本文整理汇总了C++中FloatPoint::x方法的典型用法代码示例。如果您正苦于以下问题:C++ FloatPoint::x方法的具体用法?C++ FloatPoint::x怎么用?C++ FloatPoint::x使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FloatPoint
的用法示例。
在下文中一共展示了FloatPoint::x方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: arcTo
void SVGPathSegListBuilder::arcTo(float r1, float r2, float angle, bool largeArcFlag, bool sweepFlag, const FloatPoint& targetPoint, PathCoordinateMode mode)
{
ASSERT(m_pathElement);
ASSERT(m_pathSegList);
if (mode == AbsoluteCoordinates)
m_pathSegList->appendWithoutByteStreamSync(SVGPathSegArcAbs::create(m_pathElement, targetPoint.x(), targetPoint.y(), r1, r2, angle, largeArcFlag, sweepFlag));
else
m_pathSegList->appendWithoutByteStreamSync(SVGPathSegArcRel::create(m_pathElement, targetPoint.x(), targetPoint.y(), r1, r2, angle, largeArcFlag, sweepFlag));
}
示例2: clipRect
LayoutState::LayoutState(std::unique_ptr<LayoutState> next, RenderBox* renderer, const LayoutSize& offset, LayoutUnit pageLogicalHeight, bool pageLogicalHeightChanged)
: m_lineGrid(0)
, m_next(std::move(next))
#ifndef NDEBUG
, m_renderer(renderer)
#endif
{
ASSERT(m_next);
bool fixed = renderer->isOutOfFlowPositioned() && renderer->style().position() == FixedPosition;
if (fixed) {
// FIXME: This doesn't work correctly with transforms.
FloatPoint fixedOffset = renderer->view().localToAbsolute(FloatPoint(), IsFixed);
m_paintOffset = LayoutSize(fixedOffset.x(), fixedOffset.y()) + offset;
} else
m_paintOffset = m_next->m_paintOffset + offset;
if (renderer->isOutOfFlowPositioned() && !fixed) {
if (RenderElement* container = renderer->container()) {
if (container->isInFlowPositioned() && container->isRenderInline())
m_paintOffset += toRenderInline(container)->offsetForInFlowPositionedInline(renderer);
}
}
m_layoutOffset = m_paintOffset;
if (renderer->isInFlowPositioned() && renderer->hasLayer())
m_paintOffset += renderer->layer()->offsetForInFlowPosition();
m_clipped = !fixed && m_next->m_clipped;
if (m_clipped)
m_clipRect = m_next->m_clipRect;
if (renderer->hasOverflowClip()) {
LayoutRect clipRect(toLayoutPoint(m_paintOffset) + renderer->view().layoutDelta(), renderer->cachedSizeForOverflowClip());
if (m_clipped)
m_clipRect.intersect(clipRect);
else {
m_clipRect = clipRect;
m_clipped = true;
}
m_paintOffset -= renderer->scrolledContentOffset();
}
// If we establish a new page height, then cache the offset to the top of the first page.
// We can compare this later on to figure out what part of the page we're actually on,
if (pageLogicalHeight || renderer->isRenderFlowThread()) {
m_pageLogicalHeight = pageLogicalHeight;
bool isFlipped = renderer->style().isFlippedBlocksWritingMode();
m_pageOffset = LayoutSize(m_layoutOffset.width() + (!isFlipped ? renderer->borderLeft() + renderer->paddingLeft() : renderer->borderRight() + renderer->paddingRight()),
m_layoutOffset.height() + (!isFlipped ? renderer->borderTop() + renderer->paddingTop() : renderer->borderBottom() + renderer->paddingBottom()));
m_pageLogicalHeightChanged = pageLogicalHeightChanged;
m_isPaginated = true;
} else {
// If we don't establish a new page height, then propagate the old page height and offset down.
m_pageLogicalHeight = m_next->m_pageLogicalHeight;
m_pageLogicalHeightChanged = m_next->m_pageLogicalHeightChanged;
m_pageOffset = m_next->m_pageOffset;
// Disable pagination for objects we don't support. For now this includes overflow:scroll/auto, inline blocks and
// writing mode roots.
if (renderer->isUnsplittableForPagination()) {
m_pageLogicalHeight = 0;
m_isPaginated = false;
} else
m_isPaginated = m_pageLogicalHeight || renderer->flowThreadContainingBlock();
}
// Propagate line grid information.
