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// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gfx/canvas.h"
#include <limits>
#include "base/i18n/rtl.h"
#include "base/logging.h"
#include "gfx/font.h"
#include "gfx/rect.h"
#include "third_party/skia/include/core/SkShader.h"
namespace gfx {
bool Canvas::GetClipRect(gfx::Rect* r) {
SkRect clip;
if (!getClipBounds(&clip)) {
if (r)
r->SetRect(0, 0, 0, 0);
return false;
}
r->SetRect(SkScalarRound(clip.fLeft), SkScalarRound(clip.fTop),
SkScalarRound(clip.fRight - clip.fLeft),
SkScalarRound(clip.fBottom - clip.fTop));
return true;
}
bool Canvas::ClipRectInt(int x, int y, int w, int h) {
SkRect new_clip;
new_clip.set(SkIntToScalar(x), SkIntToScalar(y),
SkIntToScalar(x + w), SkIntToScalar(y + h));
return clipRect(new_clip);
}
bool Canvas::IntersectsClipRectInt(int x, int y, int w, int h) {
SkRect clip;
return getClipBounds(&clip) &&
clip.intersect(SkIntToScalar(x), SkIntToScalar(y), SkIntToScalar(x + w),
SkIntToScalar(y + h));
}
void Canvas::TranslateInt(int x, int y) {
translate(SkIntToScalar(x), SkIntToScalar(y));
}
void Canvas::ScaleInt(int x, int y) {
scale(SkIntToScalar(x), SkIntToScalar(y));
}
void Canvas::FillRectInt(const SkColor& color, int x, int y, int w, int h) {
SkPaint paint;
paint.setColor(color);
paint.setStyle(SkPaint::kFill_Style);
paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
FillRectInt(x, y, w, h, paint);
}
void Canvas::FillRectInt(int x, int y, int w, int h, const SkPaint& paint) {
SkIRect rc = {x, y, x + w, y + h};
drawIRect(rc, paint);
}
void Canvas::DrawRectInt(const SkColor& color, int x, int y, int w, int h) {
DrawRectInt(color, x, y, w, h, SkXfermode::kSrcOver_Mode);
}
void Canvas::DrawRectInt(const SkColor& color, int x, int y, int w, int h,
SkXfermode::Mode mode) {
SkPaint paint;
paint.setColor(color);
paint.setStyle(SkPaint::kStroke_Style);
// Set a stroke width of 0, which will put us down the stroke rect path. If
// we set a stroke width of 1, for example, this will internally create a
// path and fill it, which causes problems near the edge of the canvas.
paint.setStrokeWidth(SkIntToScalar(0));
paint.setXfermodeMode(mode);
SkIRect rc = {x, y, x + w, y + h};
drawIRect(rc, paint);
}
void Canvas::DrawLineInt(const SkColor& color, int x1, int y1, int x2, int y2) {
SkPaint paint;
paint.setColor(color);
paint.setStrokeWidth(SkIntToScalar(1));
drawLine(SkIntToScalar(x1), SkIntToScalar(y1), SkIntToScalar(x2),
SkIntToScalar(y2), paint);
}
void Canvas::DrawFocusRect(int x, int y, int width, int height) {
// Create a 2D bitmap containing alternating on/off pixels - we do this
// so that you never get two pixels of the same color around the edges
// of the focus rect (this may mean that opposing edges of the rect may
// have a dot pattern out of phase to each other).
static SkBitmap* dots = NULL;
if (!dots) {
int col_pixels = 32;
int row_pixels = 32;
dots = new SkBitmap;
dots->setConfig(SkBitmap::kARGB_8888_Config, col_pixels, row_pixels);
dots->allocPixels();
dots->eraseARGB(0, 0, 0, 0);
uint32_t* dot = dots->getAddr32(0, 0);
for (int i = 0; i < row_pixels; i++) {
for (int u = 0; u < col_pixels; u++) {
if ((u % 2 + i % 2) % 2 != 0) {
dot[i * row_pixels + u] = SK_ColorGRAY;
}
}
}
}
// First the horizontal lines.
// Make a shader for the bitmap with an origin of the box we'll draw. This
// shader is refcounted and will have an initial refcount of 1.
SkShader* shader = SkShader::CreateBitmapShader(
*dots, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
// Assign the shader to the paint & release our reference. The paint will
// now own the shader and the shader will be destroyed when the paint goes
// out of scope.
