diff options
author | Arisotura <thetotalworm@gmail.com> | 2020-04-25 18:51:08 +0200 |
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committer | Arisotura <thetotalworm@gmail.com> | 2020-04-25 18:51:08 +0200 |
commit | a85d41c53eed50f188502925ed34674397b86550 (patch) | |
tree | e33b042b8114f7ad587257d79bad021d5e617a44 /src/libui_sdl/libui/windows/draw.cpp | |
parent | 3b3a09ed2b7a1f3d6f81ba6d1ddd7fbf17acd52d (diff) |
berp.
Diffstat (limited to 'src/libui_sdl/libui/windows/draw.cpp')
-rw-r--r-- | src/libui_sdl/libui/windows/draw.cpp | 578 |
1 files changed, 0 insertions, 578 deletions
diff --git a/src/libui_sdl/libui/windows/draw.cpp b/src/libui_sdl/libui/windows/draw.cpp deleted file mode 100644 index 9a815b9..0000000 --- a/src/libui_sdl/libui/windows/draw.cpp +++ /dev/null @@ -1,578 +0,0 @@ -// 7 september 2015 -#include "uipriv_windows.hpp" -#include "draw.hpp" - -ID2D1Factory *d2dfactory = NULL; - -HRESULT initDraw(void) -{ - D2D1_FACTORY_OPTIONS opts; - - ZeroMemory(&opts, sizeof (D2D1_FACTORY_OPTIONS)); - // TODO make this an option - opts.debugLevel = D2D1_DEBUG_LEVEL_NONE; - return D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, - IID_ID2D1Factory, - &opts, - (void **) (&d2dfactory)); -} - -void uninitDraw(void) -{ - d2dfactory->Release(); -} - -ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd) -{ - D2D1_RENDER_TARGET_PROPERTIES props; - D2D1_HWND_RENDER_TARGET_PROPERTIES hprops; - HDC dc; - RECT r; - ID2D1HwndRenderTarget *rt; - HRESULT hr; - - // we need a DC for the DPI - // we *could* just use the screen DPI but why when we have a window handle and its DC has a DPI - dc = GetDC(hwnd); - if (dc == NULL) - logLastError(L"error getting DC to find DPI"); - - ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES)); - props.type = D2D1_RENDER_TARGET_TYPE_HARDWARE;//DEFAULT; - props.pixelFormat.format = DXGI_FORMAT_UNKNOWN; - props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN; - props.dpiX = GetDeviceCaps(dc, LOGPIXELSX); - props.dpiY = GetDeviceCaps(dc, LOGPIXELSY); - props.usage = D2D1_RENDER_TARGET_USAGE_NONE; - props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT; - - if (ReleaseDC(hwnd, dc) == 0) - logLastError(L"error releasing DC for finding DPI"); - - uiWindowsEnsureGetClientRect(hwnd, &r); - - ZeroMemory(&hprops, sizeof (D2D1_HWND_RENDER_TARGET_PROPERTIES)); - hprops.hwnd = hwnd; - hprops.pixelSize.width = r.right - r.left; - hprops.pixelSize.height = r.bottom - r.top; - // according to Rick Brewster, some drivers will misbehave if we don't specify this (see http://stackoverflow.com/a/33222983/3408572) - hprops.presentOptions = D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS; - - hr = d2dfactory->CreateHwndRenderTarget( - &props, - &hprops, - &rt); - if (hr != S_OK) - { - props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT; - hr = d2dfactory->CreateHwndRenderTarget( - &props, - &hprops, - &rt); - if (hr != S_OK) - logHRESULT(L"error creating HWND render target", hr); - } - - return rt; -} - -ID2D1DCRenderTarget *makeHDCRenderTarget(HDC dc, RECT *r) -{ - D2D1_RENDER_TARGET_PROPERTIES props; - ID2D1DCRenderTarget *rt; - HRESULT hr; - - ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES)); - props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT; - props.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; - props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; - props.dpiX = GetDeviceCaps(dc, LOGPIXELSX); - props.dpiY = GetDeviceCaps(dc, LOGPIXELSY); - props.