propagateLineGridInfo(renderer);
m_layoutDelta = m_next->m_layoutDelta;
#if !ASSERT_DISABLED && ENABLE(SATURATED_LAYOUT_ARITHMETIC)
m_layoutDeltaXSaturated = m_next->m_layoutDeltaXSaturated;
m_layoutDeltaYSaturated = m_next->m_layoutDeltaYSaturated;
#endif
if (lineGrid() && (lineGrid()->style().writingMode() == renderer->style().writingMode()) && renderer->isRenderMultiColumnFlowThread())
toRenderMultiColumnFlowThread(renderer)->computeLineGridPaginationOrigin(*this);
// If we have a new grid to track, then add it to our set.
if (renderer->style().lineGrid() != RenderStyle::initialLineGrid() && renderer->isRenderBlockFlow())
establishLineGrid(toRenderBlockFlow(renderer));
// FIXME: <http://bugs.webkit.org/show_bug.cgi?id=13443> Apply control clip if present.
}
示例3: updatePan
void SVGDocumentExtensions::updatePan(const FloatPoint& pos) const
{
if (SVGSVGElement* svg = rootElement(*m_document))
svg->setCurrentTranslate(FloatPoint(pos.x() - m_translate.x(), pos.y() - m_translate.y()));
}
示例4: buildLocalToBorderBoxTransform
// RenderBox methods will expect coordinates w/o any transforms in coordinates
// relative to our borderBox origin. This method gives us exactly that.
void RenderSVGRoot::buildLocalToBorderBoxTransform()
{
SVGSVGElement* svg = static_cast<SVGSVGElement*>(node());
float scale = style()->effectiveZoom();
FloatPoint translate = svg->currentTranslate();
LayoutSize borderAndPadding(borderLeft() + paddingLeft(), borderTop() + paddingTop());
m_localToBorderBoxTransform = svg->viewBoxToViewTransform(contentWidth() / scale, contentHeight() / scale);
if (borderAndPadding.isEmpty() && scale == 1 && translate == FloatPoint::zero())
return;
m_localToBorderBoxTransform = AffineTransform(scale, 0, 0, scale, borderAndPadding.width() + translate.x(), borderAndPadding.height() + translate.y()) * m_localToBorderBoxTransform;
}
示例5: setCurrentPosition
void ScrollAnimator::setCurrentPosition(const FloatPoint& position)
{
m_currentPosX = position.x();
m_currentPosY = position.y();
}
示例6: addArc
void Path::addArc(const FloatPoint& center, float radius, float startAngle, float endAngle, bool anticlockwise)
{
// The OpenVG spec says nothing about inf as radius or start/end angle.
// WebKit seems to pass those (e.g. https://bugs.webkit.org/show_bug.cgi?id=16449),
// so abort instead of risking undefined behavior.
if (!isfinite(radius) || !isfinite(startAngle) || !isfinite(endAngle))
return;
// For some reason, the HTML 5 spec defines the angle as going clockwise
// from the positive X axis instead of going standard anticlockwise.
// So let's make it a proper angle in order to keep sanity.
startAngle = fmod((2.0 * piDouble) - startAngle, 2.0 * piDouble);
endAngle = fmod((2.0 * piDouble) - endAngle, 2.0 * piDouble);
// Make it so that endAngle > startAngle. fmod() above takes care of
// keeping the difference below 360 degrees.
if (endAngle <= startAngle)
endAngle += 2.0 * piDouble;
const VGfloat angleDelta = anticlockwise
? (endAngle - startAngle)
: (startAngle - endAngle + (2.0 * piDouble));
// OpenVG uses endpoint parameterization while this method receives its
// values in center parameterization. It lacks an ellipse rotation
// parameter so we use 0 for that, and also the radius is only a single
// value which makes for rh == rv. In order to convert from endpoint to
// center parameterization, we use the formulas from the OpenVG/SVG specs:
// (x,y) = (cos rot, -sin rot; sin rot, -cos rot) * (rh * cos angle, rv * sin angle) + (center.x, center.y)
// rot is 0, which simplifies this a bit:
// (x,y) = (1, 0; 0, -1) * (rh * cos angle, rv * sin angle) + (center.x, center.y)
// = (1 * rh * cos angle + 0 * rv * sin angle, 0 * rh * cos angle + -1 * rv * sin angle) + (center.x, center.y)
// = (rh * cos angle, -rv * sin angle) + (center.x, center.y)
// (Set angle = {startAngle, endAngle} to retrieve the respective endpoints.)
