mirror of
https://github.com/classilla/tenfourfox.git
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305 lines
11 KiB
C++
305 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include <windows.h>
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#include "nsMathUtils.h"
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#include "gfxWindowsNativeDrawing.h"
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#include "gfxWindowsSurface.h"
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#include "gfxAlphaRecovery.h"
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#include "gfxPattern.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Helpers.h"
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#include "gfx2DGlue.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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enum {
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RENDER_STATE_INIT,
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RENDER_STATE_NATIVE_DRAWING,
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RENDER_STATE_NATIVE_DRAWING_DONE,
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RENDER_STATE_ALPHA_RECOVERY_BLACK,
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RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE,
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RENDER_STATE_ALPHA_RECOVERY_WHITE,
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RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE,
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RENDER_STATE_DONE
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};
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gfxWindowsNativeDrawing::gfxWindowsNativeDrawing(gfxContext* ctx,
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const gfxRect& nativeRect,
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uint32_t nativeDrawFlags)
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: mContext(ctx), mNativeRect(nativeRect), mNativeDrawFlags(nativeDrawFlags), mRenderState(RENDER_STATE_INIT)
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{
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}
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HDC
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gfxWindowsNativeDrawing::BeginNativeDrawing()
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{
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if (mRenderState == RENDER_STATE_INIT) {
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RefPtr<gfxASurface> surf;
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if (mContext->GetCairo()) {
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surf = mContext->CurrentSurface(&mDeviceOffset.x, &mDeviceOffset.y);
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}
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if (surf && surf->CairoStatus())
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return nullptr;
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gfxMatrix m = mContext->CurrentMatrix();
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if (!m.HasNonTranslation())
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mTransformType = TRANSLATION_ONLY;
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else if (m.HasNonAxisAlignedTransform())
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mTransformType = COMPLEX;
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else
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mTransformType = AXIS_ALIGNED_SCALE;
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// if this is a native win32 surface, we don't have to
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// redirect rendering to our own HDC; in some cases,
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// we may be able to use the HDC from the surface directly.
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if (surf &&
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((surf->GetType() == gfxSurfaceType::Win32 ||
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surf->GetType() == gfxSurfaceType::Win32Printing) &&
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(surf->GetContentType() == gfxContentType::COLOR ||
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(surf->GetContentType() == gfxContentType::COLOR_ALPHA &&
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(mNativeDrawFlags & CAN_DRAW_TO_COLOR_ALPHA)))))
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{
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// grab the DC. This can fail if there is a complex clipping path,
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// in which case we'll have to fall back.
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mWinSurface = static_cast<gfxWindowsSurface*>(static_cast<gfxASurface*>(surf.get()));
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mDC = mWinSurface->GetDCWithClip(mContext);
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if (mDC) {
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if (mTransformType == TRANSLATION_ONLY) {
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mRenderState = RENDER_STATE_NATIVE_DRAWING;
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mTranslation = m.GetTranslation();
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} else if (((mTransformType == AXIS_ALIGNED_SCALE)
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&& (mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) ||
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(mNativeDrawFlags & CAN_COMPLEX_TRANSFORM))
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{
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mWorldTransform.eM11 = (FLOAT) m._11;
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mWorldTransform.eM12 = (FLOAT) m._12;
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mWorldTransform.eM21 = (FLOAT) m._21;
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mWorldTransform.eM22 = (FLOAT) m._22;
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mWorldTransform.eDx = (FLOAT) m._31;
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mWorldTransform.eDy = (FLOAT) m._32;
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mRenderState = RENDER_STATE_NATIVE_DRAWING;
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}
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}
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}
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// If we couldn't do native drawing, then we have to do two-buffer drawing
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// and do alpha recovery
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if (mRenderState == RENDER_STATE_INIT) {
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK;
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// We round out our native rect here, that way the snapping will
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// happen correctly.
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mNativeRect.RoundOut();
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// we only do the scale bit if we can do an axis aligned
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// scale; otherwise we scale (if necessary) after
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// rendering with cairo. Note that if we're doing alpha recovery,
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// we cannot do a full complex transform with win32 (I mean, we could, but
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// it would require more code that's not here.)
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if (mTransformType == TRANSLATION_ONLY || !(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE)) {
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mScale = gfxSize(1.0, 1.0);
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// Add 1 to the surface size; it's guaranteed to not be incorrect,
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// and it fixes bug 382458
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// There's probably a better fix, but I haven't figured out
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// the root cause of the problem.
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mTempSurfaceSize =
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IntSize((int32_t) ceil(mNativeRect.Width() + 1),
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(int32_t) ceil(mNativeRect.Height() + 1));
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} else {
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// figure out the scale factors
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mScale = m.ScaleFactors(true);
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mWorldTransform.eM11 = (FLOAT) mScale.width;
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mWorldTransform.eM12 = 0.0f;
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mWorldTransform.eM21 = 0.0f;
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mWorldTransform.eM22 = (FLOAT) mScale.height;
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mWorldTransform.eDx = 0.0f;
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mWorldTransform.eDy = 0.0f;
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// See comment above about "+1"
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mTempSurfaceSize =
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IntSize((int32_t) ceil(mNativeRect.Width() * mScale.width + 1),
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(int32_t) ceil(mNativeRect.Height() * mScale.height + 1));
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}
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}
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}
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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// we can just do native drawing directly to the context's surface
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// do we need to use SetWorldTransform?
