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Brian Smith 1653009fe5 Issue #2051 - Follow-up Part 1: Various fixes for Mac PowerPC support.
This commit gets Mac PowerPC to initialize and shows the menubar.
Hangs in font code before showing the window, but this is progress.
Remove workaround for a GCC structure packing bug, use fixed GCCs.
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=110044
Fix linking altivec code with some compiler versions.
Restore the old "CoreGraphics" GFX backend; SKIA unsupported 10.5.
https://bugzilla.mozilla.org/show_bug.cgi?id=1258751
Similarly restore code to display popups/panels with "CoreGraphics"
https://bugzilla.mozilla.org/show_bug.cgi?id=1274720
2026-01-12 15:51:56 -06:00

369 lines
10 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "PathCG.h"
#include <math.h>
#include "DrawTargetCG.h"
#include "Logging.h"
#include "PathHelpers.h"
#if !defined(MAC_OS_X_VERSION_10_6) || (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_6)
// CGContextCopyPath has existed since 10.2, but was not public until 10.6.
extern "C" CGPathRef CGContextCopyPath(CGContextRef cg);
#endif
namespace mozilla {
namespace gfx {
PathBuilderCG::~PathBuilderCG()
{
CGPathRelease(mCGPath);
}
void
PathBuilderCG::MoveTo(const Point &aPoint)
{
if (!aPoint.IsFinite()) {
return;
}
CGPathMoveToPoint(mCGPath, nullptr, aPoint.x, aPoint.y);
}
void
PathBuilderCG::LineTo(const Point &aPoint)
{
if (!aPoint.IsFinite()) {
return;
}
if (CGPathIsEmpty(mCGPath))
MoveTo(aPoint);
else
CGPathAddLineToPoint(mCGPath, nullptr, aPoint.x, aPoint.y);
}
void
PathBuilderCG::BezierTo(const Point &aCP1,
const Point &aCP2,
const Point &aCP3)
{
if (!aCP1.IsFinite() || !aCP2.IsFinite() || !aCP3.IsFinite()) {
return;
}
if (CGPathIsEmpty(mCGPath))
MoveTo(aCP1);
CGPathAddCurveToPoint(mCGPath, nullptr,
aCP1.x, aCP1.y,
aCP2.x, aCP2.y,
aCP3.x, aCP3.y);
}
void
PathBuilderCG::QuadraticBezierTo(const Point &aCP1,
const Point &aCP2)
{
if (!aCP1.IsFinite() || !aCP2.IsFinite()) {
return;
}
if (CGPathIsEmpty(mCGPath))
MoveTo(aCP1);
CGPathAddQuadCurveToPoint(mCGPath, nullptr,
aCP1.x, aCP1.y,
aCP2.x, aCP2.y);
}
void
PathBuilderCG::Close()
{
if (!CGPathIsEmpty(mCGPath))
CGPathCloseSubpath(mCGPath);
}
void
PathBuilderCG::Arc(const Point &aOrigin, Float aRadius, Float aStartAngle,
Float aEndAngle, bool aAntiClockwise)
{
if (!aOrigin.IsFinite() || !IsFinite(aRadius) ||
!IsFinite(aStartAngle) || !IsFinite(aEndAngle)) {
return;
}
// Disabled for now due to a CG bug when using CGPathAddArc with stroke
// dashing and rotation transforms that are multiples of 90 degrees. See:
// https://bugzilla.mozilla.org/show_bug.cgi?id=949661#c8
#if 0
// Core Graphic's initial coordinate system is y-axis up, whereas Moz2D's is
// y-axis down. Core Graphics therefore considers "clockwise" to mean "sweep
// in the direction of decreasing angle" whereas Moz2D considers it to mean
// "sweep in the direction of increasing angle". In other words if this
// Moz2D method is instructed to sweep anti-clockwise we need to tell
// CGPathAddArc to sweep clockwise, and vice versa. Hence why we pass the
// value of aAntiClockwise directly to CGPathAddArc's "clockwise" bool
// parameter.
CGPathAddArc(mCGPath, nullptr,
aOrigin.x, aOrigin.y,
aRadius,
aStartAngle,
aEndAngle,
aAntiClockwise);
#endif
ArcToBezier(this, aOrigin, Size(aRadius, aRadius), aStartAngle, aEndAngle,
aAntiClockwise);
}
Point
PathBuilderCG::CurrentPoint() const
{
Point ret;
if (!CGPathIsEmpty(mCGPath)) {
CGPoint pt = CGPathGetCurrentPoint(mCGPath);
ret.MoveTo(pt.x, pt.y);
}
return ret;
}
void
PathBuilderCG::EnsureActive(const Point &aPoint)
{
}
already_AddRefed<Path>
PathBuilderCG::Finish()
{
return MakeAndAddRef<PathCG>(mCGPath, mFillRule);
}
already_AddRefed<PathBuilder>
PathCG::CopyToBuilder(FillRule aFillRule) const
{
CGMutablePathRef path = CGPathCreateMutableCopy(mPath);
return MakeAndAddRef<PathBuilderCG>(path, aFillRule);
}
already_AddRefed<PathBuilder>
PathCG::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const
{
// 10.7 adds CGPathCreateMutableCopyByTransformingPath it might be faster than doing
// this by hand
struct TransformApplier {
CGMutablePathRef path;
CGAffineTransform transform;
static void
TranformCGPathApplierFunc(void *vinfo, const CGPathElement *element)
{
TransformApplier *info = reinterpret_cast<TransformApplier*>(vinfo);
switch (element->type) {
case kCGPathElementMoveToPoint:
{
CGPoint pt = element->points[0];
CGPathMoveToPoint(info->path, &info->transform, pt.x, pt.y);
break;
}
case kCGPathElementAddLineToPoint:
{
CGPoint pt = element->points[0];
CGPathAddLineToPoint(info->path, &info->transform, pt.x, pt.y);
break;
