Files
cappuccino/AppKit/CoreGraphics/CGContextCanvas.j
T
Alexander Ljungberg af11431b09 Fixed: Firefox dashed stroke phase support (theoretically).
This fix should in theory make the phase argument work in Firefox, although in Firefox 19.0.2 it doesn't seem to work. Hopefully it'll kick in in a future version of Firefox.
2013-03-20 15:42:22 +00:00

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/*
* CGContextCanvas.j
* AppKit
*
* Created by Francisco Tolmasky.
* Copyright 2008, 280 North, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
var CANVAS_LINECAP_TABLE = [ "butt", "round", "square" ],
CANVAS_LINEJOIN_TABLE = [ "miter", "round", "bevel" ],
CANVAS_COMPOSITE_TABLE = [ "source-over", "source-over", "source-over", "source-over", "darker",
"lighter", "source-over", "source-over", "source-over", "source-over",
"source-over", "source-over", "source-over", "source-over", "source-over",
"source-over", "source-over",
"copy", "source-in", "source-out", "source-atop",
"destination-over", "destination-in", "destination-out", "destination-atop",
"xor", "source-over", "source-over" ];
#define _CGContextAddArcCanvas(aContext, x, y, radius, startAngle, endAngle, anticlockwise) aContext.arc(x, y, radius, startAngle, endAngle, anticlockwise)
#define _CGContextAddArcToPointCanvas(aContext, x1, y1, x2, y2, radius) aContext.arcTo(x1, y1, x2, y2, radius)
#define _CGContextAddCurveToPointCanvas(aContext, cp1x, cp1y, cp2x, cp2y, x, y) aContext.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
#define _CGContextAddQuadCurveToPointCanvas(aContext, cpx, cpy, x, y) aContext.quadraticCurveTo(cpx, cpy, x, y)
#define _CGContextAddLineToPointCanvas(aContext, x, y) aContext.lineTo(x, y)
#define _CGContextClosePathCanvas(aContext) aContext.closePath()
#define _CGContextMoveToPointCanvas(aContext, x, y) aContext.moveTo(x, y)
#define _CGContextAddRectCanvas(aContext, aRect) aContext.rect(CGRectGetMinX(aRect), CGRectGetMinY(aRect), CGRectGetWidth(aRect), CGRectGetHeight(aRect))
#define _CGContextBeginPathCanvas(aContext) aContext.beginPath()
#define _CGContextFillRectCanvas(aContext, aRect) aContext.fillRect(CGRectGetMinX(aRect), CGRectGetMinY(aRect), CGRectGetWidth(aRect), CGRectGetHeight(aRect))
#define _CGContextClipCanvas(aContext) aContext.clip()
// In Cocoa, all primitives excepts rects cannot be added to the context's path
// until a move to point has been done, because an empty path has no current point.
var hasPath = function(aContext, methodName)
{
if (!aContext.hasPath)
CPLog.error(methodName + ": no current point");
return aContext.hasPath;
}
function CGContextSaveGState(aContext)
{
aContext.save();
}
function CGContextRestoreGState(aContext)
{
aContext.restore();
}
function CGContextSetLineCap(aContext, aLineCap)
{
aContext.lineCap = CANVAS_LINECAP_TABLE[aLineCap];
}
function CGContextSetLineDash(aContext, aPhase, someDashes)
{
if (aContext.setLineDash)
{
aContext.setLineDash(someDashes);
aContext.lineDashOffset = aPhase;
}
else if (typeof aContext['webkitLineDash'] !== 'undefined')
{
aContext.webkitLineDash = someDashes;
aContext.webkitLineDashOffset = aPhase;
}
else if (typeof aContext['mozDash'] !== 'undefined')
{
aContext.mozDash = someDashes;
aContext.mozDashOffset = aPhase;
}
else if (someDashes)
{
CPLog.warn("CGContextSetLineDash not implemented in this environment.")
}
}
function CGContextSetLineJoin(aContext, aLineJoin)
{
aContext.lineJoin = CANVAS_LINEJOIN_TABLE[aLineJoin];
}
function CGContextSetLineWidth(aContext, aLineWidth)
{
aContext.lineWidth = aLineWidth;
}
function CGContextSetMiterLimit(aContext, aMiterLimit)
{
aContext.miterLimit = aMiterLimit;
}
function CGContextSetBlendMode(aContext, aBlendMode)
{
aContext.globalCompositeOperation = CANVAS_COMPOSITE_TABLE[aBlendMode];
}
function CGContextAddArc(aContext, x, y, radius, startAngle, endAngle, clockwise)
{
if (!hasPath(aContext, "CGContextAddArc"))
return;
// Despite the documentation saying otherwise, the last parameter is anti-clockwise not clockwise.
