/* * Graphics paths (BeginPath, EndPath etc.) * * Copyright 1997, 1998 Martin Boehme * 1999 Huw D M Davies * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "wine/port.h" #include #include #include #include #if defined(HAVE_FLOAT_H) #include #endif #include "windef.h" #include "winbase.h" #include "wingdi.h" #include "winerror.h" #include "gdi.h" #include "gdi_private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(gdi); /* Notes on the implementation * * The implementation is based on dynamically resizable arrays of points and * flags. I dithered for a bit before deciding on this implementation, and * I had even done a bit of work on a linked list version before switching * to arrays. It's a bit of a tradeoff. When you use linked lists, the * implementation of FlattenPath is easier, because you can rip the * PT_BEZIERTO entries out of the middle of the list and link the * corresponding PT_LINETO entries in. However, when you use arrays, * PathToRegion becomes easier, since you can essentially just pass your array * of points to CreatePolyPolygonRgn. Also, if I'd used linked lists, I would * have had the extra effort of creating a chunk-based allocation scheme * in order to use memory effectively. That's why I finally decided to use * arrays. Note by the way that the array based implementation has the same * linear time complexity that linked lists would have since the arrays grow * exponentially. * * The points are stored in the path in device coordinates. This is * consistent with the way Windows does things (for instance, see the Win32 * SDK documentation for GetPath). * * The word "stroke" appears in several places (e.g. in the flag * GdiPath.newStroke). A stroke consists of a PT_MOVETO followed by one or * more PT_LINETOs or PT_BEZIERTOs, up to, but not including, the next * PT_MOVETO. Note that this is not the same as the definition of a figure; * a figure can contain several strokes. * * I modified the drawing functions (MoveTo, LineTo etc.) to test whether * the path is open and to call the corresponding function in path.c if this * is the case. A more elegant approach would be to modify the function * pointers in the DC_FUNCTIONS structure; however, this would be a lot more * complex. Also, the performance degradation caused by my approach in the * case where no path is open is so small that it cannot be measured. * * Martin Boehme */ /* FIXME: A lot of stuff isn't implemented yet. There is much more to come. */ #define NUM_ENTRIES_INITIAL 16 /* Initial size of points / flags arrays */ #define GROW_FACTOR_NUMER 2 /* Numerator of grow factor for the array */ #define GROW_FACTOR_DENOM 1 /* Denominator of grow factor */ /* A floating point version of the POINT structure */ typedef struct tagFLOAT_POINT { FLOAT x, y; } FLOAT_POINT; static BOOL PATH_PathToRegion(GdiPath *pPath, INT nPolyFillMode, HRGN *pHrgn); static void PATH_EmptyPath(GdiPath *pPath); static BOOL PATH_ReserveEntries(GdiPath *pPath, INT numEntries); static BOOL PATH_DoArcPart(GdiPath *pPath, FLOAT_POINT corners[], double angleStart, double angleEnd, BOOL addMoveTo); static void PATH_ScaleNormalizedPoint(FLOAT_POINT corners[], double x, double y, POINT *pPoint); static void PATH_NormalizePoint(FLOAT_POINT corners[], const FLOAT_POINT *pPoint, double *pX, double *pY); static BOOL PATH_CheckCorners(DC *dc, POINT corners[], INT x1, INT y1, INT x2, INT y2); /* Performs a world-to-viewport transformation on the specified point (which * is in floating point format). */ static inline void WINE_UNUSED INTERNAL_LPTODP_FLOAT(DC *dc, FLOAT_POINT *point) { FLOAT x, y; /* Perform the transformation */ x = point->x; y = point->y; point->x = x * dc->xformWorld2Vport.eM11 + y * dc->xformWorld2Vport.eM21 + dc->xformWorld2Vport.eDx; point->y = x * dc->xformWorld2Vport.eM12 + y * dc->xformWorld2Vport.eM22 + dc->xformWorld2Vport.eDy; } /*********************************************************************** * BeginPath (GDI32.@) */ BOOL WINAPI BeginPath(HDC hdc) { BOOL ret = TRUE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pBeginPath) ret = dc->funcs->pBeginPath(dc->physDev); else { /* If path is already open, do nothing */ if(dc->path.state != PATH_Open) { /* Make sure that path is empty */ PATH_EmptyPath(&dc->path); /* Initialize variables for new path */ dc->path.newStroke=TRUE; dc->path.state=PATH_Open; } } GDI_ReleaseObj( hdc ); return ret; } /*********************************************************************** * EndPath (GDI32.@) */ BOOL WINAPI EndPath(HDC hdc) { BOOL ret = TRUE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pEndPath) ret = dc->funcs->pEndPath(dc->physDev); else { /* Check that path is currently being constructed */ if(dc->path.state!