libui/windows/draw.c

515 lines
14 KiB
C

// 7 september 2015
#include "uipriv_windows.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,
(void **) (&d2dfactory));
}
void uninitDraw(void)
{
ID2D1Factory_Release(d2dfactory);
}
ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
{
D2D1_RENDER_TARGET_PROPERTIES props;
D2D1_HWND_RENDER_TARGET_PROPERTIES hprops;
HDC dc;
RECT r;
ID2D1HwndRenderTarget *rt;
HRESULT hr;
// 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;
hr = ID2D1Factory_CreateHwndRenderTarget(d2dfactory,
&props,
&hprops,
&rt);
if (hr != S_OK)
logHRESULT("error creating area HWND render target in makeHWNDRenderTarget()", hr);
return rt;
}
struct uiDrawPath {
ID2D1PathGeometry *path;
ID2D1GeometrySink *sink;
BOOL inFigure;
};
uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode)
{
uiDrawPath *p;
HRESULT hr;
p = uiNew(uiDrawPath);
hr = ID2D1Factory_CreatePathGeometry(d2dfactory,
&(p->path));
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,
D2D1_FILL_MODE_WINDING);
break;
case uiDrawFillModeAlternate:
ID2D1GeometrySink_SetFillMode(p->sink,
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);
uiFree(p);
}
void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
{
D2D1_POINT_2F pt;
if (p->inFigure)
ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_OPEN);
pt.x = x;
pt.y = y;
ID2D1GeometrySink_BeginFigure(p->sink,
pt,
D2D1_FIGURE_BEGIN_FILLED);
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;
};
// 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;
// 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;
if (a->sweep > (2 * M_PI)) // this part is easy
fullCircle = TRUE;
else {
double aerDiff;
aerDiff = fabs(a->sweep - (2 * M_PI));
// if we got here then we know a->sweep is larger (or the same!)
fullCircle = aerDiff <= a->sweep * aerMax;
}
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;
startY = a->yCenter - a->radius * sinx;
sinx = sin(a->startAngle + a->sweep);
cosx = cos(a->startAngle + a->sweep);
endX = a->xCenter + a->radius * cosx;
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
as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
if (a->sweep > M_PI)
as.arcSize = D2D1_ARC_SIZE_LARGE;
else
as.arcSize = D2D1_ARC_SIZE_SMALL;
ID2D1GeometrySink_AddArc(p->sink, &as);
}
void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep)
{
struct arc a;
a.xCenter = xCenter;
a.yCenter = yCenter;
a.radius = radius;
a.startAngle = startAngle;
a.sweep = sweep;
drawArc(p, &a, uiDrawPathNewFigure);
}
void uiDrawPathLineTo(uiDrawPath *p, double x, double y)
{
D2D1_POINT_2F pt;
pt.x = x;
pt.y = y;
ID2D1GeometrySink_AddLine(p->sink, pt);
}
void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep)
{
struct arc a;
a.xCenter = xCenter;
a.yCenter = yCenter;
a.radius = radius;
a.startAngle = startAngle;
a.sweep = sweep;
drawArc(p, &a, uiDrawPathLineTo);
}
void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY)
{
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);
}
void uiDrawPathCloseFigure(uiDrawPath *p)
{
ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_CLOSED);
p->inFigure = FALSE;
}
void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height)
{
// 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);
}
void uiDrawPathEnd(uiDrawPath *p)
{
HRESULT hr;
if (p->inFigure) {
ID2D1GeometrySink_EndFigure(p->sink,
D2D1_FIGURE_END_OPEN);
// needed for uiDrawFreePath()
p->inFigure = FALSE;
}
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;
c = uiNew(uiDrawContext);
c->rt = rt;
return c;
}
void freeContext(uiDrawContext *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;
hr = ID2D1RenderTarget_CreateSolidColorBrush(rt,
&color,
props,
&brush);
if (hr != S_OK)
logHRESULT("error creating solid brush in makeSolidBrush()", hr);
return (ID2D1Brush *) brush;
}
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[]");
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;
}
// TODO BUG IN MINGW
// the Microsoft headers give this all 6 parameters
// the MinGW headers use the 4-parameter version
hr = (*(rt->lpVtbl->CreateGradientStopCollection))(rt,
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)
logHRESULT("error creating stop collection in mkstops()", hr);
uiFree(stops);
return s;
}
static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
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);
hr = ID2D1RenderTarget_CreateLinearGradientBrush(rt,
&gprops,
props,
stops,
&brush);
if (hr != S_OK)
logHRESULT("error creating gradient brush in makeLinearBrush()", hr);
// 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
ID2D1GradientStopCollection_Release(stops);
return (ID2D1Brush *) brush;
}
static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
{
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);
hr = ID2D1RenderTarget_CreateRadialGradientBrush(rt,
&gprops,
props,
stops,
&brush);
if (hr != S_OK)
logHRESULT("error creating gradient brush in makeRadialBrush()", hr);
ID2D1GradientStopCollection_Release(stops);
return (ID2D1Brush *) 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);
case uiDrawBrushTypeLinearGradient:
return makeLinearBrush(b, rt, &props);
case uiDrawBrushTypeRadialGradient:
return makeRadialBrush(b, rt, &props);
// case uiDrawBrushTypeImage:
// TODO
}
complain("invalid brush type %d in makeBrush()", b->Type);
return NULL; // make compiler happy
}
void uiDrawStroke(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b, uiDrawStrokeParams *sp)
{
ID2D1Brush *brush;
ID2D1StrokeStyle *style;
D2D1_STROKE_STYLE_PROPERTIES dsp;
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;
dsp.dashOffset = 0;
hr = ID2D1Factory_CreateStrokeStyle(d2dfactory,
&dsp,
NULL,
0,
&style);
if (hr != S_OK)
logHRESULT("error creating stroke style in uiDrawStroke()", hr);
ID2D1RenderTarget_DrawGeometry(c->rt,
(ID2D1Geometry *) (p->path),
brush,
sp->Thickness,
style);
ID2D1StrokeStyle_Release(style);
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);
}