}
case kCGPathElementAddQuadCurveToPoint:
{
CGPoint cpt = element->points[0];
CGPoint pt = element->points[1];
CGPathAddQuadCurveToPoint(info->path, &info->transform, cpt.x, cpt.y, pt.x, pt.y);
break;
}
case kCGPathElementAddCurveToPoint:
{
CGPoint cpt1 = element->points[0];
CGPoint cpt2 = element->points[1];
CGPoint pt = element->points[2];
CGPathAddCurveToPoint(info->path, &info->transform, cpt1.x, cpt1.y, cpt2.x, cpt2.y, pt.x, pt.y);
break;
}
case kCGPathElementCloseSubpath:
{
CGPathCloseSubpath(info->path);
break;
}
}
}
};
TransformApplier ta;
ta.path = CGPathCreateMutable();
ta.transform = GfxMatrixToCGAffineTransform(aTransform);
CGPathApply(mPath, &ta, TransformApplier::TranformCGPathApplierFunc);
return MakeAndAddRef<PathBuilderCG>(ta.path, aFillRule);
}
static void
StreamPathToSinkApplierFunc(void *vinfo, const CGPathElement *element)
{
PathSink *sink = reinterpret_cast<PathSink*>(vinfo);
switch (element->type) {
case kCGPathElementMoveToPoint:
{
CGPoint pt = element->points[0];
sink->MoveTo(CGPointToPoint(pt));
break;
}
case kCGPathElementAddLineToPoint:
{
CGPoint pt = element->points[0];
sink->LineTo(CGPointToPoint(pt));
break;
}
case kCGPathElementAddQuadCurveToPoint:
{
CGPoint cpt = element->points[0];
CGPoint pt = element->points[1];
sink->QuadraticBezierTo(CGPointToPoint(cpt),
CGPointToPoint(pt));
break;
}
case kCGPathElementAddCurveToPoint:
{
CGPoint cpt1 = element->points[0];
CGPoint cpt2 = element->points[1];
CGPoint pt = element->points[2];
sink->BezierTo(CGPointToPoint(cpt1),
CGPointToPoint(cpt2),
CGPointToPoint(pt));
break;
}
case kCGPathElementCloseSubpath:
{
sink->Close();
break;
}
}
}
void
PathCG::StreamToSink(PathSink *aSink) const
{
CGPathApply(mPath, aSink, StreamPathToSinkApplierFunc);
}
bool
PathCG::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const
{
Matrix inverse = aTransform;
inverse.Invert();
Point transformedPoint = inverse.TransformPoint(aPoint);
// We could probably drop the input transform and just transform the point at the caller?
CGPoint point = {transformedPoint.x, transformedPoint.y};
// The transform parameter of CGPathContainsPoint doesn't seem to work properly on OS X 10.5
// so we transform aPoint ourselves.
return CGPathContainsPoint(mPath, nullptr, point, mFillRule == FillRule::FILL_EVEN_ODD);
}
static size_t
PutBytesNull(void *info, const void *buffer, size_t count)
{
return count;
}
/* The idea of a scratch context comes from WebKit */
static CGContextRef
CreateScratchContext()
{
CGDataConsumerCallbacks callbacks = {PutBytesNull, nullptr};
CGDataConsumerRef consumer = CGDataConsumerCreate(nullptr, &callbacks);
CGContextRef cg = CGPDFContextCreate(consumer, nullptr, nullptr);
CGDataConsumerRelease(consumer);
return cg;
}
static CGContextRef
ScratchContext()
{
static CGContextRef cg = CreateScratchContext();
return cg;
}
bool
PathCG::StrokeContainsPoint(const StrokeOptions &aStrokeOptions,
const Point &aPoint,
const Matrix &aTransform) const
{
Matrix inverse = aTransform;
inverse.Invert();
Point transformedPoint = inverse.TransformPoint(aPoint);
// We could probably drop the input transform and just transform the point at the caller?
CGPoint point = {transformedPoint.x, transformedPoint.y};
CGContextRef cg = ScratchContext();
CGContextSaveGState(cg);
CGContextBeginPath(cg);
CGContextAddPath(cg, mPath);
SetStrokeOptions(cg, aStrokeOptions);
CGContextReplacePathWithStrokedPath(cg);
CGContextRestoreGState(cg);
CGPathRef sPath = CGContextCopyPath(cg);
bool inStroke = CGPathContainsPoint(sPath, nullptr, point, false);
CGPathRelease(sPath);
return inStroke;
}
//XXX: what should these functions return for an empty path?
// currently they return CGRectNull {inf,inf, 0, 0}
Rect
PathCG::GetBounds(const Matrix &aTransform) const
{
//XXX: are these bounds tight enough
Rect bounds = CGRectToRect(CGPathGetBoundingBox(mPath));
//XXX: currently this returns the bounds of the transformed bounds
// this is strictly looser than the bounds of the transformed path
return aTransform.TransformBounds(bounds);
}
Rect
PathCG::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
const Matrix &aTransform) const
{
// 10.7 has CGPathCreateCopyByStrokingPath which we could use
// instead of this scratch context business
CGContextRef cg = ScratchContext();
CGContextSaveGState(cg);
CGContextBeginPath(cg);
CGContextAddPath(cg, mPath);
SetStrokeOptions(cg, aStrokeOptions);
CGContextReplacePathWithStrokedPath(cg);
Rect bounds = CGRectToRect(CGContextGetPathBoundingBox(cg));
CGContextRestoreGState(cg);
if (!bounds.IsFinite()) {
return Rect();
}
return aTransform.TransformBounds(bounds);
}
} // namespace gfx
} // namespace mozilla