const VGfloat startX = radius * cos(startAngle) + center.x();
const VGfloat startY = -radius * sin(startAngle) + center.y();
const VGfloat endX = radius * cos(endAngle) + center.x();
const VGfloat endY = -radius * sin(endAngle) + center.y();
// Fa: large arc flag, makes the difference between SCWARC_TO and LCWARC_TO
// respectively SCCWARC_TO and LCCWARC_TO arcs.
const bool largeArc = (angleDelta > piDouble);
// Fs: sweep flag, specifying whether the arc is drawn in increasing (true)
// or decreasing (0) direction. No need to calculate this value, as it
// we already get it passed as a parameter (Fs == !anticlockwise).
// Translate the large arc and sweep flags into an OpenVG segment command.
// As OpenVG thinks of everything upside down, we need to reverse the
// anticlockwise parameter in order to get the specified rotation.
const VGubyte segmentCommand = !anticlockwise
? (largeArc ? VG_LCCWARC_TO_ABS : VG_SCCWARC_TO_ABS)
: (largeArc ? VG_LCWARC_TO_ABS : VG_SCWARC_TO_ABS);
// So now, we've got all the parameters in endpoint parameterization format
// as OpenVG requires it. Which means we can just pass it like this.
const VGubyte pathSegments[] = {
hasCurrentPoint() ? VG_LINE_TO_ABS : VG_MOVE_TO_ABS,
segmentCommand
};
const VGfloat pathData[] = {
startX, startY,
radius, radius, 0, endX, endY
};
m_path->makeCompatibleContextCurrent();
vgAppendPathData(m_path->vgPath(), 2, pathSegments, pathData);
ASSERT_VG_NO_ERROR();
m_path->m_currentPoint.setX(endX);
m_path->m_currentPoint.setY(endY);
}
示例7: drawLineForDocumentMarker
void GraphicsContext::drawLineForDocumentMarker(const FloatPoint& point, float width, DocumentMarkerLineStyle style)
{
if (paintingDisabled())
return;
if (style != DocumentMarkerSpellingLineStyle && style != DocumentMarkerGrammarLineStyle)
return;
// These are the same for misspelling or bad grammar
const int patternHeight = 3; // 3 rows
ASSERT(cMisspellingLineThickness == patternHeight);
const int patternWidth = 4; // 4 pixels
ASSERT(patternWidth == cMisspellingLinePatternWidth);
// Make sure to draw only complete dots.
// NOTE: Code here used to shift the underline to the left and increase the width
// to make sure everything gets underlined, but that results in drawing out of
// bounds (e.g. when at the edge of a view) and could make it appear that the
// space between adjacent misspelled words was underlined.
// allow slightly more considering that the pattern ends with a transparent pixel
float widthMod = fmodf(width, patternWidth);
if (patternWidth - widthMod > cMisspellingLinePatternGapWidth)
width -= widthMod;
// Draw the underline
CGContextRef context = platformContext();
CGContextSaveGState(context);
const Color& patternColor = style == DocumentMarkerGrammarLineStyle ? grammarPatternColor() : spellingPatternColor();
setCGStrokeColor(context, patternColor);
wkSetPatternPhaseInUserSpace(context, point);
CGContextSetBlendMode(context, kCGBlendModeNormal);
// 3 rows, each offset by half a pixel for blending purposes
const CGPoint upperPoints [] = {{point.x(), point.y() + patternHeight - 2.5 }, {point.x() + width, point.y() + patternHeight - 2.5}};
const CGPoint middlePoints [] = {{point.x(), point.y() + patternHeight - 1.5 }, {point.x() + width, point.y() + patternHeight - 1.5}};
const CGPoint lowerPoints [] = {{point.x(), point.y() + patternHeight - 0.5 }, {point.x() + width, point.y() + patternHeight - 0.5 }};
// Dash lengths for the top and bottom of the error underline are the same.
