889 lines
23 KiB
C++
889 lines
23 KiB
C++
// 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;
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HRESULT initDraw(void)
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{
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D2D1_FACTORY_OPTIONS opts;
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ZeroMemory(&opts, sizeof (D2D1_FACTORY_OPTIONS));
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// TODO make this an option
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opts.debugLevel = D2D1_DEBUG_LEVEL_NONE;
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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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}
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void uninitDraw(void)
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{
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d2dfactory->Release();
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}
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ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
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{
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D2D1_RENDER_TARGET_PROPERTIES props;
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D2D1_HWND_RENDER_TARGET_PROPERTIES hprops;
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HDC dc;
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RECT r;
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ID2D1HwndRenderTarget *rt;
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HRESULT hr;
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// we need a DC for the DPI
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// we *could* just use the screen DPI but why when we have a window handle and its DC has a DPI
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dc = GetDC(hwnd);
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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));
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props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
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props.pixelFormat.format = DXGI_FORMAT_UNKNOWN;
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props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN;
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props.dpiX = GetDeviceCaps(dc, LOGPIXELSX);
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props.dpiY = GetDeviceCaps(dc, LOGPIXELSY);
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props.usage = D2D1_RENDER_TARGET_USAGE_NONE;
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props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
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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));
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hprops.hwnd = hwnd;
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hprops.pixelSize.width = r.right - r.left;
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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)
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hprops.presentOptions = D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS;
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hr = d2dfactory->CreateHwndRenderTarget(
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&props,
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&hprops,
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&rt);
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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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}
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struct uiDrawPath {
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ID2D1PathGeometry *path;
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ID2D1GeometrySink *sink;
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BOOL inFigure;
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};
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uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode)
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{
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uiDrawPath *p;
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HRESULT hr;
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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);
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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) {
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case uiDrawFillModeWinding:
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p->sink->SetFillMode(D2D1_FILL_MODE_WINDING);
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break;
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case uiDrawFillModeAlternate:
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p->sink->SetFillMode(D2D1_FILL_MODE_ALTERNATE);
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break;
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}
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return p;
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}
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void uiDrawFreePath(uiDrawPath *p)
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{
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if (p->inFigure)
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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if (p->sink != NULL)
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// TODO close sink first?
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p->sink->Release();
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p->path->Release();
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uiFree(p);
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}
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void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
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{
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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);
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pt.x = x;
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pt.y = y;
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p->sink->BeginFigure(pt, D2D1_FIGURE_BEGIN_FILLED);
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p->inFigure = TRUE;
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}
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// Direct2D arcs require a little explanation.
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// An arc in Direct2D is defined by the chord between the endpoints.
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// There are four possible arcs with the same two endpoints that you can draw this way.
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// See https://www.youtube.com/watch?v=ATS0ANW1UxQ for a demonstration.
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// 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.
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// That is to say, it's NOT THE SWEEP.
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// The sweep is defined by the start and end points and whether the arc is "large".
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// As a result, this design does not allow for full circles or ellipses with a single arc; they have to be simulated with two.
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struct arc {
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double xCenter;
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double yCenter;
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double radius;
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double startAngle;
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double sweep;
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int negative;
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};
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// this is used for the comparison below
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// if it falls apart it can be changed later
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#define aerMax 6 * DBL_EPSILON
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static void drawArc(uiDrawPath *p, struct arc *a, void (*startFunction)(uiDrawPath *, double, double))
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{
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double sinx, cosx;
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double startX, startY;
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double endX, endY;
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D2D1_ARC_SEGMENT as;
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BOOL fullCircle;
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double absSweep;
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// as above, we can't do a full circle with one arc
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// simulate it with two half-circles
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// of course, we have a dragon: equality on floating-point values!
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// I've chosen to do the AlmostEqualRelative() technique in https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
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fullCircle = FALSE;
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// use the absolute value to tackle both ≥2π and ≤-2π at the same time
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absSweep = fabs(a->sweep);
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if (absSweep > (2 * M_PI)) // this part is easy
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fullCircle = TRUE;
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else {
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double aerDiff;
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aerDiff = fabs(absSweep - (2 * M_PI));
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// 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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}
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// TODO make sure this works right for the negative direction
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if (fullCircle) {
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a->sweep = M_PI;
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drawArc(p, a, startFunction);
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a->startAngle += M_PI;
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drawArc(p, a, NULL);
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return;
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}
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// first, figure out the arc's endpoints
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// unfortunately D2D1SinCos() is only defined on Windows 8 and newer
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// 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
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// so we must use sin() and cos() and hope it's right...