=PATH_Open) { SetLastError(ERROR_CAN_NOT_COMPLETE); ret = FALSE; } /* Set flag to indicate that path is finished */ else dc->path.state=PATH_Closed; } GDI_ReleaseObj( hdc ); return ret; } /****************************************************************************** * AbortPath [GDI32.@] * Closes and discards paths from device context * * NOTES * Check that SetLastError is being called correctly * * PARAMS * hdc [I] Handle to device context * * RETURNS STD */ BOOL WINAPI AbortPath( HDC hdc ) { BOOL ret = TRUE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pAbortPath) ret = dc->funcs->pAbortPath(dc->physDev); else /* Remove all entries from the path */ PATH_EmptyPath( &dc->path ); GDI_ReleaseObj( hdc ); return ret; } /*********************************************************************** * CloseFigure (GDI32.@) * * FIXME: Check that SetLastError is being called correctly */ BOOL WINAPI CloseFigure(HDC hdc) { BOOL ret = TRUE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pCloseFigure) ret = dc->funcs->pCloseFigure(dc->physDev); else { /* Check that path is open */ if(dc->path.state!=PATH_Open) { SetLastError(ERROR_CAN_NOT_COMPLETE); ret = FALSE; } else { /* FIXME: Shouldn't we draw a line to the beginning of the figure? */ /* Set PT_CLOSEFIGURE on the last entry and start a new stroke */ if(dc->path.numEntriesUsed) { dc->path.pFlags[dc->path.numEntriesUsed-1]|=PT_CLOSEFIGURE; dc->path.newStroke=TRUE; } } } GDI_ReleaseObj( hdc ); return ret; } /*********************************************************************** * GetPath (GDI32.@) */ INT WINAPI GetPath(HDC hdc, LPPOINT pPoints, LPBYTE pTypes, INT nSize) { INT ret = -1; GdiPath *pPath; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return -1; pPath = &dc->path; /* Check that path is closed */ if(pPath->state!=PATH_Closed) { SetLastError(ERROR_CAN_NOT_COMPLETE); goto done; } if(nSize==0) ret = pPath->numEntriesUsed; else if(nSizenumEntriesUsed) { SetLastError(ERROR_INVALID_PARAMETER); goto done; } else { memcpy(pPoints, pPath->pPoints, sizeof(POINT)*pPath->numEntriesUsed); memcpy(pTypes, pPath->pFlags, sizeof(BYTE)*pPath->numEntriesUsed); /* Convert the points to logical coordinates */ if(!DPtoLP(hdc, pPoints, pPath->numEntriesUsed)) { /* FIXME: Is this the correct value? */ SetLastError(ERROR_CAN_NOT_COMPLETE); goto done; } else ret = pPath->numEntriesUsed; } done: GDI_ReleaseObj( hdc ); return ret; } /*********************************************************************** * PathToRegion (GDI32.@) * * FIXME * Check that SetLastError is being called correctly * * The documentation does not state this explicitly, but a test under Windows * shows that the region which is returned should be in device coordinates. */ HRGN WINAPI PathToRegion(HDC hdc) { GdiPath *pPath; HRGN hrgnRval = 0; DC *dc = DC_GetDCPtr( hdc ); /* Get pointer to path */ if(!dc) return 0; pPath = &dc->path; /* Check that path is closed */ if(pPath->state!=PATH_Closed) SetLastError(ERROR_CAN_NOT_COMPLETE); else { /* FIXME: Should we empty the path even if conversion failed? */ if(PATH_PathToRegion(pPath, GetPolyFillMode(hdc), &hrgnRval)) PATH_EmptyPath(pPath); else hrgnRval=0; } GDI_ReleaseObj( hdc ); return hrgnRval; } static BOOL PATH_FillPath(DC *dc, GdiPath *pPath) { INT mapMode, graphicsMode; SIZE ptViewportExt, ptWindowExt; POINT ptViewportOrg, ptWindowOrg; XFORM xform; HRGN hrgn; if(dc->funcs->pFillPath) return dc->funcs->pFillPath(dc->physDev); /* Check that path is closed */ if(pPath->state!=PATH_Closed) { SetLastError(ERROR_CAN_NOT_COMPLETE); return FALSE; } /* Construct a region from the path and fill it */ if(PATH_PathToRegion(pPath, dc->polyFillMode, &hrgn)) { /* Since PaintRgn interprets the region as being in logical coordinates * but the points we store for the path are already in device * coordinates, we have to set the mapping mode to MM_TEXT temporarily. * Using SaveDC to save information about the mapping mode / world * transform would be easier but would require more overhead, especially * now that SaveDC saves the current path. */ /* Save the information about the old mapping mode */ mapMode=GetMapMode(dc->hSelf); GetViewportExtEx(dc->hSelf, &ptViewportExt); GetViewportOrgEx(dc->hSelf, &ptViewportOrg); GetWindowExtEx(dc->hSelf, &ptWindowExt); GetWindowOrgEx(dc->hSelf, &ptWindowOrg); /* Save world transform * NB: The Windows documentation on world transforms would lead one to * believe that this has to be done only in GM_ADVANCED; however, my * tests show that resetting the graphics mode to GM_COMPATIBLE does * not reset the world transform. */ GetWorldTransform(dc->hSelf, &xform); /* Set MM_TEXT */ SetMapMode(dc->hSelf, MM_TEXT); SetViewportOrgEx(dc->hSelf, 0, 0, NULL); SetWindowOrgEx(dc->hSelf, 0, 0, NULL); graphicsMode=GetGraphicsMode(dc->hSelf); SetGraphicsMode(dc->hSelf, GM_ADVANCED); ModifyWorldTransform(dc->hSelf, &xform, MWT_IDENTITY); SetGraphicsMode(dc->hSelf, graphicsMode); /* Paint the region */ PaintRgn(dc->hSelf, hrgn); DeleteObject(hrgn); /* Restore the old mapping mode */ SetMapMode(dc->hSelf, mapMode); SetViewportExtEx(dc->hSelf, ptViewportExt.cx, ptViewportExt.cy, NULL); SetViewportOrgEx(dc->hSelf, ptViewportOrg.x, ptViewportOrg.y, NULL); SetWindowExtEx(dc->hSelf, ptWindowExt.cx, ptWindowExt.cy, NULL); SetWindowOrgEx(dc->hSelf, ptWindowOrg.x, ptWindowOrg.y, NULL); /* Go to GM_ADVANCED temporarily to restore the world transform */ graphicsMode=GetGraphicsMode(dc->hSelf); SetGraphicsMode(dc->hSelf, GM_ADVANCED); SetWorldTransform(dc->hSelf, &xform); SetGraphicsMode(dc->hSelf, graphicsMode); return TRUE; } return FALSE; } /*********************************************************************** * FillPath (GDI32.@) * * FIXME * Check that SetLastError is being called correctly */ BOOL WINAPI FillPath(HDC hdc) { DC *dc = DC_GetDCPtr( hdc ); BOOL bRet = FALSE; if(!dc) return FALSE; if(dc->funcs->pFillPath) bRet = dc->funcs->pFillPath(dc->physDev); else { bRet = PATH_FillPath(dc, &dc->path); if(bRet) { /* FIXME: Should the path be emptied even if conversion failed? */ PATH_EmptyPath(&dc->path); } } GDI_ReleaseObj( hdc ); return bRet; } /*********************************************************************** * SelectClipPath (GDI32.@) * FIXME * Check that SetLastError is being called correctly */ BOOL WINAPI SelectClipPath(HDC hdc, INT iMode) { GdiPath *pPath; HRGN hrgnPath; BOOL success = FALSE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pSelectClipPath) success = dc->funcs->pSelectClipPath(dc->physDev, iMode); else { pPath = &dc->path; /* Check that path is closed */ if(pPath->state!=PATH_Closed) SetLastError(ERROR_CAN_NOT_COMPLETE); /* Construct a region from the path */ else if(PATH_PathToRegion(pPath, GetPolyFillMode(hdc), &hrgnPath)) { success = ExtSelectClipRgn( hdc, hrgnPath, iMode ) != ERROR; DeleteObject(hrgnPath); /* Empty the path */ if(success) PATH_EmptyPath(pPath); /* FIXME: Should this function delete the path even if it failed? */ } } GDI_ReleaseObj( hdc ); return success; } /*********************************************************************** * Exported functions */ /* PATH_InitGdiPath * * Initializes the GdiPath structure. */ void PATH_InitGdiPath(GdiPath *pPath) { assert(pPath!=NULL); pPath->state=PATH_Null; pPath->pPoints=NULL; pPath->pFlags=NULL; pPath->numEntriesUsed=0; pPath->numEntriesAllocated=0; } /* PATH_DestroyGdiPath * * Destroys a GdiPath structure (frees the memory in the arrays). */ void PATH_DestroyGdiPath(GdiPath *pPath) { assert(pPath!=NULL); if (pPath->pPoints) HeapFree( GetProcessHeap(), 0, pPath->pPoints ); if (pPath->pFlags) HeapFree( GetProcessHeap(), 0, pPath->pFlags ); } /* PATH_AssignGdiPath * * Copies the GdiPath structure "pPathSrc" to "pPathDest". A deep copy is * performed, i.e. the contents of the pPoints and pFlags arrays are copied, * not just the pointers. Since this means that the arrays in pPathDest may * need to be resized, pPathDest should have been initialized using * PATH_InitGdiPath (in C++, this function would be an assignment operator, * not a copy constructor). * Returns TRUE if successful, else FALSE. */ BOOL PATH_AssignGdiPath(GdiPath *pPathDest, const GdiPath *pPathSrc) { assert(pPathDest!=NULL && pPathSrc!=NULL); /* Make sure destination arrays are big enough */ if(!PATH_ReserveEntries(pPathDest, pPathSrc->numEntriesUsed)) return FALSE; /* Perform the copy operation */ memcpy(pPathDest->pPoints, pPathSrc->pPoints, sizeof(POINT)*pPathSrc->numEntriesUsed); memcpy(pPathDest->pFlags, pPathSrc->pFlags, sizeof(BYTE)*pPathSrc->numEntriesUsed); pPathDest->state=pPathSrc->state; pPathDest->numEntriesUsed=pPathSrc->numEntriesUsed; pPathDest->newStroke=pPathSrc->newStroke; return TRUE; } /* PATH_MoveTo * * Should be called when a MoveTo is performed on a DC that has an * open path. This starts a new stroke. Returns TRUE if successful, else * FALSE. */ BOOL PATH_MoveTo(DC *dc) { GdiPath *pPath = &dc->path; /* Check that path is open */ if(pPath->state!