// These are magic.
static const CGFloat edge_dash_lengths[] = {2.0f, 2.0f};
static const CGFloat middle_dash_lengths[] = { 2.76f, 1.24f };
static const CGFloat edge_offset = -(edge_dash_lengths[1] - 1.0f) / 2.0f;
static const CGFloat middle_offset = -(middle_dash_lengths[1] - 1.0f) / 2.0f;
// Line opacities. Once again, these are magic.
const float upperOpacity = 0.33f;
const float middleOpacity = 0.75f;
const float lowerOpacity = 0.88f;
//Top line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths, WTF_ARRAY_LENGTH(edge_dash_lengths));
CGContextSetAlpha(context, upperOpacity);
CGContextStrokeLineSegments(context, upperPoints, 2);
// Middle line
CGContextSetLineDash(context, middle_offset, middle_dash_lengths, WTF_ARRAY_LENGTH(middle_dash_lengths));
CGContextSetAlpha(context, middleOpacity);
CGContextStrokeLineSegments(context, middlePoints, 2);
// Bottom line
CGContextSetLineDash(context, edge_offset, edge_dash_lengths, WTF_ARRAY_LENGTH(edge_dash_lengths));
CGContextSetAlpha(context, lowerOpacity);
CGContextStrokeLineSegments(context, lowerPoints, 2);
CGContextRestoreGState(context);
}
示例8: drawTextWithSpacing
void drawTextWithSpacing(GraphicsContext* graphicsContext, const SimpleFontData* font, const wxColour& color, const GlyphBuffer& glyphBuffer, int from, int numGlyphs, const FloatPoint& point)
{
graphicsContext->save();
wxGCDC* dc = static_cast<wxGCDC*>(graphicsContext->platformContext());
wxFont* wxfont = font->getWxFont();
graphicsContext->setFillColor(graphicsContext->fillColor(), DeviceColorSpace);
CGContextRef cgContext = static_cast<CGContextRef>(dc->GetGraphicsContext()->GetNativeContext());
CGFontRef cgFont;
#ifdef wxOSX_USE_CORE_TEXT && wxOSX_USE_CORE_TEXT
cgFont = CTFontCopyGraphicsFont((CTFontRef)wxfont->OSXGetCTFont(), NULL);
#else
ATSFontRef fontRef;
fontRef = FMGetATSFontRefFromFont(wxfont->MacGetATSUFontID());
if (fontRef)
cgFont = CGFontCreateWithPlatformFont((void*)&fontRef);
#endif
CGContextSetFont(cgContext, cgFont);
CGContextSetFontSize(cgContext, wxfont->GetPointSize());
CGFloat red, green, blue, alpha;
graphicsContext->fillColor().getRGBA(red, green, blue, alpha);
CGContextSetRGBFillColor(cgContext, red, green, blue, alpha);
CGAffineTransform matrix = CGAffineTransformIdentity;
matrix.b = -matrix.b;
matrix.d = -matrix.d;
CGContextSetTextMatrix(cgContext, matrix);
CGContextSetTextPosition(cgContext, point.x(), point.y());
const FloatSize* advanceSizes = static_cast<const FloatSize*>(glyphBuffer.advances(from));
int size = glyphBuffer.size() - from;
CGSize sizes[size];
CGGlyph glyphs[numGlyphs];
// if the function doesn't exist, we're probably on tiger and need to grab the
// function under its old name, CGFontGetGlyphsForUnicodes
if (!CGFontGetGlyphsForUnichars)
CGFontGetGlyphsForUnichars = (CGFontGetGlyphsForUnicharsPtr)dlsym(RTLD_DEFAULT, "CGFontGetGlyphsForUnicodes");
// Let's make sure we got the function under one name or another!
ASSERT(CGFontGetGlyphsForUnichars);
CGFontGetGlyphsForUnichars(cgFont, glyphBuffer.glyphs(from), glyphs, numGlyphs);
for (int i = 0; i < size; i++) {
FloatSize fsize = advanceSizes[i];
sizes[i] = CGSizeMake(fsize.width(), fsize.height());
}
CGContextShowGlyphsWithAdvances(cgContext, glyphs, sizes, numGlyphs);
if (cgFont)
CGFontRelease(cgFont);
graphicsContext->restore();
}
示例9: buildLocalToBorderBoxTransform
// RenderBox methods will expect coordinates w/o any transforms in coordinates
// relative to our borderBox origin. This method gives us exactly that.