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sinx = sin(a->startAngle);
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cosx = cos(a->startAngle);
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startX = a->xCenter + a->radius * cosx;
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startY = a->yCenter + a->radius * sinx;
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sinx = sin(a->startAngle + a->sweep);
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cosx = cos(a->startAngle + a->sweep);
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endX = a->xCenter + a->radius * cosx;
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endY = a->yCenter + a->radius * sinx;
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// now do the initial step to get the current point to be the start point
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// this is either creating a new figure, drawing a line, or (in the case of our full circle code above) doing nothing
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if (startFunction != NULL)
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(*startFunction)(p, startX, startY);
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// now we can draw the arc
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as.point.x = endX;
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as.point.y = endY;
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as.size.width = a->radius;
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as.size.height = a->radius;
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as.rotationAngle = 0; // as above, not relevant for circles
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if (a->negative)
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as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
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else
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as.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE;
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// TODO explain the outer if
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if (!a->negative)
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if (a->sweep > M_PI)
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as.arcSize = D2D1_ARC_SIZE_LARGE;
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else
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as.arcSize = D2D1_ARC_SIZE_SMALL;
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else
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// TODO especially this part
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if (a->sweep > M_PI)
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as.arcSize = D2D1_ARC_SIZE_SMALL;
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else
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as.arcSize = D2D1_ARC_SIZE_LARGE;
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p->sink->AddArc(&as);
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}
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void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathNewFigure);
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}
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void uiDrawPathLineTo(uiDrawPath *p, double x, double y)
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{
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D2D1_POINT_2F pt;
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pt.x = x;
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pt.y = y;
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p->sink->AddLine(pt);
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}
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void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathLineTo);
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}
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void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY)
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{
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D2D1_BEZIER_SEGMENT s;
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s.point1.x = c1x;
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s.point1.y = c1y;
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s.point2.x = c2x;
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s.point2.y = c2y;
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s.point3.x = endX;
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s.point3.y = endY;
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p->sink->AddBezier(&s);
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}
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void uiDrawPathCloseFigure(uiDrawPath *p)
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{
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p->sink->EndFigure(D2D1_FIGURE_END_CLOSED);
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p->inFigure = FALSE;
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}
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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
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uiDrawPathNewFigure(p, x, y);
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uiDrawPathLineTo(p, x + width, y);
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uiDrawPathLineTo(p, x + width, y + height);
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uiDrawPathLineTo(p, x, y + height);
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uiDrawPathCloseFigure(p);
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}
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void uiDrawPathEnd(uiDrawPath *p)
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{
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HRESULT hr;
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if (p->inFigure) {
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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// needed for uiDrawFreePath()
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p->inFigure = FALSE;
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}
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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);
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p->sink->Release();
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// also needed for uiDrawFreePath()
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p->sink = NULL;
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}
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struct uiDrawContext {
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ID2D1RenderTarget *rt;
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// TODO move to std::vector
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struct ptrArray *states;
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ID2D1PathGeometry *currentClip;
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};
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// declared below
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static void initStates(uiDrawContext *);
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static void uninitStates(uiDrawContext *);
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static void resetTarget(ID2D1RenderTarget *rt)
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{
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D2D1_MATRIX_3X2_F dm;
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// transformations persist
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// reset to the identity matrix
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ZeroMemory(&dm, sizeof (D2D1_MATRIX_3X2_F));
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dm._11 = 1;
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dm._22 = 1;
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rt->SetTransform(&dm);
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}
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uiDrawContext *newContext(ID2D1RenderTarget *rt)
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{
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uiDrawContext *c;
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c = uiNew(uiDrawContext);
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c->rt = rt;
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initStates(c);
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resetTarget(c->rt);
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return c;
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}
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void freeContext(uiDrawContext *c)
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{
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if (c->currentClip != NULL)
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c->currentClip->Release();
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uninitStates(c);
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uiFree(c);
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}
