p->ended) complain("attempt to add line to ended path in uiDrawPathLineTo()"); CGPathAddLineToPoint(p->path, NULL, x, y); } void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative) { bool cw; if (p->ended) complain("attempt to add arc to ended path in uiDrawPathArcTo()"); if (sweep > 2 * M_PI) sweep = 2 * M_PI; cw = false; if (negative) cw = true; CGPathAddArc(p->path, NULL, xCenter, yCenter, radius, startAngle, startAngle + sweep, cw); } void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY) { if (p->ended) complain("attempt to add bezier to ended path in uiDrawPathBezierTo()"); CGPathAddCurveToPoint(p->path, NULL, c1x, c1y, c2x, c2y, endX, endY); } void uiDrawPathCloseFigure(uiDrawPath *p) { if (p->ended) complain("attempt to close figure of ended path in uiDrawPathCloseFigure()"); CGPathCloseSubpath(p->path); } void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height) { if (p->ended) complain("attempt to add rectangle to ended path in uiDrawPathAddRectangle()"); CGPathAddRect(p->path, NULL, CGRectMake(x, y, width, height)); } void uiDrawPathEnd(uiDrawPath *p) { p->ended = TRUE; } struct uiDrawContext { CGContextRef c; CGFloat height; // needed for text; see below }; uiDrawContext *newContext(CGContextRef ctxt, CGFloat height) { uiDrawContext *c; c = uiNew(uiDrawContext); c->c = ctxt; c->height = height; return c; } void freeContext(uiDrawContext *c) { uiFree(c); } // a stroke is identical to a fill of a stroked path // we need to do this in order to stroke with a gradient; see http://stackoverflow.com/a/25034854/3408572 // doing this for other brushes works too void uiDrawStroke(uiDrawContext *c, uiDrawPath *path, uiDrawBrush *b, uiDrawStrokeParams *p) { CGLineCap cap; CGLineJoin join; CGPathRef dashPath; CGFloat *dashes; size_t i; uiDrawPath p2; if (!path->ended) complain("path not ended in uiDrawStroke()"); switch (p->Cap) { case uiDrawLineCapFlat: cap = kCGLineCapButt; break; case uiDrawLineCapRound: cap = kCGLineCapRound; break; case uiDrawLineCapSquare: cap = kCGLineCapSquare; break; } switch (p->Join) { case uiDrawLineJoinMiter: join = kCGLineJoinMiter; break; case uiDrawLineJoinRound: join = kCGLineJoinRound; break; case uiDrawLineJoinBevel: join = kCGLineJoinBevel; break; } // create a temporary path identical to the previous one dashPath = (CGPathRef) path->path; if (p->NumDashes != 0) { dashes = (CGFloat *) uiAlloc(p->NumDashes * sizeof (CGFloat), "CGFloat[]"); for (i = 0; i < p->NumDashes; i++) dashes[i] = p->Dashes[i]; dashPath = CGPathCreateCopyByDashingPath(path->path, NULL, p->DashPhase, dashes, p->NumDashes); uiFree(dashes); } // the documentation is wrong: this produces a path suitable for calling CGPathCreateCopyByStrokingPath(), not for filling directly // the cast is safe; we never modify the CGPathRef and always cast it back to a CGPathRef anyway p2.path = (CGMutablePathRef) CGPathCreateCopyByStrokingPath(dashPath, NULL, p->Thickness, cap, join, p->MiterLimit); if (p->NumDashes != 0) CGPathRelease(dashPath); // always draw stroke fills using the winding rule // otherwise intersecting figures won't draw correctly p2.fillMode = uiDrawFillModeWinding; p2.ended = path->ended; uiDrawFill(c, &p2, b); // and clean up CGPathRelease((CGPathRef) (p2.path)); } // for a solid fill, we can merely have Core Graphics fill directly static void fillSolid(CGContextRef ctxt, uiDrawPath *p, uiDrawBrush *b) { CGContextSetRGBFillColor(ctxt, b->R, b->G, b->B, b->A); switch (p->fillMode) { case uiDrawFillModeWinding: CGContextFillPath(ctxt); break; case uiDrawFillModeAlternate: CGContextEOFillPath(ctxt); break; } } // for a gradient fill, we need to clip to the path and then draw the gradient // see http://stackoverflow.com/a/25034854/3408572 static void fillGradient(CGContextRef ctxt, uiDrawPath *p, uiDrawBrush *b) { CGGradientRef gradient; CGColorSpaceRef colorspace; CGFloat *colors; CGFloat *locations; size_t i; // gradients need a color space // for consistency with windows, use sRGB colorspace = CGColorSpaceCreateWithName(kCGColorSpaceSRGB); // make the gradient colors = uiAlloc(b->NumStops * 4 * sizeof (CGFloat), "CGFloat[]"); locations = uiAlloc(b->NumStops * sizeof (CGFloat), "CGFloat[]"); for (i = 0; i < b->NumStops; i++) { colors[i * 4 + 0] = b->Stops[i].R; colors[i * 4 + 1] = b->Stops[i].G; colors[i * 4 + 2] = b->Stops[i].B; colors[i * 4 + 3] = b->Stops[i].A; locations[i] = b->Stops[i].Pos; } gradient = CGGradientCreateWithColorComponents(colorspace, colors, locations, b->NumStops); uiFree(locations); uiFree(colors); // because