void RenderSVGRoot::buildLocalToBorderBoxTransform()
{
SVGSVGElement* svg = toSVGSVGElement(node());
ASSERT(svg);
float scale = style()->effectiveZoom();
FloatPoint translate = svg->currentTranslate();
LayoutSize borderAndPadding(borderLeft() + paddingLeft(), borderTop() + paddingTop());
m_localToBorderBoxTransform = svg->viewBoxToViewTransform(contentWidth() / scale, contentHeight() / scale);
AffineTransform viewToBorderBoxTransform(scale, 0, 0, scale, borderAndPadding.width() + translate.x(), borderAndPadding.height() + translate.y());
if (viewToBorderBoxTransform.isIdentity())
return;
m_localToBorderBoxTransform = viewToBorderBoxTransform * m_localToBorderBoxTransform;
}
示例10: drawGlyphs
void Font::drawGlyphs(GraphicsContext* gc, const SimpleFontData* font,
const GlyphBuffer& glyphBuffer, unsigned from, unsigned numGlyphs,
const FloatPoint& point, const FloatRect& textRect) const
{
SkScalar x = SkFloatToScalar(point.x());
SkScalar y = SkFloatToScalar(point.y());
// ENABLE_OPENTYPE_VERTICAL is not enabled on MACOSX
#if !OS(MACOSX)
const OpenTypeVerticalData* verticalData = font->verticalData();
if (font->platformData().orientation() == Vertical && verticalData) {
SkAutoSTMalloc<32, SkPoint> storage(numGlyphs);
SkPoint* pos = storage.get();
AffineTransform savedMatrix = gc->getCTM();
gc->concatCTM(AffineTransform(0, -1, 1, 0, point.x(), point.y()));
gc->concatCTM(AffineTransform(1, 0, 0, 1, -point.x(), -point.y()));
const unsigned kMaxBufferLength = 256;
Vector<FloatPoint, kMaxBufferLength> translations;
const FontMetrics& metrics = font->fontMetrics();
SkScalar verticalOriginX = SkFloatToScalar(point.x() + metrics.floatAscent() - metrics.floatAscent(IdeographicBaseline));
float horizontalOffset = point.x();
unsigned glyphIndex = 0;
while (glyphIndex < numGlyphs) {
unsigned chunkLength = std::min(kMaxBufferLength, numGlyphs - glyphIndex);
const Glyph* glyphs = glyphBuffer.glyphs(from + glyphIndex);
translations.resize(chunkLength);
verticalData->getVerticalTranslationsForGlyphs(font, &glyphs[0], chunkLength, reinterpret_cast<float*>(&translations[0]));
x = verticalOriginX;
y = SkFloatToScalar(point.y() + horizontalOffset - point.x());
float currentWidth = 0;
for (unsigned i = 0; i < chunkLength; ++i, ++glyphIndex) {
pos[i].set(
x + SkIntToScalar(lroundf(translations[i].x())),
y + -SkIntToScalar(-lroundf(currentWidth - translations[i].y())));
currentWidth += glyphBuffer.advanceAt(from + glyphIndex);
}
horizontalOffset += currentWidth;
paintGlyphs(gc, font, glyphs, chunkLength, pos, textRect);
}
gc->setCTM(savedMatrix);
return;
}
#endif
if (!glyphBuffer.hasOffsets()) {
SkAutoSTMalloc<64, SkScalar> storage(numGlyphs);
SkScalar* xpos = storage.get();
const float* adv = glyphBuffer.advances(from);
for (unsigned i = 0; i < numGlyphs; i++) {
xpos[i] = x;
x += SkFloatToScalar(adv[i]);
}
const Glyph* glyphs = glyphBuffer.glyphs(from);
paintGlyphsHorizontal(gc, font, glyphs, numGlyphs, xpos, SkFloatToScalar(y), textRect);
return;
}
// FIXME: text rendering speed:
// Android has code in their WebCore fork to special case when the
// GlyphBuffer has no advances other than the defaults. In that case the
// text drawing can proceed faster. However, it's unclear when those
// patches may be upstreamed to WebKit so we always use the slower path
// here.