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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;
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ID2D1SolidColorBrush *brush;
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HRESULT hr;
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color.r = b->R;
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color.g = b->G;
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color.b = b->B;
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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);
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if (hr != S_OK)
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logHRESULT(L"error creating solid brush", hr);
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return brush;
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}
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static ID2D1GradientStopCollection *mkstops(uiDrawBrush *b, ID2D1RenderTarget *rt)
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{
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ID2D1GradientStopCollection *s;
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D2D1_GRADIENT_STOP *stops;
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size_t i;
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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++) {
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stops[i].position = b->Stops[i].Pos;
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stops[i].color.r = b->Stops[i].R;
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stops[i].color.g = b->Stops[i].G;
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stops[i].color.b = b->Stops[i].B;
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stops[i].color.a = b->Stops[i].A;
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}
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hr = rt->CreateGradientStopCollection(
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stops,
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b->NumStops,
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D2D1_GAMMA_2_2, // this is the default for the C++-only overload of ID2D1RenderTarget::GradientStopCollection()
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D2D1_EXTEND_MODE_CLAMP,
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&s);
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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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}
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static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
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{
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ID2D1LinearGradientBrush *brush;
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D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES gprops;
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ID2D1GradientStopCollection *stops;
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HRESULT hr;
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ZeroMemory(&gprops, sizeof (D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES));
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gprops.startPoint.x = b->X0;
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gprops.startPoint.y = b->Y0;
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gprops.endPoint.x = b->X1;
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gprops.endPoint.y = b->Y1;
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stops = mkstops(b, rt);
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hr = rt->CreateLinearGradientBrush(
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&gprops,
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props,
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stops,
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&brush);
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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();
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return brush;
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}
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static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props)
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{
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ID2D1RadialGradientBrush *brush;
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D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES gprops;
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ID2D1GradientStopCollection *stops;
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HRESULT hr;
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ZeroMemory(&gprops, sizeof (D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES));
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gprops.gradientOriginOffset.x = b->X0 - b->X1;
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gprops.gradientOriginOffset.y = b->Y0 - b->Y1;
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gprops.center.x = b->X1;
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gprops.center.y = b->Y1;
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gprops.radiusX = b->OuterRadius;
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gprops.radiusY = b->OuterRadius;
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stops = mkstops(b, rt);
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hr = rt->CreateRadialGradientBrush(
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&gprops,
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props,
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stops,
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&brush);
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if (hr != S_OK)
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logHRESULT(L"error creating gradient brush", hr);
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stops->Release();
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return brush;
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}
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static ID2D1Brush *makeBrush(uiDrawBrush *b, ID2D1RenderTarget *rt)
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{
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D2D1_BRUSH_PROPERTIES props;
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ZeroMemory(&props, sizeof (D2D1_BRUSH_PROPERTIES));
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props.opacity = 1.0;
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// identity matrix
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props.transform._11 = 1;
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props.transform._22 = 1;
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switch (b->Type) {
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case uiDrawBrushTypeSolid:
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return makeSolidBrush(b, rt, &props);
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case uiDrawBrushTypeLinearGradient:
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return makeLinearBrush(b, rt, &props);
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case uiDrawBrushTypeRadialGradient:
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return makeRadialBrush(b, rt, &props);
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// case uiDrawBrushTypeImage:
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// TODO
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}
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complain("invalid brush type %d in makeBrush()", b->Type);
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return NULL; // make compiler happy
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}
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// how clipping works:
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// every fill and stroke is done on a temporary layer with the clip geometry applied to it
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// this is really the only way to clip in Direct2D that doesn't involve opacity images
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// reference counting:
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// - initially the clip is NULL, which means do not use a layer
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// - the first time uiDrawClip() is called, we take a reference on the path passed in (this is also why uiPathEnd() is needed)
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// - 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
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// - 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
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// 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
|
|
hr = c->rt->CreateLayer(NULL, &layer);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error creating clip layer", hr);
|
|
|
|
// apply it as the clip
|
|
ZeroMemory(¶ms, 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 = c->rt->GetAntialiasMode();
|
|
// 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?