we're mucking with clipping, we need to save the graphics state and restore it later CGContextSaveGState(ctxt); // clip switch (p->fillMode) { case uiDrawFillModeWinding: CGContextClip(ctxt); break; case uiDrawFillModeAlternate: CGContextEOClip(ctxt); break; } // draw the gradient switch (b->Type) { case uiDrawBrushTypeLinearGradient: CGContextDrawLinearGradient(ctxt, gradient, CGPointMake(b->X0, b->Y0), CGPointMake(b->X1, b->Y1), kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation); break; case uiDrawBrushTypeRadialGradient: CGContextDrawRadialGradient(ctxt, gradient, CGPointMake(b->X0, b->Y0), // make the start circle radius 0 to make it a point 0, CGPointMake(b->X1, b->Y1), b->OuterRadius, kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation); break; } // and clean up CGContextRestoreGState(ctxt); CGGradientRelease(gradient); CGColorSpaceRelease(colorspace); } void uiDrawFill(uiDrawContext *c, uiDrawPath *path, uiDrawBrush *b) { if (!path->ended) complain("path not ended in uiDrawFill()"); CGContextAddPath(c->c, (CGPathRef) (path->path)); switch (b->Type) { case uiDrawBrushTypeSolid: fillSolid(c->c, path, b); return; case uiDrawBrushTypeLinearGradient: case uiDrawBrushTypeRadialGradient: fillGradient(c->c, path, b); return; // case uiDrawBrushTypeImage: // TODO return; } complain("unknown brush type %d in uiDrawFill()", b->Type); } static void m2c(uiDrawMatrix *m, CGAffineTransform *c) { c->a = m->M11; c->b = m->M12; c->c = m->M21; c->d = m->M22; c->tx = m->M31; c->ty = m->M32; } static void c2m(CGAffineTransform *c, uiDrawMatrix *m) { m->M11 = c->a; m->M12 = c->b; m->M21 = c->c; m->M22 = c->d; m->M31 = c->tx; m->M32 = c->ty; } void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y) { CGAffineTransform c; m2c(m, &c); c = CGAffineTransformTranslate(c, x, y); c2m(&c, m); } void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y) { CGAffineTransform c; double xt, yt; m2c(m, &c); // TODO explain why the translation must come first xt = x; yt = y; scaleCenter(xCenter, yCenter, &xt, &yt); c = CGAffineTransformTranslate(c, xt, yt); c = CGAffineTransformScale(c, x, y); // TODO undo the translation? c2m(&c, m); } void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount) { CGAffineTransform c; m2c(m, &c); c = CGAffineTransformTranslate(c, x, y); c = CGAffineTransformRotate(c, amount); c = CGAffineTransformTranslate(c, -x, -y); c2m(&c, m); } void uiDrawMatrixSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount) { fallbackSkew(m, x, y, xamount, yamount); } void uiDrawMatrixMultiply(uiDrawMatrix *dest, uiDrawMatrix *src) { CGAffineTransform c; CGAffineTransform d; m2c(dest, &c); m2c(src, &d); c = CGAffineTransformConcat(c, d); c2m(&c, dest); } // there is no test for invertibility; CGAffineTransformInvert() is merely documented as returning the matrix unchanged if it isn't invertible // therefore, special care must be taken to catch matrices who are their own inverses // TODO figure out which matrices these are and do so int uiDrawMatrixInvertible(uiDrawMatrix *m) { CGAffineTransform c, d; m2c(m, &c); d = CGAffineTransformInvert(c); return CGAffineTransformEqualToTransform(c, d) == false; } int uiDrawMatrixInvert(uiDrawMatrix *m) { CGAffineTransform c, d; m2c(m, &c); d = CGAffineTransformInvert(c); if (CGAffineTransformEqualToTransform(c, d)) return 0; c2m(&d, m); return 1; } void uiDrawMatrixTransformPoint(uiDrawMatrix *m, double *x, double *y) { CGAffineTransform c; CGPoint p; m2c(m, &c); p = CGPointApplyAffineTransform(CGPointMake(*x, *y), c); *x = p.x; *y = p.y; } void uiDrawMatrixTransformSize(uiDrawMatrix *m, double *x, double *y) { CGAffineTransform c; CGSize s; m2c(m, &c); s = CGSizeApplyAffineTransform(CGSizeMake(*x, *y), c); *x = s.width; *y = s.height; } void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m) { CGAffineTransform cm; m2c(m, &cm); CGContextConcatCTM(c->c, cm); } void uiDrawClip(uiDrawContext *c, uiDrawPath *path) { if (!path->ended) complain("path not ended in uiDrawClip()"); CGContextAddPath(c->c, (CGPathRef) (path->path)); switch (path->fillMode) { case uiDrawFillModeWinding: CGContextClip(c->c); break; case uiDrawFillModeAlternate: CGContextEOClip(c->c); break; } } // TODO figure out what besides transforms these save/restore on all platforms void uiDrawSave(uiDrawContext *c) { CGContextSaveGState(c->c); } void uiDrawRestore(uiDrawContext *c) { CGContextRestoreGState(c->c); } void uiDrawText(uiDrawContext *c, double x, double y, uiDrawTextLayout *layout) { doDrawText(c->c, c->height, x, y, layout); }