=PATH_Open) /* FIXME: Do we have to call SetLastError? */ return FALSE; /* Start a new stroke */ pPath->newStroke=TRUE; return TRUE; } /* PATH_LineTo * * Should be called when a LineTo is performed on a DC that has an * open path. This adds a PT_LINETO entry to the path (and possibly * a PT_MOVETO entry, if this is the first LineTo in a stroke). * Returns TRUE if successful, else FALSE. */ BOOL PATH_LineTo(DC *dc, INT x, INT y) { GdiPath *pPath = &dc->path; POINT point, pointCurPos; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; /* Convert point to device coordinates */ point.x=x; point.y=y; if(!LPtoDP(dc->hSelf, &point, 1)) return FALSE; /* Add a PT_MOVETO if necessary */ if(pPath->newStroke) { pPath->newStroke=FALSE; pointCurPos.x = dc->CursPosX; pointCurPos.y = dc->CursPosY; if(!LPtoDP(dc->hSelf, &pointCurPos, 1)) return FALSE; if(!PATH_AddEntry(pPath, &pointCurPos, PT_MOVETO)) return FALSE; } /* Add a PT_LINETO entry */ return PATH_AddEntry(pPath, &point, PT_LINETO); } /* PATH_RoundRect * * Should be called when a call to RoundRect is performed on a DC that has * an open path. Returns TRUE if successful, else FALSE. * * FIXME: it adds the same entries to the path as windows does, but there * is an error in the bezier drawing code so that there are small pixel-size * gaps when the resulting path is drawn by StrokePath() */ BOOL PATH_RoundRect(DC *dc, INT x1, INT y1, INT x2, INT y2, INT ell_width, INT ell_height) { GdiPath *pPath = &dc->path; POINT corners[2], pointTemp; FLOAT_POINT ellCorners[2]; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; if(!PATH_CheckCorners(dc,corners,x1,y1,x2,y2)) return FALSE; /* Add points to the roundrect path */ ellCorners[0].x = corners[1].x-ell_width; ellCorners[0].y = corners[0].y; ellCorners[1].x = corners[1].x; ellCorners[1].y = corners[0].y+ell_height; if(!PATH_DoArcPart(pPath, ellCorners, 0, -M_PI_2, TRUE)) return FALSE; pointTemp.x = corners[0].x+ell_width/2; pointTemp.y = corners[0].y; if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO)) return FALSE; ellCorners[0].x = corners[0].x; ellCorners[1].x = corners[0].x+ell_width; if(!PATH_DoArcPart(pPath, ellCorners, -M_PI_2, -M_PI, FALSE)) return FALSE; pointTemp.x = corners[0].x; pointTemp.y = corners[1].y-ell_height/2; if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO)) return FALSE; ellCorners[0].y = corners[1].y-ell_height; ellCorners[1].y = corners[1].y; if(!PATH_DoArcPart(pPath, ellCorners, M_PI, M_PI_2, FALSE)) return FALSE; pointTemp.x = corners[1].x-ell_width/2; pointTemp.y = corners[1].y; if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO)) return FALSE; ellCorners[0].x = corners[1].x-ell_width; ellCorners[1].x = corners[1].x; if(!PATH_DoArcPart(pPath, ellCorners, M_PI_2, 0, FALSE)) return FALSE; /* Close the roundrect figure */ if(!CloseFigure(dc->hSelf)) return FALSE; return TRUE; } /* PATH_Rectangle * * Should be called when a call to Rectangle is performed on a DC that has * an open path. Returns TRUE if successful, else FALSE. */ BOOL PATH_Rectangle(DC *dc, INT x1, INT y1, INT x2, INT y2) { GdiPath *pPath = &dc->path; POINT corners[2], pointTemp; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; if(!PATH_CheckCorners(dc,corners,x1,y1,x2,y2)) return FALSE; /* Close any previous figure */ if(!CloseFigure(dc->hSelf)) { /* The CloseFigure call shouldn't have failed */ assert(FALSE); return FALSE; } /* Add four points to the path */ pointTemp.x=corners[1].x; pointTemp.y=corners[0].y; if(!PATH_AddEntry(pPath, &pointTemp, PT_MOVETO)) return FALSE; if(!PATH_AddEntry(pPath, corners, PT_LINETO)) return FALSE; pointTemp.x=corners[0].x; pointTemp.y=corners[1].y; if(!PATH_AddEntry(pPath, &pointTemp, PT_LINETO)) return FALSE; if(!PATH_AddEntry(pPath, corners+1, PT_LINETO)) return FALSE; /* Close the rectangle figure */ if(!CloseFigure(dc->hSelf)) { /* The CloseFigure call shouldn't have failed */ assert(FALSE); return FALSE; } return TRUE; } /* PATH_Ellipse * * Should be called when a call to Ellipse is performed on a DC that has * an open path. This adds four Bezier splines representing the ellipse * to the path. Returns TRUE if successful, else FALSE. */ BOOL PATH_Ellipse(DC *dc, INT x1, INT y1, INT x2, INT y2) { return( PATH_Arc(dc, x1, y1, x2, y2, x1, (y1+y2)/2, x1, (y1+y2)/2,0) && CloseFigure(dc->hSelf) ); } /* PATH_Arc * * Should be called when a call to Arc is performed on a DC that has * an open path. This adds up to five Bezier splines representing the arc * to the path. When 'lines' is 1, we add 1 extra line to get a chord, * and when 'lines' is 2, we add 2 extra lines to get a pie. * Returns TRUE if successful, else FALSE. */ BOOL PATH_Arc(DC *dc, INT x1, INT y1, INT x2, INT y2, INT xStart, INT yStart, INT xEnd, INT yEnd, INT lines) { GdiPath *pPath = &dc->path; double angleStart, angleEnd, angleStartQuadrant, angleEndQuadrant=0.0; /* Initialize angleEndQuadrant to silence gcc's warning */ double x, y; FLOAT_POINT corners[2], pointStart, pointEnd; POINT centre; BOOL start, end; INT temp; /* FIXME: This function should check for all