|
|
if (c->rt->GetTextAntialiasMode() == D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE)
|
|
params.layerOptions = D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE;
|
|
c->rt->PushLayer(¶ms, layer);
|
|
|
|
// return the layer so it can be freed later
|
|
return layer;
|
|
}
|
|
|
|
static void unapplyClip(uiDrawContext *c, ID2D1Layer *layer)
|
|
{
|
|
if (layer == NULL)
|
|
return;
|
|
c->rt->PopLayer();
|
|
layer->Release();
|
|
}
|
|
|
|
void uiDrawStroke(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b, uiDrawStrokeParams *sp)
|
|
{
|
|
ID2D1Brush *brush;
|
|
ID2D1StrokeStyle *style;
|
|
D2D1_STROKE_STYLE_PROPERTIES dsp;
|
|
FLOAT *dashes;
|
|
size_t i;
|
|
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;
|
|
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;
|
|
hr = d2dfactory->CreateStrokeStyle(
|
|
&dsp,
|
|
dashes,
|
|
sp->NumDashes,
|
|
&style);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error creating stroke style", hr);
|
|
if (sp->NumDashes != 0)
|
|
uiFree(dashes);
|
|
|
|
cliplayer = applyClip(c);
|
|
c->rt->DrawGeometry(
|
|
(ID2D1Geometry *) (p->path),
|
|
brush,
|
|
sp->Thickness,
|
|
style);
|
|
unapplyClip(c, cliplayer);
|
|
|
|
style->Release();
|
|
brush->Release();
|
|
}
|
|
|
|
void uiDrawFill(uiDrawContext *c, uiDrawPath *p, uiDrawBrush *b)
|
|
{
|
|
ID2D1Brush *brush;
|
|
ID2D1Layer *cliplayer;
|
|
|
|
brush = makeBrush(b, c->rt);
|
|
cliplayer = applyClip(c);
|
|
c->rt->FillGeometry(
|
|
(ID2D1Geometry *) (p->path),
|
|
brush,
|
|
NULL);
|
|
unapplyClip(c, cliplayer);
|
|
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
|
|
// 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);
|
|
}
|
|
|
|
// TODO move to using d2d matrices exclusively
|
|
void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m)
|
|
{
|
|
D2D1_MATRIX_3X2_F dm;
|
|
uiDrawMatrix already;
|
|
uiDrawMatrix temp;
|
|
|
|
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);
|
|
c->rt->SetTransform(&dm);
|
|
}
|
|
|
|
// TODO for this, stroke, and fill, make sure that a non-ended uiDrawPath causes error state
|
|
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
|
|
c->currentClip->AddRef();
|
|
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
|
|
hr = d2dfactory->CreatePathGeometry(&newPath);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error creating new path", hr);
|
|
hr = newPath->Open(&newSink);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error opening new path", hr);
|
|
hr = c->currentClip->CombineWithGeometry(
|
|
path->path,
|
|
D2D1_COMBINE_MODE_INTERSECT,
|
|
NULL,
|
|
// TODO is this correct or can this be set per target?
|
|
D2D1_DEFAULT_FLATTENING_TOLERANCE,
|
|
newSink);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error intersecting old path with new path", hr);
|
|
hr = newSink->Close();
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error closing new path", hr);
|
|
newSink->Release();
|
|
|
|
// okay we have the new clip; we just need to replace the old one with it
|
|
c->currentClip->Release();
|
|
c->currentClip = newPath;
|
|
// we have a reference already; no need for another
|
|
}
|
|
|
|
struct state {
|
|
ID2D1DrawingStateBlock *dsb;
|
|
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;
|
|
|
|
hr = d2dfactory->CreateDrawingStateBlock(
|
|
// TODO verify that these are correct
|
|
NULL,
|
|
NULL,
|
|
&dsb);
|
|
if (hr != S_OK)
|
|
logHRESULT(L"error creating drawing state block", hr);
|
|
c->rt->SaveDrawingState(dsb);
|
|
|
|
// if we have a clip, we need to hold another reference to it
|
|
if (c->currentClip != NULL)
|
|
c->currentClip->AddRef();
|
|
|
|
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);
|
|
|
|
c->rt->RestoreDrawingState(state->dsb);
|
|
state->dsb->Release();
|
|
|
|
// if we have a current clip, we need to drop it
|
|
if (c->currentClip != NULL)
|
|
c->currentClip->Release();
|
|
// no need to explicitly addref or release; just transfer the ref
|
|
c->currentClip = state->clip;
|
|
|
|
uiFree(state);
|
|
ptrArrayDelete(c->states, c->states->len - 1);
|
|
}
|
|
|
|
// 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);
|
|
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);
|
|
}
|