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE; - props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT; - - hr = d2dfactory->CreateDCRenderTarget(&props, &rt); - if (hr != S_OK) - logHRESULT(L"error creating DC render target", hr); - hr = rt->BindDC(dc, r); - if (hr != S_OK) - logHRESULT(L"error binding DC to DC render target", hr); - return rt; -} - -static void resetTarget(ID2D1RenderTarget *rt) -{ - D2D1_MATRIX_3X2_F dm; - - // transformations persist - // reset to the identity matrix - ZeroMemory(&dm, sizeof (D2D1_MATRIX_3X2_F)); - dm._11 = 1; - dm._22 = 1; - rt->SetTransform(&dm); -} - -uiDrawContext *newContext(ID2D1RenderTarget *rt) -{ - uiDrawContext *c; - - c = uiNew(uiDrawContext); - c->rt = rt; - c->states = new std::vector<struct drawState>; - resetTarget(c->rt); - return c; -} - -void freeContext(uiDrawContext *c) -{ - if (c->currentClip != NULL) - c->currentClip->Release(); - if (c->states->size() != 0) - // TODO do this on other platforms - userbug("You did not balance uiDrawSave() and uiDrawRestore() calls."); - delete c->states; - uiFree(c); -} - -static ID2D1Brush *makeSolidBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) -{ - D2D1_COLOR_F color; - ID2D1SolidColorBrush *brush; - HRESULT hr; - - color.r = b->R; - color.g = b->G; - color.b = b->B; - color.a = b->A; - - hr = rt->CreateSolidColorBrush( - &color, - props, - &brush); - if (hr != S_OK) - logHRESULT(L"error creating solid brush", hr); - return brush; -} - -static ID2D1GradientStopCollection *mkstops(uiDrawBrush *b, ID2D1RenderTarget *rt) -{ - ID2D1GradientStopCollection *s; - D2D1_GRADIENT_STOP *stops; - size_t i; - HRESULT hr; - - stops = (D2D1_GRADIENT_STOP *) uiAlloc(b->NumStops * sizeof (D2D1_GRADIENT_STOP), "D2D1_GRADIENT_STOP[]"); - for (i = 0; i < b->NumStops; i++) { - stops[i].position = b->Stops[i].Pos; - stops[i].color.r = b->Stops[i].R; - stops[i].color.g = b->Stops[i].G; - stops[i].color.b = b->Stops[i].B; - stops[i].color.a = b->Stops[i].A; - } - - hr = rt->CreateGradientStopCollection( - stops, - b->NumStops, - D2D1_GAMMA_2_2, // this is the default for the C++-only overload of ID2D1RenderTarget::GradientStopCollection() - D2D1_EXTEND_MODE_CLAMP, - &s); - if (hr != S_OK) - logHRESULT(L"error creating stop collection", hr); - - uiFree(stops); - return s; -} - -static ID2D1Brush *makeLinearBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) -{ - ID2D1LinearGradientBrush *brush; - D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES gprops; - ID2D1GradientStopCollection *stops; - HRESULT hr; - - ZeroMemory(&gprops, sizeof (D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES)); - gprops.startPoint.x = b->X0; - gprops.startPoint.y = b->Y0; - gprops.endPoint.x = b->X1; - gprops.endPoint.y = b->Y1; - - stops = mkstops(b, rt); - - hr = rt->CreateLinearGradientBrush( - &gprops, - props, - stops, - &brush); - if (hr != S_OK) - logHRESULT(L"error creating gradient brush", hr); - - // 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 - stops->Release(); - return brush; -} - -static ID2D1Brush *makeRadialBrush(uiDrawBrush *b, ID2D1RenderTarget *rt, D2D1_BRUSH_PROPERTIES *props) -{ - ID2D1RadialGradientBrush *brush; - D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES gprops; - ID2D1GradientStopCollection *stops; - HRESULT hr; - - ZeroMemory(&gprops, sizeof (D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES)); - gprops.gradientOriginOffset.x = b->X0 - b->X1; - gprops.gradientOriginOffset.y = b->Y0 - b->Y1; - gprops.center.x = b->X1; - gprops.center.y = b->Y1; - gprops.radiusX = b->OuterRadius; - gprops.radiusY = b->OuterRadius; - - stops = mkstops(b, rt); - - hr = rt->CreateRadialGradientBrush( - &gprops, - props, - stops, - &brush); - if (hr != S_OK) - logHRESULT(L"error creating gradient brush", hr); - - stops->Release(); - return brush; -} - -static ID2D1Brush *makeBrush(uiDrawBrush *b, ID2D1RenderTarget *rt) -{ - D2D1_BRUSH_PROPERTIES props; - - ZeroMemory(&props, sizeof (D2D1_BRUSH_PROPERTIES)); - props.opacity = 1.0; - // identity matrix - props.transform._11 = 1; - props.transform._22 = 1; - - switch (b->Type) { - case uiDrawBrushTypeSolid: - return makeSolidBrush(b, rt, &props); - case uiDrawBrushTypeLinearGradient: - return