possible error returns */ /* FIXME: Do we have to respect newStroke? */ /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; /* Check for zero height / width */ /* FIXME: Only in GM_COMPATIBLE? */ if(x1==x2 || y1==y2) return TRUE; /* Convert points to device coordinates */ corners[0].x=(FLOAT)x1; corners[0].y=(FLOAT)y1; corners[1].x=(FLOAT)x2; corners[1].y=(FLOAT)y2; pointStart.x=(FLOAT)xStart; pointStart.y=(FLOAT)yStart; pointEnd.x=(FLOAT)xEnd; pointEnd.y=(FLOAT)yEnd; INTERNAL_LPTODP_FLOAT(dc, corners); INTERNAL_LPTODP_FLOAT(dc, corners+1); INTERNAL_LPTODP_FLOAT(dc, &pointStart); INTERNAL_LPTODP_FLOAT(dc, &pointEnd); /* Make sure first corner is top left and second corner is bottom right */ if(corners[0].x>corners[1].x) { temp=corners[0].x; corners[0].x=corners[1].x; corners[1].x=temp; } if(corners[0].y>corners[1].y) { temp=corners[0].y; corners[0].y=corners[1].y; corners[1].y=temp; } /* Compute start and end angle */ PATH_NormalizePoint(corners, &pointStart, &x, &y); angleStart=atan2(y, x); PATH_NormalizePoint(corners, &pointEnd, &x, &y); angleEnd=atan2(y, x); /* Make sure the end angle is "on the right side" of the start angle */ if(dc->ArcDirection==AD_CLOCKWISE) { if(angleEnd<=angleStart) { angleEnd+=2*M_PI; assert(angleEnd>=angleStart); } } else { if(angleEnd>=angleStart) { angleEnd-=2*M_PI; assert(angleEnd<=angleStart); } } /* In GM_COMPATIBLE, don't include bottom and right edges */ if(dc->GraphicsMode==GM_COMPATIBLE) { corners[1].x--; corners[1].y--; } /* Add the arc to the path with one Bezier spline per quadrant that the * arc spans */ start=TRUE; end=FALSE; do { /* Determine the start and end angles for this quadrant */ if(start) { angleStartQuadrant=angleStart; if(dc->ArcDirection==AD_CLOCKWISE) angleEndQuadrant=(floor(angleStart/M_PI_2)+1.0)*M_PI_2; else angleEndQuadrant=(ceil(angleStart/M_PI_2)-1.0)*M_PI_2; } else { angleStartQuadrant=angleEndQuadrant; if(dc->ArcDirection==AD_CLOCKWISE) angleEndQuadrant+=M_PI_2; else angleEndQuadrant-=M_PI_2; } /* Have we reached the last part of the arc? */ if((dc->ArcDirection==AD_CLOCKWISE && angleEndArcDirection==AD_COUNTERCLOCKWISE && angleEnd>angleEndQuadrant)) { /* Adjust the end angle for this quadrant */ angleEndQuadrant=angleEnd; end=TRUE; } /* Add the Bezier spline to the path */ PATH_DoArcPart(pPath, corners, angleStartQuadrant, angleEndQuadrant, start); start=FALSE; } while(!end); /* chord: close figure. pie: add line and close figure */ if(lines==1) { if(!CloseFigure(dc->hSelf)) return FALSE; } else if(lines==2) { centre.x = (corners[0].x+corners[1].x)/2; centre.y = (corners[0].y+corners[1].y)/2; if(!PATH_AddEntry(pPath, ¢re, PT_LINETO | PT_CLOSEFIGURE)) return FALSE; } return TRUE; } BOOL PATH_PolyBezierTo(DC *dc, const POINT *pts, DWORD cbPoints) { GdiPath *pPath = &dc->path; POINT pt; INT i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; /* Add a PT_MOVETO if necessary */ if(pPath->newStroke) { pPath->newStroke=FALSE; pt.x = dc->CursPosX; pt.y = dc->CursPosY; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; if(!PATH_AddEntry(pPath, &pt, PT_MOVETO)) return FALSE; } for(i = 0; i < cbPoints; i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, PT_BEZIERTO); } return TRUE; } BOOL PATH_PolyBezier(DC *dc, const POINT *pts, DWORD cbPoints) { GdiPath *pPath = &dc->path; POINT pt; INT i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; for(i = 0; i < cbPoints; i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO : PT_BEZIERTO); } return TRUE; } BOOL PATH_Polyline(DC *dc, const POINT *pts, DWORD cbPoints) { GdiPath *pPath = &dc->path; POINT pt; INT i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; for(i = 0; i < cbPoints; i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO : PT_LINETO); } return TRUE; } BOOL PATH_PolylineTo(DC *dc, const POINT *pts, DWORD cbPoints) { GdiPath *pPath = &dc->path; POINT pt; INT i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; /* Add a PT_MOVETO if necessary */ if(pPath->newStroke) { pPath->newStroke=FALSE; pt.x = dc->CursPosX; pt.y = dc->CursPosY; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; if(!PATH_AddEntry(pPath, &pt, PT_MOVETO)) return FALSE; } for(i = 0; i < cbPoints; i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, PT_LINETO); } return TRUE; } BOOL PATH_Polygon(DC *dc, const POINT *pts, DWORD cbPoints) { GdiPath *pPath = &dc->path; POINT pt; INT i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; for(i = 0; i < cbPoints; i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, (i == 0) ? PT_MOVETO : ((i == cbPoints-1) ? PT_LINETO | PT_CLOSEFIGURE : PT_LINETO)); } return TRUE; } BOOL PATH_PolyPolygon( DC *dc, const POINT* pts, const INT* counts, UINT