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if (mTransformType != TRANSLATION_ONLY) {
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SetGraphicsMode(mDC, GM_ADVANCED);
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GetWorldTransform(mDC, &mOldWorldTransform);
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SetWorldTransform(mDC, &mWorldTransform);
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}
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GetViewportOrgEx(mDC, &mOrigViewportOrigin);
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SetViewportOrgEx(mDC,
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mOrigViewportOrigin.x + (int)mDeviceOffset.x,
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mOrigViewportOrigin.y + (int)mDeviceOffset.y,
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nullptr);
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return mDC;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK ||
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mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE)
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{
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// we're going to use mWinSurface to create our temporary surface here
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// get us a RGB24 DIB; DIB is important, because
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// we can later call GetImageSurface on it.
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mWinSurface = new gfxWindowsSurface(mTempSurfaceSize);
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mDC = mWinSurface->GetDC();
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RECT r = { 0, 0, mTempSurfaceSize.width, mTempSurfaceSize.height };
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if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK)
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FillRect(mDC, &r, (HBRUSH)GetStockObject(BLACK_BRUSH));
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else
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FillRect(mDC, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
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if ((mTransformType != TRANSLATION_ONLY) &&
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(mNativeDrawFlags & CAN_AXIS_ALIGNED_SCALE))
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{
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SetGraphicsMode(mDC, GM_ADVANCED);
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SetWorldTransform(mDC, &mWorldTransform);
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}
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return mDC;
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} else {
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NS_ERROR("Bogus render state!");
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return nullptr;
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}
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}
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bool
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gfxWindowsNativeDrawing::ShouldRenderAgain()
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{
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switch (mRenderState) {
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case RENDER_STATE_NATIVE_DRAWING_DONE:
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return false;
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case RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE:
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE;
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return true;
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case RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE:
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return false;
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default:
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::ShouldRenderAgain");
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break;
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}
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return false;
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}
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void
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gfxWindowsNativeDrawing::EndNativeDrawing()
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{
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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// we drew directly to the HDC in the context; undo our changes
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SetViewportOrgEx(mDC, mOrigViewportOrigin.x, mOrigViewportOrigin.y, nullptr);
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if (mTransformType != TRANSLATION_ONLY)
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SetWorldTransform(mDC, &mOldWorldTransform);
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mWinSurface->MarkDirty();
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mRenderState = RENDER_STATE_NATIVE_DRAWING_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_BLACK) {
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mBlackSurface = mWinSurface;
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mWinSurface = nullptr;
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_BLACK_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE) {
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mWhiteSurface = mWinSurface;
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mWinSurface = nullptr;
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mRenderState = RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE;
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} else {
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::EndNativeDrawing");
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}
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}
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void
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gfxWindowsNativeDrawing::PaintToContext()
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{
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING_DONE) {
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// nothing to do, it already went to the context
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mRenderState = RENDER_STATE_DONE;
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} else if (mRenderState == RENDER_STATE_ALPHA_RECOVERY_WHITE_DONE) {
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RefPtr<gfxImageSurface> black = mBlackSurface->GetAsImageSurface();
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RefPtr<gfxImageSurface> white = mWhiteSurface->GetAsImageSurface();
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if (!gfxAlphaRecovery::RecoverAlpha(black, white)) {
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NS_ERROR("Alpha recovery failure");
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return;
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}
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RefPtr<DataSourceSurface> source =
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Factory::CreateWrappingDataSourceSurface(black->Data(),
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black->Stride(),
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black->GetSize(),
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SurfaceFormat::B8G8R8A8);
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{
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DrawTarget* dt = mContext->GetDrawTarget();
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AutoRestoreTransform autoRestoreTransform(dt);
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Matrix newTransform = dt->GetTransform();
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newTransform.PreTranslate(ToPoint(mNativeRect.TopLeft()));
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dt->SetTransform(newTransform);
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Rect rect(Point(0.0, 0.0), ToSize(mNativeRect.Size()));
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Matrix m = Matrix::Scaling(1.0 / mScale.width, 1.0 / mScale.height);
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Filter filter = (mNativeDrawFlags & DO_NEAREST_NEIGHBOR_FILTERING)
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? Filter::LINEAR
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: Filter::GOOD;
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SurfacePattern pat(source, ExtendMode::CLAMP, m, filter);
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dt->FillRect(rect, pat);
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}
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mRenderState = RENDER_STATE_DONE;
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} else {
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NS_ERROR("Invalid RenderState in gfxWindowsNativeDrawing::PaintToContext");
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}
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}
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void
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gfxWindowsNativeDrawing::TransformToNativeRect(const gfxRect& r,
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RECT& rout)
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{
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/* If we're doing native drawing, then we're still in the coordinate space
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* of the context; otherwise, we're in our own little world,
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* relative to the passed-in nativeRect.
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*/
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gfxRect roundedRect(r);
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if (mRenderState == RENDER_STATE_NATIVE_DRAWING) {
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if (mTransformType == TRANSLATION_ONLY) {
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roundedRect.MoveBy(mTranslation);
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}
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} else {
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roundedRect.MoveBy(-mNativeRect.TopLeft());
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}
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roundedRect.Round();
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rout.left = LONG(roundedRect.X());
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rout.right = LONG(roundedRect.XMost());
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rout.top = LONG(roundedRect.Y());
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rout.bottom = LONG(roundedRect.YMost());
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}
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