// http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes#Arcs
_CGContextAddArcCanvas(aContext, x, y, radius, startAngle, endAngle, !clockwise);
}
function CGContextAddArcToPoint(aContext, x1, y1, x2, y2, radius)
{
if (!hasPath(aContext, "CGContextAddArcToPoint"))
return;
_CGContextAddArcToPointCanvas(aContext, x1, y1, x2, y2, radius);
}
function CGContextAddCurveToPoint(aContext, cp1x, cp1y, cp2x, cp2y, x, y)
{
if (!hasPath(aContext, "CGContextAddCurveToPoint"))
return;
_CGContextAddCurveToPointCanvas(aContext, cp1x, cp1y, cp2x, cp2y, x, y);
}
function CGContextAddLines(aContext, points, count)
{
// implementation mirrors that of CGPathAddLines()
if (count === null || count === undefined)
count = points.length;
if (count < 1)
return;
_CGContextMoveToPointCanvas(aContext, points[0].x, points[0].y);
for (var i = 1; i < count; ++i)
_CGContextAddLineToPointCanvas(aContext, points[i].x, points[i].y);
aContext.hasPath = YES;
}
function CGContextAddLineToPoint(aContext, x, y)
{
if (!hasPath(aContext, "CGContextAddLineToPoint"))
return;
_CGContextAddLineToPointCanvas(aContext, x, y);
}
function CGContextAddPath(aContext, aPath)
{
if (!aContext || CGPathIsEmpty(aPath))
return;
// If the context does not have a path, explicitly begin one
if (!aContext.hasPath)
_CGContextBeginPathCanvas(aContext);
// We must implicitly move to the start of the path
_CGContextMoveToPointCanvas(aContext, aPath.start.x, aPath.start.y);
var elements = aPath.elements,
i = 0,
count = aPath.count;
for (; i < count; ++i)
{
var element = elements[i],
type = element.type;
switch (type)
{
case kCGPathElementMoveToPoint:
_CGContextMoveToPointCanvas(aContext, element.x, element.y);
break;
case kCGPathElementAddLineToPoint:
_CGContextAddLineToPointCanvas(aContext, element.x, element.y);
break;
case kCGPathElementAddQuadCurveToPoint:
_CGContextAddQuadCurveToPointCanvas(aContext, element.cpx, element.cpy, element.x, element.y);
break;
case kCGPathElementAddCurveToPoint:
_CGContextAddCurveToPointCanvas(aContext, element.cp1x, element.cp1y, element.cp2x, element.cp2y, element.x, element.y);
break;
case kCGPathElementCloseSubpath:
_CGContextClosePathCanvas(aContext);
break;
case kCGPathElementAddArc:
_CGContextAddArcCanvas(aContext, element.x, element.y, element.radius, element.startAngle, element.endAngle, element.clockwise);
break;
case kCGPathElementAddArcToPoint:
_CGContextAddArcToPointCanvas(aContext, element.p1x, element.p1y, element.p2x, element.p2y, element.radius);
break;
}
}
aContext.hasPath = YES;
}
function CGContextAddRect(aContext, aRect)
{
_CGContextAddRectCanvas(aContext, aRect);
aContext.hasPath = YES;
}
function CGContextAddQuadCurveToPoint(aContext, cpx, cpy, x, y)
{
if (!hasPath(aContext, "CGContextAddQuadCurveToPoint"))
return;
_CGContextAddQuadCurveToPointCanvas(aContext, cpx, cpy, x, y);
}
function CGContextAddRects(aContext, rects, count)
{
if (count === null || count === undefined)
count = rects.length;
for (var i = 0; i < count; ++i)
{
var rect = rects[i];
_CGContextAddRectCanvas(aContext, rect);
}
aContext.hasPath = YES;
}
function CGContextBeginPath(aContext)
{
_CGContextBeginPathCanvas(aContext);
aContext.hasPath = NO;
}
function CGContextClosePath(aContext)
{
_CGContextClosePathCanvas(aContext);
}
function CGContextIsPathEmpty(aContext)
{
return !aContext.hasPath;
}
function CGContextMoveToPoint(aContext, x, y)
{
_CGContextMoveToPointCanvas(aContext, x, y);
aContext.hasPath = YES;
}
function CGContextClearRect(aContext, aRect)
{
aContext.clearRect(CGRectGetMinX(aRect), CGRectGetMinY(aRect), CGRectGetWidth(aRect), CGRectGetHeight(aRect));
aContext.hasPath = NO;
}
function CGContextDrawPath(aContext, aMode)
{
if (!aContext.hasPath)
return;
if (aMode === kCGPathFill || aMode === kCGPathFillStroke)
aContext.fill();