SkAutoSTMalloc<32, SkPoint> storage(numGlyphs);
SkPoint* pos = storage.get();
const FloatSize* offsets = glyphBuffer.offsets(from);
const float* advances = glyphBuffer.advances(from);
SkScalar advanceSoFar = SkFloatToScalar(0);
for (unsigned i = 0; i < numGlyphs; i++) {
pos[i].set(
x + SkFloatToScalar(offsets[i].width()) + advanceSoFar,
y + SkFloatToScalar(offsets[i].height()));
advanceSoFar += SkFloatToScalar(advances[i]);
}
const Glyph* glyphs = glyphBuffer.glyphs(from);
paintGlyphs(gc, font, glyphs, numGlyphs, pos, textRect);
}
示例11: drawTextWithSpacing
void drawTextWithSpacing(GraphicsContext* graphicsContext, const SimpleFontData* font, const wxColour& color, const GlyphBuffer& glyphBuffer, int from, int numGlyphs, const FloatPoint& point)
{
#if USE(WXGC)
wxGCDC* dc = static_cast<wxGCDC*>(graphicsContext->platformContext());
wxGraphicsContext* gc = dc->GetGraphicsContext();
gc->PushState();
cairo_t* cr = (cairo_t*)gc->GetNativeContext();
wxFont* wxfont = font->getWxFont();
cairo_scaled_font_t* scaled_font = 0;
#if wxUSE_PANGO
PangoFont* pangoFont = createPangoFontForFont(wxfont);
PangoFontMap* fontMap = pangoFontMap();
PangoContext* pangoContext = pango_cairo_font_map_create_context(PANGO_CAIRO_FONT_MAP(fontMap));
scaled_font = createScaledFontForFont(wxfont);
#elif __WXMSW__
cairo_matrix_t sizeMatrix, ctm;
cairo_matrix_init_identity(&ctm);
int size = font->platformData().size();
cairo_matrix_init_scale(&sizeMatrix, size, size);
cairo_font_options_t* fontOptions = cairo_font_options_create();
cairo_font_options_set_antialias(fontOptions, CAIRO_ANTIALIAS_SUBPIXEL);
cairo_font_face_t* win_face = cairo_win32_font_face_create_for_hfont((HFONT)wxfont->GetHFONT());
scaled_font = cairo_scaled_font_create(win_face, &sizeMatrix, &ctm, fontOptions);
#endif
ASSERT(scaled_font);
GlyphBufferGlyph* glyphs = const_cast<GlyphBufferGlyph*>(glyphBuffer.glyphs(from));
float offset = point.x();
for (int i = 0; i < numGlyphs; i++) {
#if wxUSE_PANGO
glyphs[i].index = pango_font_get_glyph(pangoFont, pangoContext, glyphBuffer.glyphAt(from + i));
#endif
glyphs[i].x = offset;
glyphs[i].y = point.y();
offset += glyphBuffer.advanceAt(from + i);
}
cairo_set_source_rgba(cr, color.Red()/255.0, color.Green()/255.0, color.Blue()/255.0, color.Alpha()/255.0);
cairo_set_scaled_font(cr, scaled_font);
cairo_show_glyphs(cr, glyphs, numGlyphs);
cairo_scaled_font_destroy(scaled_font);
gc->PopState();
#else
wxDC* dc = graphicsContext->platformContext();
wxFont* wxfont = font->getWxFont();
if (wxfont && wxfont->IsOk())
dc->SetFont(*wxfont);
dc->SetTextForeground(color);
// convert glyphs to wxString
GlyphBufferGlyph* glyphs = const_cast<GlyphBufferGlyph*>(glyphBuffer.glyphs(from));
int offset = point.x();
wxString text = wxEmptyString;
for (unsigned i = 0; i < numGlyphs; i++) {
text = text.Append((wxChar)glyphs[i]);
offset += glyphBuffer.advanceAt(from + i);
}
// the y point is actually the bottom point of the text, turn it into the top
float height = font->ascent() - font->descent();
wxCoord ypoint = (wxCoord) (point.y() - height);
dc->DrawText(text, (wxCoord)point.x(), ypoint);
#endif
}
示例12: scrollToOffsetWithoutAnimation
void ScrollAnimator::scrollToOffsetWithoutAnimation(const FloatPoint& offset)
{
m_currentPosX = offset.x();
m_currentPosY = offset.y();
notifyPositionChanged();
}
示例13: drawPattern
void Image::drawPattern(GraphicsContext* ctxt, const FloatRect& tileRect, const AffineTransform& patternTransform,
const FloatPoint& phase, ColorSpace styleColorSpace, CompositeOperator op, const FloatRect& destRect)
{
if (!nativeImageForCurrentFrame())
return;
ASSERT(patternTransform.isInvertible());
if (!patternTransform.isInvertible())
// Avoid a hang under CGContextDrawTiledImage on release builds.