polygons ) { GdiPath *pPath = &dc->path; POINT pt, startpt; INT poly, point, i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; for(i = 0, poly = 0; poly < polygons; poly++) { for(point = 0; point < counts[poly]; point++, i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; if(point == 0) startpt = pt; PATH_AddEntry(pPath, &pt, (point == 0) ? PT_MOVETO : PT_LINETO); } /* win98 adds an extra line to close the figure for some reason */ PATH_AddEntry(pPath, &startpt, PT_LINETO | PT_CLOSEFIGURE); } return TRUE; } BOOL PATH_PolyPolyline( DC *dc, const POINT* pts, const DWORD* counts, DWORD polylines ) { GdiPath *pPath = &dc->path; POINT pt; INT poly, point, i; /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; for(i = 0, poly = 0; poly < polylines; poly++) { for(point = 0; point < counts[poly]; point++, i++) { pt = pts[i]; if(!LPtoDP(dc->hSelf, &pt, 1)) return FALSE; PATH_AddEntry(pPath, &pt, (point == 0) ? PT_MOVETO : PT_LINETO); } } return TRUE; } /*********************************************************************** * Internal functions */ /* PATH_CheckCorners * * Helper function for PATH_RoundRect() and PATH_Rectangle() */ static BOOL PATH_CheckCorners(DC *dc, POINT corners[], INT x1, INT y1, INT x2, INT y2) { INT temp; /* Convert points to device coordinates */ corners[0].x=x1; corners[0].y=y1; corners[1].x=x2; corners[1].y=y2; if(!LPtoDP(dc->hSelf, corners, 2)) return FALSE; /* Make sure first corner is top left and second corner is bottom right */ if(corners[0].x>corners[1].x) { temp=corners[0].x; corners[0].x=corners[1].x; corners[1].x=temp; } if(corners[0].y>corners[1].y) { temp=corners[0].y; corners[0].y=corners[1].y; corners[1].y=temp; } /* In GM_COMPATIBLE, don't include bottom and right edges */ if(dc->GraphicsMode==GM_COMPATIBLE) { corners[1].x--; corners[1].y--; } return TRUE; } /* PATH_AddFlatBezier */ static BOOL PATH_AddFlatBezier(GdiPath *pPath, POINT *pt, BOOL closed) { POINT *pts; INT no, i; pts = GDI_Bezier( pt, 4, &no ); if(!pts) return FALSE; for(i = 1; i < no; i++) PATH_AddEntry(pPath, &pts[i], (i == no-1 && closed) ? PT_LINETO | PT_CLOSEFIGURE : PT_LINETO); HeapFree( GetProcessHeap(), 0, pts ); return TRUE; } /* PATH_FlattenPath * * Replaces Beziers with line segments * */ static BOOL PATH_FlattenPath(GdiPath *pPath) { GdiPath newPath; INT srcpt; memset(&newPath, 0, sizeof(newPath)); newPath.state = PATH_Open; for(srcpt = 0; srcpt < pPath->numEntriesUsed; srcpt++) { switch(pPath->pFlags[srcpt] & ~PT_CLOSEFIGURE) { case PT_MOVETO: case PT_LINETO: PATH_AddEntry(&newPath, &pPath->pPoints[srcpt], pPath->pFlags[srcpt]); break; case PT_BEZIERTO: PATH_AddFlatBezier(&newPath, &pPath->pPoints[srcpt-1], pPath->pFlags[srcpt+2] & PT_CLOSEFIGURE); srcpt += 2; break; } } newPath.state = PATH_Closed; PATH_AssignGdiPath(pPath, &newPath); PATH_DestroyGdiPath(&newPath); return TRUE; } /* PATH_PathToRegion * * Creates a region from the specified path using the specified polygon * filling mode. The path is left unchanged. A handle to the region that * was created is stored in *pHrgn. If successful, TRUE is returned; if an * error occurs, SetLastError is called with the appropriate value and * FALSE is returned. */ static BOOL PATH_PathToRegion(GdiPath *pPath, INT nPolyFillMode, HRGN *pHrgn) { int numStrokes, iStroke, i; INT *pNumPointsInStroke; HRGN hrgn; assert(pPath!=NULL); assert(pHrgn!=NULL); PATH_FlattenPath(pPath); /* FIXME: What happens when number of points is zero? */ /* First pass: Find out how many strokes there are in the path */ /* FIXME: We could eliminate this with some bookkeeping in GdiPath */ numStrokes=0; for(i=0; inumEntriesUsed; i++) if((pPath->pFlags[i] & ~PT_CLOSEFIGURE) == PT_MOVETO) numStrokes++; /* Allocate memory for number-of-points-in-stroke array */ pNumPointsInStroke=(int *)HeapAlloc( GetProcessHeap(), 0, sizeof(int) * numStrokes ); if(!pNumPointsInStroke) { SetLastError(ERROR_NOT_ENOUGH_MEMORY); return FALSE; } /* Second pass: remember number of points in each polygon */ iStroke=-1; /* Will get incremented to 0 at beginning of first stroke */ for(i=0; inumEntriesUsed; i++) { /* Is this the beginning of a new stroke? */ if((pPath->pFlags[i] & ~PT_CLOSEFIGURE) == PT_MOVETO) { iStroke++; pNumPointsInStroke[iStroke]=0; } pNumPointsInStroke[iStroke]++; } /* Create a region from the strokes */ hrgn=CreatePolyPolygonRgn(pPath->pPoints, pNumPointsInStroke, numStrokes, nPolyFillMode); /* Free memory for number-of-points-in-stroke array */ HeapFree( GetProcessHeap(), 0, pNumPointsInStroke ); if(hrgn==NULL) { SetLastError(ERROR_NOT_ENOUGH_MEMORY); return FALSE; } /* Success! */ *pHrgn=hrgn; return TRUE; } /* PATH_EmptyPath * * Removes all entries from the path and sets the path state to PATH_Null. */ static void PATH_EmptyPath(GdiPath *pPath) { assert(pPath!