else if (aMode === kCGPathStroke || aMode === kCGPathFillStroke || aMode === kCGPathEOFillStroke)
aContext.stroke();
else if (aMode === kCGPathEOFill || aMode === kCGPathEOFillStroke)
CPLog.warn("Unimplemented fill mode in CGContextDrawPath: %d", aMode);
aContext.hasPath = NO;
}
function CGContextFillRect(aContext, aRect)
{
_CGContextFillRectCanvas(aContext, aRect);
aContext.hasPath = NO;
}
function CGContextFillRects(aContext, rects, count)
{
if (count === null || count === undefined)
count = rects.length;
for (var i = 0; i < count; ++i)
{
var rect = rects[i];
_CGContextFillRectCanvas(aContext, rect);
}
aContext.hasPath = NO;
}
function CGContextStrokeRect(aContext, aRect)
{
aContext.strokeRect(CGRectGetMinX(aRect), CGRectGetMinY(aRect), CGRectGetWidth(aRect), CGRectGetHeight(aRect));
aContext.hasPath = NO;
}
function CGContextClip(aContext)
{
_CGContextClipCanvas(aContext);
aContext.hasPath = NO;
}
function CGContextClipToRect(aContext, aRect)
{
_CGContextBeginPathCanvas(aContext);
_CGContextAddRectCanvas(aContext, aRect);
_CGContextClosePathCanvas(aContext);
_CGContextClipCanvas(aContext);
aContext.hasPath = NO;
}
function CGContextClipToRects(aContext, rects, count)
{
if (count === null || count === undefined)
count = rects.length;
_CGContextBeginPathCanvas(aContext);
CGContextAddRects(aContext, rects, count);
_CGContextClipCanvas(aContext);
aContext.hasPath = NO;
}
function CGContextSetAlpha(aContext, anAlpha)
{
aContext.globalAlpha = anAlpha;
}
function CGContextSetFillColor(aContext, aColor)
{
var patternImage = [aColor patternImage];
if ([patternImage isSingleImage])
{
var pattern = aContext.createPattern([patternImage image], "repeat");
aContext.fillStyle = pattern;
}
else
aContext.fillStyle = [aColor cssString];
}
/*!
Creates a context into which you can render a fill pattern
of the given size. Once the pattern is rendered, you can
set the fill or stroke pattern to the rendered pattern
with CGContextSetFillPattern or CGContextSetStrokePattern.
*/
function CGContextCreatePatternContext(aContext, aSize)
{
var pattern = document.createElement("canvas");
pattern.width = aSize.width;
pattern.height = aSize.height;
return pattern.getContext("2d");
}
/*!
Sets the fill pattern for aContext to the rendered pattern context
returned by CGContextCreatePatternContext.
*/
function CGContextSetFillPattern(aContext, aPatternContext)
{
var pattern = aContext.createPattern(aPatternContext.canvas, "repeat");
aContext.fillStyle = pattern;
}
/*!
Sets the stroke pattern for aContext to the rendered pattern context
returned by CGContextCreatePatternContext.
*/
function CGContextSetStrokePattern(aContext, aPatternContext)
{
var pattern = aContext.createPattern(aPatternContext.canvas, "repeat");
aContext.strokeStyle = pattern;
}
function CGContextSetStrokeColor(aContext, aColor)
{
var patternImage = [aColor patternImage];
if ([patternImage isSingleImage])
{
var pattern = aContext.createPattern([patternImage image], "repeat");
aContext.strokeStyle = pattern;
}
else
aContext.strokeStyle = [aColor cssString];
}
function CGContextSetShadow(aContext, aSize, aBlur)
{
aContext.shadowOffsetX = aSize.width;
aContext.shadowOffsetY = aSize.height;
aContext.shadowBlur = aBlur;
}
function CGContextSetShadowWithColor(aContext, aSize, aBlur, aColor)
{
aContext.shadowOffsetX = aSize.width;
aContext.shadowOffsetY = aSize.height;
aContext.shadowBlur = aBlur;
aContext.shadowColor = [aColor cssString];
}
function CGContextRotateCTM(aContext, anAngle)
{
aContext.rotate(anAngle);
}
function CGContextScaleCTM(aContext, sx, sy)
{
aContext.scale(sx, sy);
}
function CGContextTranslateCTM(aContext, tx, ty)
{
aContext.translate(tx, ty);
}
var scale_rotate = function(a, b, c, d)
{
var sign = (a * d < 0.0 || b * c > 0.0) ? -1.0 : 1.0,
a2 = (ATAN2(b, d) + ATAN2(-sign * c, sign * a)) / 2.0,