return;
CGContextRef context = ctxt->platformContext();
GraphicsContextStateSaver stateSaver(*ctxt);
CGContextClipToRect(context, destRect);
ctxt->setCompositeOperation(op);
CGContextTranslateCTM(context, destRect.x(), destRect.y() + destRect.height());
CGContextScaleCTM(context, 1, -1);
// Compute the scaled tile size.
float scaledTileHeight = tileRect.height() * narrowPrecisionToFloat(patternTransform.d());
// We have to adjust the phase to deal with the fact we're in Cartesian space now (with the bottom left corner of destRect being
// the origin).
float adjustedX = phase.x() - destRect.x() + tileRect.x() * narrowPrecisionToFloat(patternTransform.a()); // We translated the context so that destRect.x() is the origin, so subtract it out.
float adjustedY = destRect.height() - (phase.y() - destRect.y() + tileRect.y() * narrowPrecisionToFloat(patternTransform.d()) + scaledTileHeight);
CGImageRef tileImage = nativeImageForCurrentFrame();
float h = CGImageGetHeight(tileImage);
RetainPtr<CGImageRef> subImage;
if (tileRect.size() == size())
subImage = tileImage;
else {
// Copying a sub-image out of a partially-decoded image stops the decoding of the original image. It should never happen
// because sub-images are only used for border-image, which only renders when the image is fully decoded.
ASSERT(h == height());
subImage.adoptCF(CGImageCreateWithImageInRect(tileImage, tileRect));
}
// Adjust the color space.
subImage = imageWithColorSpace(subImage.get(), styleColorSpace);
// Leopard has an optimized call for the tiling of image patterns, but we can only use it if the image has been decoded enough that
// its buffer is the same size as the overall image. Because a partially decoded CGImageRef with a smaller width or height than the
// overall image buffer needs to tile with "gaps", we can't use the optimized tiling call in that case.
// FIXME: We cannot use CGContextDrawTiledImage with scaled tiles on Leopard, because it suffers from rounding errors. Snow Leopard is ok.
float scaledTileWidth = tileRect.width() * narrowPrecisionToFloat(patternTransform.a());
float w = CGImageGetWidth(tileImage);
#ifdef BUILDING_ON_LEOPARD
if (w == size().width() && h == size().height() && scaledTileWidth == tileRect.width() && scaledTileHeight == tileRect.height())
#else
if (w == size().width() && h == size().height())
#endif
CGContextDrawTiledImage(context, FloatRect(adjustedX, adjustedY, scaledTileWidth, scaledTileHeight), subImage.get());
else {
// On Leopard and newer, this code now only runs for partially decoded images whose buffers do not yet match the overall size of the image.
static const CGPatternCallbacks patternCallbacks = { 0, drawPatternCallback, NULL };
CGAffineTransform matrix = CGAffineTransformMake(narrowPrecisionToCGFloat(patternTransform.a()), 0, 0, narrowPrecisionToCGFloat(patternTransform.d()), adjustedX, adjustedY);
matrix = CGAffineTransformConcat(matrix, CGContextGetCTM(context));
// The top of a partially-decoded image is drawn at the bottom of the tile. Map it to the top.
matrix = CGAffineTransformTranslate(matrix, 0, size().height() - h);
RetainPtr<CGPatternRef> pattern(AdoptCF, CGPatternCreate(subImage.get(), CGRectMake(0, 0, tileRect.width(), tileRect.height()),
matrix, tileRect.width(), tileRect.height(),
kCGPatternTilingConstantSpacing, true, &patternCallbacks));
if (!pattern)
return;
RetainPtr<CGColorSpaceRef> patternSpace(AdoptCF, CGColorSpaceCreatePattern(0));
CGFloat alpha = 1;
RetainPtr<CGColorRef> color(AdoptCF, CGColorCreateWithPattern(patternSpace.get(), pattern.get(), &alpha));
CGContextSetFillColorSpace(context, patternSpace.get());
// FIXME: Really want a public API for this. It is just CGContextSetBaseCTM(context, CGAffineTransformIdentiy).