=NULL); pPath->state=PATH_Null; pPath->numEntriesUsed=0; } /* PATH_AddEntry * * Adds an entry to the path. For "flags", pass either PT_MOVETO, PT_LINETO * or PT_BEZIERTO, optionally ORed with PT_CLOSEFIGURE. Returns TRUE if * successful, FALSE otherwise (e.g. if not enough memory was available). */ BOOL PATH_AddEntry(GdiPath *pPath, const POINT *pPoint, BYTE flags) { assert(pPath!=NULL); /* FIXME: If newStroke is true, perhaps we want to check that we're * getting a PT_MOVETO */ TRACE("(%ld,%ld) - %d\n", pPoint->x, pPoint->y, flags); /* Check that path is open */ if(pPath->state!=PATH_Open) return FALSE; /* Reserve enough memory for an extra path entry */ if(!PATH_ReserveEntries(pPath, pPath->numEntriesUsed+1)) return FALSE; /* Store information in path entry */ pPath->pPoints[pPath->numEntriesUsed]=*pPoint; pPath->pFlags[pPath->numEntriesUsed]=flags; /* If this is PT_CLOSEFIGURE, we have to start a new stroke next time */ if((flags & PT_CLOSEFIGURE) == PT_CLOSEFIGURE) pPath->newStroke=TRUE; /* Increment entry count */ pPath->numEntriesUsed++; return TRUE; } /* PATH_ReserveEntries * * Ensures that at least "numEntries" entries (for points and flags) have * been allocated; allocates larger arrays and copies the existing entries * to those arrays, if necessary. Returns TRUE if successful, else FALSE. */ static BOOL PATH_ReserveEntries(GdiPath *pPath, INT numEntries) { INT numEntriesToAllocate; POINT *pPointsNew; BYTE *pFlagsNew; assert(pPath!=NULL); assert(numEntries>=0); /* Do we have to allocate more memory? */ if(numEntries > pPath->numEntriesAllocated) { /* Find number of entries to allocate. We let the size of the array * grow exponentially, since that will guarantee linear time * complexity. */ if(pPath->numEntriesAllocated) { numEntriesToAllocate=pPath->numEntriesAllocated; while(numEntriesToAllocatepPoints) { assert(pPath->pFlags); memcpy(pPointsNew, pPath->pPoints, sizeof(POINT)*pPath->numEntriesUsed); memcpy(pFlagsNew, pPath->pFlags, sizeof(BYTE)*pPath->numEntriesUsed); HeapFree( GetProcessHeap(), 0, pPath->pPoints ); HeapFree( GetProcessHeap(), 0, pPath->pFlags ); } pPath->pPoints=pPointsNew; pPath->pFlags=pFlagsNew; pPath->numEntriesAllocated=numEntriesToAllocate; } return TRUE; } /* PATH_DoArcPart * * Creates a Bezier spline that corresponds to part of an arc and appends the * corresponding points to the path. The start and end angles are passed in * "angleStart" and "angleEnd"; these angles should span a quarter circle * at most. If "addMoveTo" is true, a PT_MOVETO entry for the first control * point is added to the path; otherwise, it is assumed that the current * position is equal to the first control point. */ static BOOL PATH_DoArcPart(GdiPath *pPath, FLOAT_POINT corners[], double angleStart, double angleEnd, BOOL addMoveTo) { double halfAngle, a; double xNorm[4], yNorm[4]; POINT point; int i; assert(fabs(angleEnd-angleStart)<=M_PI_2); /* FIXME: Is there an easier way of computing this? */ /* Compute control points */ halfAngle=(angleEnd-angleStart)/2.0; if(fabs(halfAngle)>1e-8) { a=4.0/3.0*(1-cos(halfAngle))/sin(halfAngle); xNorm[0]=cos(angleStart); yNorm[0]=sin(angleStart); xNorm[1]=xNorm[0] - a*yNorm[0]; yNorm[1]=yNorm[0] + a*xNorm[0]; xNorm[3]=cos(angleEnd); yNorm[3]=sin(angleEnd); xNorm[2]=xNorm[3] + a*yNorm[3]; yNorm[2]=yNorm[3] - a*xNorm[3]; } else for(i=0; i<4; i++) { xNorm[i]=cos(angleStart); yNorm[i]=sin(angleStart); } /* Add starting point to path if desired */ if(addMoveTo) { PATH_ScaleNormalizedPoint(corners, xNorm[0], yNorm[0], &point); if(!PATH_AddEntry(pPath, &point, PT_MOVETO)) return FALSE; } /* Add remaining control points */ for(i=1; i<4; i++) { PATH_ScaleNormalizedPoint(corners, xNorm[i], yNorm[i], &point); if(!PATH_AddEntry(pPath, &point, PT_BEZIERTO)) return FALSE; } return TRUE; } /* PATH_ScaleNormalizedPoint * * Scales a normalized point (x, y) with respect to the box whose corners are * passed in "corners". The point is stored in "*pPoint". The normalized * coordinates (-1.0, -1.0) correspond to corners[0], the coordinates * (1.0, 1.0) correspond to corners[1]. */ static void PATH_ScaleNormalizedPoint(FLOAT_POINT corners[], double x, double y, POINT *pPoint) { pPoint->x=GDI_ROUND( (double)corners[0].x + (double)(corners[1].x-corners[0].x)*0.5*(x+1.0) ); pPoint->y=GDI_ROUND( (double)corners[0].y + (double)(corners[1].y-corners[0].y)*0.5*(y+1.0) ); } /* PATH_NormalizePoint * * Normalizes a point with respect to the box whose corners are passed in * "corners". The normalized coordinates are stored in "*pX" and "*pY". */ static void PATH_NormalizePoint(FLOAT_POINT corners[], const FLOAT_POINT *pPoint, double *pX, double *pY) { *pX=(double)(pPoint->x-corners[0].x)/(double)(corners[1].x-corners[0].x) * 2.0 - 1.0; *pY=(double)(pPoint->y-corners[0].y)/(double)(corners[1].y-corners[0].y) * 2.0 - 1.0; } /******************************************************************* * FlattenPath [GDI32.