/* * Copyright (C) 2011 Apple Inc. * Copyright (C) 2010 Sencha, Inc. * Copyright (C) 2010 Igalia S.L. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef ShadowBlur_h #define ShadowBlur_h #include "Color.h" #include "ColorSpace.h" #include "FloatRect.h" #include "FloatRoundedRect.h" #include namespace WebCore { class AffineTransform; class GraphicsContext; struct GraphicsContextState; class ImageBuffer; class ShadowBlur { WTF_MAKE_NONCOPYABLE(ShadowBlur); public: enum ShadowType { NoShadow, SolidShadow, BlurShadow }; ShadowBlur(const FloatSize& radius, const FloatSize& offset, const Color&); ShadowBlur(const GraphicsContextState&); ShadowBlur(); void setShadowValues(const FloatSize&, const FloatSize& , const Color&, bool ignoreTransforms = false); void setShadowsIgnoreTransforms(bool ignoreTransforms) { m_shadowsIgnoreTransforms = ignoreTransforms; } bool shadowsIgnoreTransforms() const { return m_shadowsIgnoreTransforms; } GraphicsContext* beginShadowLayer(GraphicsContext&, const FloatRect& layerArea); void endShadowLayer(GraphicsContext&); void drawRectShadow(GraphicsContext&, const FloatRoundedRect&); void drawInsetShadow(GraphicsContext&, const FloatRect&, const FloatRoundedRect& holeRect); void blurLayerImage(unsigned char*, const IntSize&, int stride); void clear(); ShadowType type() const { return m_type; } private: void updateShadowBlurValues(); void drawShadowBuffer(GraphicsContext&); void adjustBlurRadius(GraphicsContext&); enum ShadowDirection { OuterShadow, InnerShadow }; IntRect calculateLayerBoundingRect(GraphicsContext&, const FloatRect& layerArea, const IntRect& clipRect); IntSize templateSize(const IntSize& blurredEdgeSize, const FloatRoundedRect::Radii&) const; void drawRectShadowWithoutTiling(GraphicsContext&, const FloatRoundedRect&, const IntRect& layerRect); void drawRectShadowWithTiling(GraphicsContext&, const FloatRoundedRect&, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize); void drawInsetShadowWithoutTiling(GraphicsContext&, const FloatRect&, const FloatRoundedRect& holeRect, const IntRect& layerRect); void drawInsetShadowWithTiling(GraphicsContext&, const FloatRect&, const FloatRoundedRect& holeRect, const IntSize& shadowTemplateSize, const IntSize& blurredEdgeSize); void drawLayerPieces(GraphicsContext&, const FloatRect& shadowBounds, const FloatRoundedRect::Radii&, const IntSize& roundedRadius, const IntSize& templateSize, ShadowDirection); void blurShadowBuffer(const IntSize& templateSize); void blurAndColorShadowBuffer(const IntSize& templateSize); IntSize blurredEdgeSize() const; ShadowType m_type; Color m_color; FloatSize m_blurRadius; FloatSize m_offset; ImageBuffer* m_layerImage; // Buffer to where the temporary shadow will be drawn to. FloatRect m_sourceRect; // Sub-rect of m_layerImage that contains the shadow pixels. FloatPoint m_layerOrigin; // Top-left corner of the (possibly clipped) bounding rect to draw the shadow to. FloatSize m_layerSize; // Size of m_layerImage pixels that need blurring. FloatSize m_layerContextTranslation; // Translation to apply to m_layerContext for the shadow to be correctly clipped. bool m_shadowsIgnoreTransforms; }; } // namespace WebCore #endif // ShadowBlur_h