//wkSetPatternBaseCTM(context, CGAffineTransformIdentity);
CGContextSetPatternPhase(context, CGSizeZero);
CGContextSetFillColorWithColor(context, color.get());
CGContextFillRect(context, CGContextGetClipBoundingBox(context));
}
stateSaver.restore();
if (imageObserver())
imageObserver()->didDraw(this);
}
示例14: startPan
void SVGDocumentExtensions::startPan(const FloatPoint& start)
{
if (SVGSVGElement* svg = rootElement(*m_document))
m_translate = FloatPoint(start.x() - svg->currentTranslate().x(), start.y() - svg->currentTranslate().y());
}
示例15: drawPattern
void Image::drawPattern(GraphicsContext* context,
const FloatRect& floatSrcRect,
const AffineTransform& patternTransform,
const FloatPoint& phase,
ColorSpace styleColorSpace,
CompositeOperator compositeOp,
const FloatRect& destRect,
BlendMode)
{
TRACE_EVENT0("skia", "Image::drawPattern");
RefPtr<NativeImageSkia> bitmap = nativeImageForCurrentFrame();
if (!bitmap)
return;
FloatRect normSrcRect = normalizeRect(floatSrcRect);
normSrcRect.intersect(FloatRect(0, 0, bitmap->bitmap().width(), bitmap->bitmap().height()));
if (destRect.isEmpty() || normSrcRect.isEmpty())
return; // nothing to draw
SkMatrix ctm = context->platformContext()->getTotalMatrix();
SkMatrix totalMatrix;
totalMatrix.setConcat(ctm, patternTransform);
// Figure out what size the bitmap will be in the destination. The
// destination rect is the bounds of the pattern, we need to use the
// matrix to see how big it will be.
SkRect destRectTarget;
totalMatrix.mapRect(&destRectTarget, normSrcRect);
float destBitmapWidth = SkScalarToFloat(destRectTarget.width());
float destBitmapHeight = SkScalarToFloat(destRectTarget.height());
// Compute the resampling mode.
ResamplingMode resampling;
if (context->isAccelerated() || context->printing())
resampling = RESAMPLE_LINEAR;
else
resampling = computeResamplingMode(totalMatrix, *bitmap, normSrcRect.width(), normSrcRect.height(), destBitmapWidth, destBitmapHeight);
resampling = limitResamplingMode(context->platformContext(), resampling);
// Load the transform WebKit requested.
SkMatrix matrix(patternTransform);
SkShader* shader;
if (resampling == RESAMPLE_AWESOME) {
// Do nice resampling.
float scaleX = destBitmapWidth / normSrcRect.width();
float scaleY = destBitmapHeight / normSrcRect.height();
SkRect scaledSrcRect;
SkIRect enclosingScaledSrcRect;
// The image fragment generated here is not exactly what is
// requested. The scale factor used is approximated and image
// fragment is slightly larger to align to integer
// boundaries.
SkBitmap resampled = extractScaledImageFragment(*bitmap, normSrcRect, scaleX, scaleY, &scaledSrcRect, &enclosingScaledSrcRect);
shader = SkShader::CreateBitmapShader(resampled, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
// Since we just resized the bitmap, we need to remove the scale
// applied to the pixels in the bitmap shader. This means we need
// CTM * patternTransform to have identity scale. Since we
// can't modify CTM (or the rectangle will be drawn in the wrong
// place), we must set patternTransform's scale to the inverse of
// CTM scale.
matrix.setScaleX(ctm.getScaleX() ? 1 / ctm.getScaleX() : 1);
matrix.setScaleY(ctm.getScaleY() ? 1 / ctm.getScaleY() : 1);
} else {
// No need to do nice resampling.
SkBitmap srcSubset;
bitmap->bitmap().extractSubset(&srcSubset, enclosingIntRect(normSrcRect));
shader = SkShader::CreateBitmapShader(srcSubset, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
}
// We also need to translate it such that the origin of the pattern is the
// origin of the destination rect, which is what WebKit expects. Skia uses
// the coordinate system origin as the base for the patter. If WebKit wants
// a shifted image, it will shift it from there using the patternTransform.
float adjustedX = phase.x() + normSrcRect.x() *
narrowPrecisionToFloat(patternTransform.a());
float adjustedY = phase.y() + normSrcRect.y() *
narrowPrecisionToFloat(patternTransform.d());
matrix.postTranslate(SkFloatToScalar(adjustedX),
SkFloatToScalar(adjustedY));
shader->setLocalMatrix(matrix);
SkPaint paint;
paint.setShader(shader)->unref();
paint.setXfermodeMode(WebCoreCompositeToSkiaComposite(compositeOp));
paint.setFilterBitmap(resampling == RESAMPLE_LINEAR);
context->drawRect(destRect, paint);
}