@] * * */ BOOL WINAPI FlattenPath(HDC hdc) { BOOL ret = FALSE; DC *dc = DC_GetDCPtr( hdc ); if(!dc) return FALSE; if(dc->funcs->pFlattenPath) ret = dc->funcs->pFlattenPath(dc->physDev); else { GdiPath *pPath = &dc->path; if(pPath->state != PATH_Closed) ret = PATH_FlattenPath(pPath); } GDI_ReleaseObj( hdc ); return ret; } static BOOL PATH_StrokePath(DC *dc, GdiPath *pPath) { INT i; POINT ptLastMove = {0,0}; POINT ptViewportOrg, ptWindowOrg; SIZE szViewportExt, szWindowExt; DWORD mapMode, graphicsMode; XFORM xform; BOOL ret = TRUE; if(dc->funcs->pStrokePath) return dc->funcs->pStrokePath(dc->physDev); if(pPath->state != PATH_Closed) return FALSE; /* Save the mapping mode info */ mapMode=GetMapMode(dc->hSelf); GetViewportExtEx(dc->hSelf, &szViewportExt); GetViewportOrgEx(dc->hSelf, &ptViewportOrg); GetWindowExtEx(dc->hSelf, &szWindowExt); GetWindowOrgEx(dc->hSelf, &ptWindowOrg); GetWorldTransform(dc->hSelf, &xform); /* Set MM_TEXT */ SetMapMode(dc->hSelf, MM_TEXT); SetViewportOrgEx(dc->hSelf, 0, 0, NULL); SetWindowOrgEx(dc->hSelf, 0, 0, NULL); graphicsMode=GetGraphicsMode(dc->hSelf); SetGraphicsMode(dc->hSelf, GM_ADVANCED); ModifyWorldTransform(dc->hSelf, &xform, MWT_IDENTITY); SetGraphicsMode(dc->hSelf, graphicsMode); for(i = 0; i < pPath->numEntriesUsed; i++) { switch(pPath->pFlags[i]) { case PT_MOVETO: TRACE("Got PT_MOVETO (%ld, %ld)\n", pPath->pPoints[i].x, pPath->pPoints[i].y); MoveToEx(dc->hSelf, pPath->pPoints[i].x, pPath->pPoints[i].y, NULL); ptLastMove = pPath->pPoints[i]; break; case PT_LINETO: case (PT_LINETO | PT_CLOSEFIGURE): TRACE("Got PT_LINETO (%ld, %ld)\n", pPath->pPoints[i].x, pPath->pPoints[i].y); LineTo(dc->hSelf, pPath->pPoints[i].x, pPath->pPoints[i].y); break; case PT_BEZIERTO: TRACE("Got PT_BEZIERTO\n"); if(pPath->pFlags[i+1] != PT_BEZIERTO || (pPath->pFlags[i+2] & ~PT_CLOSEFIGURE) != PT_BEZIERTO) { ERR("Path didn't contain 3 successive PT_BEZIERTOs\n"); ret = FALSE; goto end; } PolyBezierTo(dc->hSelf, &pPath->pPoints[i], 3); i += 2; break; default: ERR("Got path flag %d\n", (INT)pPath->pFlags[i]); ret = FALSE; goto end; } if(pPath->pFlags[i] & PT_CLOSEFIGURE) LineTo(dc->hSelf, ptLastMove.x, ptLastMove.y); } end: /* Restore the old mapping mode */ SetMapMode(dc->hSelf, mapMode); SetViewportExtEx(dc->hSelf, szViewportExt.cx, szViewportExt.cy, NULL); SetViewportOrgEx(dc->hSelf, ptViewportOrg.x, ptViewportOrg.y, NULL); SetWindowExtEx(dc->hSelf, szWindowExt.cx, szWindowExt.cy, NULL); SetWindowOrgEx(dc->hSelf, ptWindowOrg.x, ptWindowOrg.y, NULL); /* Go to GM_ADVANCED temporarily to restore the world transform */ graphicsMode=GetGraphicsMode(dc->hSelf); SetGraphicsMode(dc->hSelf, GM_ADVANCED); SetWorldTransform(dc->hSelf, &xform); SetGraphicsMode(dc->hSelf, graphicsMode); /* If we've moved the current point then get its new position which will be in device (MM_TEXT) co-ords, convert it to logical co-ords and re-set it. This basically updates dc->CurPosX|Y so that their values are in the correct mapping mode. */ if(i > 0) { POINT pt; GetCurrentPositionEx(dc->hSelf, &pt); DPtoLP(dc->hSelf, &pt, 1); MoveToEx(dc->hSelf, pt.x, pt.y, NULL); } return ret; } /******************************************************************* * StrokeAndFillPath [GDI32.@] * * */ BOOL WINAPI StrokeAndFillPath(HDC hdc) { DC *dc = DC_GetDCPtr( hdc ); BOOL bRet = FALSE; if(!dc) return FALSE; if(dc->funcs->pStrokeAndFillPath) bRet = dc->funcs->pStrokeAndFillPath(dc->physDev); else { bRet = PATH_FillPath(dc, &dc->path); if(bRet) bRet = PATH_StrokePath(dc, &dc->path); if(bRet) PATH_EmptyPath(&dc->path); } GDI_ReleaseObj( hdc ); return bRet; } /******************************************************************* * StrokePath [GDI32.@] * * */ BOOL WINAPI StrokePath(HDC hdc) { DC *dc = DC_GetDCPtr( hdc ); GdiPath *pPath; BOOL bRet = FALSE; TRACE("(%p)\n", hdc); if(!dc) return FALSE; if(dc->funcs->pStrokePath) bRet = dc->funcs->pStrokePath(dc->physDev); else { pPath = &dc->path; bRet = PATH_StrokePath(dc, pPath); PATH_EmptyPath(pPath); } GDI_ReleaseObj( hdc ); return bRet; } /******************************************************************* * WidenPath [GDI32.@] * * */ BOOL WINAPI WidenPath(HDC hdc) { DC *dc = DC_GetDCPtr( hdc ); BOOL ret = FALSE; if(!dc) return FALSE; if(dc->funcs->pWidenPath) ret = dc->funcs->pWidenPath(dc->physDev); FIXME("stub\n"); GDI_ReleaseObj( hdc ); return ret; }