512 lines
14 KiB
C++
512 lines
14 KiB
C++
// 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)
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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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uiWindowsEnsureGetClientRect(hwnd, &r);
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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 HWND render target", hr);
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return rt;
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}
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ID2D1DCRenderTarget *makeHDCRenderTarget(HDC dc, RECT *r)
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{
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D2D1_RENDER_TARGET_PROPERTIES props;
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ID2D1DCRenderTarget *rt;
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HRESULT hr;
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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_B8G8R8A8_UNORM;
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props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
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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_GDI_COMPATIBLE;
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props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
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hr = d2dfactory->CreateDCRenderTarget(&props, &rt);
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if (hr != S_OK)
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logHRESULT(L"error creating DC render target", hr);
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hr = rt->BindDC(dc, r);
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if (hr != S_OK)
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logHRESULT(L"error binding DC to DC render target", hr);
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return rt;
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}
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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 = uiprivNew(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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}
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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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if (c->states->size() != 0)
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// TODO do this on other platforms
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uiprivUserBug("You did not balance uiDrawSave() and uiDrawRestore() calls.");
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delete c->states;
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uiprivFree(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 *) uiprivAlloc(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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uiprivFree(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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// TODO do this on all platforms
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uiprivUserBug("Invalid brush type %d given to drawing operation.", b->Type);
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// TODO dummy brush?
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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
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static ID2D1Layer *applyClip(uiDrawContext *c)
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{
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ID2D1Layer *layer;
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D2D1_LAYER_PARAMETERS params;
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HRESULT hr;
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// if no clip, don't do anything
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if (c->currentClip == NULL)
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return NULL;
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// create a layer for clipping
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// 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
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ZeroMemory(¶ms, sizeof (D2D1_LAYER_PARAMETERS));
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// this is the equivalent of InfiniteRect() in d2d1helper.h
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params.contentBounds.left = -FLT_MAX;
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params.contentBounds.top = -FLT_MAX;
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params.contentBounds.right = FLT_MAX;
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params.contentBounds.bottom = FLT_MAX;
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params.geometricMask = (ID2D1Geometry *) (c->currentClip);
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// TODO is this correct?
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params.maskAntialiasMode = c->rt->GetAntialiasMode();
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// identity matrix
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params.maskTransform._11 = 1;
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params.maskTransform._22 = 1;
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params.opacity = 1.0;
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params.opacityBrush = NULL;
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params.layerOptions = D2D1_LAYER_OPTIONS_NONE;
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// 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(¶ms, layer);
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// return the layer so it can be freed later
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return layer;
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}
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static void unapplyClip(uiDrawContext *c, ID2D1Layer *layer)
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{
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if (layer == NULL)
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return;
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c->rt->PopLayer();
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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;
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D2D1_STROKE_STYLE_PROPERTIES dsp;
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FLOAT *dashes;
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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));
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switch (sp->Cap) {
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case uiDrawLineCapFlat:
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dsp.startCap = D2D1_CAP_STYLE_FLAT;
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dsp.endCap = D2D1_CAP_STYLE_FLAT;
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dsp.dashCap = D2D1_CAP_STYLE_FLAT;
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break;
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case uiDrawLineCapRound:
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dsp.startCap = D2D1_CAP_STYLE_ROUND;
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dsp.endCap = D2D1_CAP_STYLE_ROUND;
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dsp.dashCap = D2D1_CAP_STYLE_ROUND;
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break;
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case uiDrawLineCapSquare:
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dsp.startCap = D2D1_CAP_STYLE_SQUARE;
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dsp.endCap = D2D1_CAP_STYLE_SQUARE;
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dsp.dashCap = D2D1_CAP_STYLE_SQUARE;
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break;
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}
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switch (sp->Join) {
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case uiDrawLineJoinMiter:
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dsp.lineJoin = D2D1_LINE_JOIN_MITER_OR_BEVEL;
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dsp.miterLimit = sp->MiterLimit;
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break;
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case uiDrawLineJoinRound:
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dsp.lineJoin = D2D1_LINE_JOIN_ROUND;
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break;
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case uiDrawLineJoinBevel:
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dsp.lineJoin = D2D1_LINE_JOIN_BEVEL;
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break;
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}
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dsp.dashStyle = D2D1_DASH_STYLE_SOLID;
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dashes = NULL;
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// note that dash widths and the dash phase are scaled up by the thickness by Direct2D
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// TODO be sure to formally document this
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if (sp->NumDashes != 0) {
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dsp.dashStyle = D2D1_DASH_STYLE_CUSTOM;
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dashes = (FLOAT *) uiprivAlloc(sp->NumDashes * sizeof (FLOAT), "FLOAT[]");
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for (i = 0; i < sp->NumDashes; i++)
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dashes[i] = sp->Dashes[i] / sp->Thickness;
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}
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dsp.dashOffset = sp->DashPhase / sp->Thickness;
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hr = d2dfactory->CreateStrokeStyle(
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&dsp,
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dashes,
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sp->NumDashes,
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&style);
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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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uiprivFree(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,
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sp->Thickness,
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style);
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unapplyClip(c, cliplayer);
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style->Release();
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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)
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{
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D2D1_MATRIX_3X2_F dm, cur;
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c->rt->GetTransform(&cur);
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m2d(m, &dm);
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// you would think we have to do already * m, right?
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// WRONG! we have to do m * already
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// why? a few reasons
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// a) this lovely comment in cairo's source - http://cgit.freedesktop.org/cairo/tree/src/cairo-matrix.c?id=0537479bd1d4c5a3bc0f6f41dec4deb98481f34a#n330
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// Direct2D uses column vectors and I don't know if this is even documented
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// b) that's what Core Graphics does
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// 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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}
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void uiDrawClip(uiDrawContext *c, uiDrawPath *path)
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{
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ID2D1PathGeometry *newPath;
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ID2D1GeometrySink *newSink;
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HRESULT hr;
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// if there's no current clip, borrow the path
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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;
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}
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// otherwise we have to intersect the current path with the new one
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// 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);
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hr = newPath->Open(&newSink);
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if (hr != S_OK)
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logHRESULT(L"error opening new path", hr);
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hr = c->currentClip->CombineWithGeometry(
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pathGeometry(path),
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D2D1_COMBINE_MODE_INTERSECT,
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NULL,
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// TODO is this correct or can this be set per target?
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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);
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hr = newSink->Close();
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if (hr != S_OK)
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logHRESULT(L"error closing new path", hr);
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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;
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// we have a reference already; no need for another
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}
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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)
|
|
{
|
|
struct drawState state;
|
|
HRESULT hr;
|
|
|
|
hr = d2dfactory->CreateDrawingStateBlock(
|
|
// TODO verify that these are correct
|
|
NULL,
|
|
NULL,
|
|
&(state.dsb));
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|
if (hr != S_OK)
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|
logHRESULT(L"error creating drawing state block", hr);
|
|
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();
|
|
state.clip = c->currentClip; // even if NULL assign it
|
|
|
|
c->states->push_back(state);
|
|
}
|
|
|
|
void uiDrawRestore(uiDrawContext *c)
|
|
{
|
|
struct drawState state;
|
|
|
|
state = (*(c->states))[c->states->size() - 1];
|
|
c->states->pop_back();
|
|
|
|
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;
|
|
}
|