cos = COS(a2),
sin = SIN(a2);
if (cos === 0)
{
sx = -c / sin;
sy = b / sin;
}
else if (sin === 0)
{
sx = a / cos;
sy = d / cos;
}
else
{
abs_cos = ABS(cos);
abs_sin = ABS(sin);
sx = (abs_cos * a / cos + abs_sin * -c / sin) / (abs_cos + abs_sin);
sy = (abs_cos * d / cos + abs_sin * b / sin) / (abs_cos + abs_sin);
}
};
var rotate_scale = function(a, b, c, d)
{
var sign = (a * d < 0.0 || b * c > 0.0) ? -1.0 : 1.0;
a1 = (ATAN2(sign * b, sign * a) + ATAN2(-c, d)) / 2.0,
cos = COS(a1),
sin = SIN(a1);
if (cos === 0)
{
sx = b / sin;
sy = -c / sin;
}
else if (sin === 0)
{
sx = a / cos;
sy = d / cos;
}
else
{
abs_cos = ABS(cos);
abs_sin = ABS(sin);
sx = (abs_cos * a / cos + abs_sin * b / sin) / (abs_cos + abs_sin);
sy = (abs_cos * d / cos + abs_sin * -c / sin) / (abs_cos + abs_sin);
}
};
function eigen(anAffineTransform)
{
CPLog.warn("Unimplemented function: eigen");
}
if (CPFeatureIsCompatible(CPJavaScriptCanvasTransformFeature))
{
CGContextConcatCTM = function(aContext, anAffineTransform)
{
aContext.transform(anAffineTransform.a, anAffineTransform.b, anAffineTransform.c, anAffineTransform.d, anAffineTransform.tx, anAffineTransform.ty);
};
}
else
{
CGContextConcatCTM = function(aContext, anAffineTransform)
{
var a = anAffineTransform.a,
b = anAffineTransform.b,
c = anAffineTransform.c,
d = anAffineTransform.d,
tx = anAffineTransform.tx,
ty = anAffineTransform.ty,
sx = 1.0,
sy = 1.0,
a1 = 0.0,
a2 = 0.0;
// Detect the simple case of just scaling.
if (b === 0.0 && c === 0.0)
{
sx = a;
sy = d;
}
// a scale followed by a rotate
else if (a * b === -c * d)
{
scale_rotate(a, b, c, d)
}
// rotate, then scale.
else if (a * c === -b * d)
{
rotate_scale(a, b, c, d)
}
else
{
var transpose = CGAffineTransformMake(a, c, b, d, 0.0, 0.0), // inline
u = eigen(CGAffineTransformConcat(anAffineTransform, transpose)),
v = eigen(CGAffineTransformConcat(transpose, anAffineTransform)),
U = CGAffineTransformMake(u.vector_1.x, u.vector_2.x, u.vector_1.y, u.vector_2.y, 0.0, 0.0), // inline
VT = CGAffineTransformMake(v.vector_1.x, v.vector_1.y, v.vector_2.x, v.vector_2.y, 0.0, 0.0),
S = CGAffineTransformConcat(CGAffineTransformConcat(CGAffineTransformInvert(U), anAffineTransform), CGAffineTransformInvert(VT));
a = VT.a;
b = VT.b;
c = VT.c;
d = VT.d;
scale_rotate(a, b, c, d)
S.a *= sx;
S.d *= sy;
a = U.a;
b = U.b;
c = U.c;
d = U.d;
rotate_scale(a, b, c, d)
sx = S.a * sx;
sy = S.d * sy;
}
if (tx != 0 || ty != 0)
CGContextTranslateCTM(aContext, tx, ty);
if (a1 != 0.0)
CGContextRotateCTM(aContext, a1);
if (sx != 1.0 || sy != 1.0)
CGContextScaleCTM(aContext, sx, sy);
if (a2 != 0.0)
CGContextRotateCTM(aContext, a2);
};
}
function CGContextDrawImage(aContext, aRect, anImage)
{
aContext.drawImage(anImage._image, CGRectGetMinX(aRect), CGRectGetMinY(aRect), CGRectGetWidth(aRect), CGRectGetHeight(aRect));
aContext.hasPath = NO;
}
function to_string(aColor)
{
return "rgba(" + ROUND(aColor.components[0] * 255) + ", " + ROUND(aColor.components[1] * 255) + ", " + ROUND(255 * aColor.components[2]) + ", " + aColor.components[3] + ")";
}
function CGContextDrawLinearGradient(aContext, aGradient, aStartPoint, anEndPoint, options)
{
var colors = aGradient.colors,
count = colors.length,
linearGradient = aContext.createLinearGradient(aStartPoint.x, aStartPoint.y, anEndPoint.x, anEndPoint.y);
while (count--)
linearGradient.addColorStop(aGradient.locations[count], to_string(colors[count]));
aContext.fillStyle = linearGradient;
aContext.fill();
aContext.hasPath = NO;
}
function CGBitmapGraphicsContextCreate()
{
var DOMElement = document.createElement("canvas"),
context = DOMElement.getContext("2d");
context.DOMElement = DOMElement;
// canvas gives us no way to query whether the path is empty or not, so we have to track it ourselves
context.hasPath = NO;
return context;
}