SkPaint paint;
paint.setShader(shader);
shader->unref();
SkRect rect;
rect.set(SkIntToScalar(x), SkIntToScalar(y),
SkIntToScalar(x + width), SkIntToScalar(y + 1));
drawRect(rect, paint);
rect.set(SkIntToScalar(x), SkIntToScalar(y + height - 1),
SkIntToScalar(x + width), SkIntToScalar(y + height));
drawRect(rect, paint);
rect.set(SkIntToScalar(x), SkIntToScalar(y),
SkIntToScalar(x + 1), SkIntToScalar(y + height));
drawRect(rect, paint);
rect.set(SkIntToScalar(x + width - 1), SkIntToScalar(y),
SkIntToScalar(x + width), SkIntToScalar(y + height));
drawRect(rect, paint);
}
void Canvas::DrawBitmapInt(const SkBitmap& bitmap, int x, int y) {
drawBitmap(bitmap, SkIntToScalar(x), SkIntToScalar(y));
}
void Canvas::DrawBitmapInt(const SkBitmap& bitmap, int x, int y,
const SkPaint& paint) {
drawBitmap(bitmap, SkIntToScalar(x), SkIntToScalar(y), &paint);
}
void Canvas::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y,
int src_w, int src_h, int dest_x, int dest_y,
int dest_w, int dest_h,
bool filter) {
SkPaint p;
DrawBitmapInt(bitmap, src_x, src_y, src_w, src_h, dest_x, dest_y,
dest_w, dest_h, filter, p);
}
void Canvas::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y,
int src_w, int src_h, int dest_x, int dest_y,
int dest_w, int dest_h,
bool filter, const SkPaint& paint) {
DLOG_ASSERT(src_x + src_w < std::numeric_limits<int16_t>::max() &&
src_y + src_h < std::numeric_limits<int16_t>::max());
if (src_w <= 0 || src_h <= 0 || dest_w <= 0 || dest_h <= 0) {
NOTREACHED() << "Attempting to draw bitmap to/from an empty rect!";
return;
}
if (!IntersectsClipRectInt(dest_x, dest_y, dest_w, dest_h))
return;
SkRect dest_rect = { SkIntToScalar(dest_x),
SkIntToScalar(dest_y),
SkIntToScalar(dest_x + dest_w),
SkIntToScalar(dest_y + dest_h) };
if (src_w == dest_w && src_h == dest_h) {
// Workaround for apparent bug in Skia that causes image to occasionally
// shift.
SkIRect src_rect = { src_x, src_y, src_x + src_w, src_y + src_h };
drawBitmapRect(bitmap, &src_rect, dest_rect, &paint);
return;
}
// Make a bitmap shader that contains the bitmap we want to draw. This is
// basically what SkCanvas.drawBitmap does internally, but it gives us
// more control over quality and will use the mipmap in the source image if
// it has one, whereas drawBitmap won't.
SkShader* shader = SkShader::CreateBitmapShader(bitmap,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
SkMatrix shader_scale;
shader_scale.setScale(SkFloatToScalar(static_cast<float>(dest_w) / src_w),
SkFloatToScalar(static_cast<float>(dest_h) / src_h));
shader_scale.preTranslate(SkIntToScalar(-src_x), SkIntToScalar(-src_y));
shader_scale.postTranslate(SkIntToScalar(dest_x), SkIntToScalar(dest_y));
shader->setLocalMatrix(shader_scale);
// Set up our paint to use the shader & release our reference (now just owned
// by the paint).
SkPaint p(paint);
p.setFilterBitmap(filter);
p.setShader(shader);
shader->unref();
// The rect will be filled by the bitmap.
drawRect(dest_rect, p);
}
void Canvas::DrawStringInt(const std::wstring& text,
const gfx::Font& font,
const SkColor& color,
int x, int y, int w, int h) {
DrawStringInt(text, font, color, x, y, w, h,
gfx::Canvas::DefaultCanvasTextAlignment());
}
void Canvas::DrawStringInt(const std::wstring& text,
const gfx::Font& font,
const SkColor& color,
const gfx::Rect& display_rect) {
DrawStringInt(text, font, color, display_rect.x(), display_rect.y(),
display_rect.width(), display_rect.height());
}
void Canvas::TileImageInt(const SkBitmap& bitmap, int x, int y, int w, int h) {
TileImageInt(bitmap, 0, 0, x, y, w, h);
}
void Canvas::TileImageInt(const SkBitmap& bitmap, int src_x, int src_y,
int dest_x, int dest_y, int w, int h) {
if (!IntersectsClipRectInt(dest_x, dest_y, w, h))
return;
SkPaint paint;
SkShader* shader = SkShader::CreateBitmapShader(bitmap,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
paint.setShader(shader);
paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
// CreateBitmapShader returns a Shader with a reference count of one, we
// need to unref after paint takes ownership of the shader.
shader->unref();
save();
translate(SkIntToScalar(dest_x - src_x), SkIntToScalar(dest_y - src_y));
ClipRectInt(src_x, src_y, w, h);
drawPaint(paint);
restore();
}
SkBitmap Canvas::ExtractBitmap() const {
const SkBitmap& device_bitmap = getDevice()->accessBitmap(false);
// Make a bitmap to return, and a canvas to draw into it. We don't just want
// to call extractSubset or the copy constuctor, since we want an actual copy
// of the bitmap.
SkBitmap result;
device_bitmap.copyTo(&result, SkBitmap::kARGB_8888_Config);
return result;
}
// static
int Canvas::DefaultCanvasTextAlignment() {
if (!base::i18n::IsRTL())
return gfx::Canvas::TEXT_ALIGN_LEFT;
return gfx::Canvas::TEXT_ALIGN_RIGHT;
}
} // namespace gfx
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