makeLinearBrush(b, rt, &props); - case uiDrawBrushTypeRadialGradient: - return makeRadialBrush(b, rt, &props); -// case uiDrawBrushTypeImage: -// TODO - } - - // TODO do this on all platforms - userbug("Invalid brush type %d given to drawing operation.", b->Type); - // TODO dummy brush? - return NULL; // make compiler happy -} - -// how clipping works: -// every fill and stroke is done on a temporary layer with the clip geometry applied to it -// this is really the only way to clip in Direct2D that doesn't involve opacity images -// reference counting: -// - initially the clip is NULL, which means do not use a layer -// - the first time uiDrawClip() is called, we take a reference on the path passed in (this is also why uiPathEnd() is needed) -// - 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 -// - 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 -// 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( - pathGeometry(p), - 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( - pathGeometry(p), - brush, - NULL); - unapplyClip(c, cliplayer); - brush->Release(); -} - -void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m) -{ - D2D1_MATRIX_3X2_F dm, cur; - - c->rt->GetTransform(&cur); - m2d(m, &dm); - // 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 - dm = dm * cur; // for whatever reason operator * is defined but not operator *= - c->rt->SetTransform(&dm); -} - -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 = pathGeometry(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( - pathGeometry(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 drawState { - ID2D1DrawingStateBlock *dsb; - ID2D1PathGeometry *clip; -}; - -void uiDrawSave(uiDrawContext *c) -{ - struct drawState state; - HRESULT hr; - - hr = d2dfactory->CreateDrawingStateBlock( - // TODO verify that these are correct - NULL, - NULL, - &(state.dsb)); - if (hr != S_OK) - logHRESULT(L"error creating drawing state block", hr); - c->rt->SaveDrawingState(state.dsb); - - // if we have a clip, we need to hold another reference to it - if (c->currentClip != NULL) - 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; -} - - -// bitmap API - -uiDrawBitmap* uiDrawNewBitmap(uiDrawContext* c, int width, int height, int alpha) -{ - uiDrawBitmap* bmp; - HRESULT hr; - - bmp = uiNew(uiDrawBitmap); - - D2D1_BITMAP_PROPERTIES bp2 = D2D1::BitmapProperties(); - bp2.dpiX = 0; - bp2.dpiY = 0; - bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, - alpha ? D2D1_ALPHA_MODE_PREMULTIPLIED : D2D1_ALPHA_MODE_IGNORE); - - //c->rt->BeginDraw(); - - hr = c->rt->CreateBitmap(D2D1::SizeU(width,height), NULL, 0, &bp2, &bmp->bmp); - if (hr != S_OK) - logHRESULT(L"error creating bitmap", hr); - - //c->rt->EndDraw(); - - bmp->Width = width; - bmp->Height = height; - bmp->Stride = width*4; - - return bmp; -} - -void uiDrawBitmapUpdate(uiDrawBitmap* bmp, const void* data) -{ - D2D1_RECT_U rekt = D2D1::RectU(0, 0, bmp->Width, bmp->Height); - bmp->bmp->CopyFromMemory(&rekt, data, bmp->Stride); -} - -void uiDrawBitmapDraw(uiDrawContext* c, uiDrawBitmap* bmp, uiRect* srcrect, uiRect* dstrect, int filter) -{ - D2D_RECT_F _srcrect = D2D1::RectF(srcrect->X, srcrect->Y, srcrect->X+srcrect->Width, srcrect->Y+srcrect->Height); - D2D_RECT_F _dstrect = D2D1::RectF(dstrect->X, dstrect->Y, dstrect->X+dstrect->Width, dstrect->Y+dstrect->Height); - - float dpix, dpiy; - c->rt->GetDpi(&dpix, &dpiy); - _srcrect.left = (_srcrect.left * 96.0f) / dpix; - _srcrect.top = (_srcrect.top * 96.0f) / dpiy; - _srcrect.right = (_srcrect.right * 96.0f) / dpix; - _srcrect.bottom = (_srcrect.bottom * 96.0f) / dpiy; - - c->rt->DrawBitmap(bmp->bmp, &_dstrect, 1.0f, filter ? D2D1_BITMAP_INTERPOLATION_MODE_LINEAR : D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, &_srcrect); -} - -void uiDrawFreeBitmap(uiDrawBitmap* bmp) -{ - bmp->bmp->Release(); - uiFree(bmp); -} |