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dexed/JuceLibraryCode/modules/juce_graphics/native/juce_win32_Direct2DGraphics...

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11 years ago
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE 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 General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
class Direct2DLowLevelGraphicsContext : public LowLevelGraphicsContext
{
public:
Direct2DLowLevelGraphicsContext (HWND hwnd_)
: hwnd (hwnd_),
currentState (nullptr)
{
RECT windowRect;
GetClientRect (hwnd, &windowRect);
D2D1_SIZE_U size = { windowRect.right - windowRect.left, windowRect.bottom - windowRect.top };
bounds.setSize (size.width, size.height);
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties();
D2D1_HWND_RENDER_TARGET_PROPERTIES propsHwnd = D2D1::HwndRenderTargetProperties (hwnd, size);
const Direct2DFactories& factories = Direct2DFactories::getInstance();
if (factories.d2dFactory != nullptr)
{
HRESULT hr = factories.d2dFactory->CreateHwndRenderTarget (props, propsHwnd, renderingTarget.resetAndGetPointerAddress());
jassert (SUCCEEDED (hr)); (void) hr;
hr = renderingTarget->CreateSolidColorBrush (D2D1::ColorF::ColorF (0.0f, 0.0f, 0.0f, 1.0f), colourBrush.resetAndGetPointerAddress());
}
}
~Direct2DLowLevelGraphicsContext()
{
states.clear();
}
void resized()
{
RECT windowRect;
GetClientRect (hwnd, &windowRect);
D2D1_SIZE_U size = { windowRect.right - windowRect.left, windowRect.bottom - windowRect.top };
renderingTarget->Resize (size);
bounds.setSize (size.width, size.height);
}
void clear()
{
renderingTarget->Clear (D2D1::ColorF (D2D1::ColorF::White, 0.0f)); // xxx why white and not black?
}
void start()
{
renderingTarget->BeginDraw();
saveState();
}
void end()
{
states.clear();
currentState = 0;
renderingTarget->EndDraw();
renderingTarget->CheckWindowState();
}
bool isVectorDevice() const { return false; }
void setOrigin (Point<int> o)
{
addTransform (AffineTransform::translation ((float) o.x, (float) o.y));
}
void addTransform (const AffineTransform& transform)
{
currentState->transform = transform.followedBy (currentState->transform);
}
float getPhysicalPixelScaleFactor()
{
return currentState->transform.getScaleFactor();
}
bool clipToRectangle (const Rectangle<int>& r)
{
currentState->clipToRectangle (r);
return ! isClipEmpty();
}
bool clipToRectangleList (const RectangleList<int>& clipRegion)
{
currentState->clipToRectList (rectListToPathGeometry (clipRegion));
return ! isClipEmpty();
}
void excludeClipRectangle (const Rectangle<int>&)
{
//xxx
}
void clipToPath (const Path& path, const AffineTransform& transform)
{
currentState->clipToPath (pathToPathGeometry (path, transform));
}
void clipToImageAlpha (const Image& sourceImage, const AffineTransform& transform)
{
currentState->clipToImage (sourceImage, transform);
}
bool clipRegionIntersects (const Rectangle<int>& r)
{
return currentState->clipRect.intersects (r.toFloat().transformed (currentState->transform).getSmallestIntegerContainer());
}
Rectangle<int> getClipBounds() const
{
// xxx could this take into account complex clip regions?
return currentState->clipRect.toFloat().transformed (currentState->transform.inverted()).getSmallestIntegerContainer();
}
bool isClipEmpty() const
{
return currentState->clipRect.isEmpty();
}
void saveState()
{
states.add (new SavedState (*this));
currentState = states.getLast();
}
void restoreState()
{
jassert (states.size() > 1) //you should never pop the last state!
states.removeLast (1);
currentState = states.getLast();
}
void beginTransparencyLayer (float /*opacity*/)
{
jassertfalse; //xxx todo
}
void endTransparencyLayer()
{
jassertfalse; //xxx todo
}
void setFill (const FillType& fillType)
{
currentState->setFill (fillType);
}
void setOpacity (float newOpacity)
{
currentState->setOpacity (newOpacity);
}
void setInterpolationQuality (Graphics::ResamplingQuality /*quality*/)
{
}
void fillRect (const Rectangle<int>& r, bool /*replaceExistingContents*/)
{
fillRect (r.toFloat());
}
void fillRect (const Rectangle<float>& r)
{
renderingTarget->SetTransform (transformToMatrix (currentState->transform));
currentState->createBrush();
renderingTarget->FillRectangle (rectangleToRectF (r), currentState->currentBrush);
renderingTarget->SetTransform (D2D1::IdentityMatrix());
}
void fillRectList (const RectangleList<float>& list)
{
for (const Rectangle<float>* r = list.begin(), * const e = list.end(); r != e; ++r)
fillRect (*r);
}
void fillPath (const Path& p, const AffineTransform& transform)
{
currentState->createBrush();
ComSmartPtr <ID2D1Geometry> geometry (pathToPathGeometry (p, transform.followedBy (currentState->transform)));
if (renderingTarget != nullptr)
renderingTarget->FillGeometry (geometry, currentState->currentBrush);
}
void drawImage (const Image& image, const AffineTransform& transform)
{
renderingTarget->SetTransform (transformToMatrix (transform.followedBy (currentState->transform)));
D2D1_SIZE_U size;
size.width = image.getWidth();
size.height = image.getHeight();
D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties();
Image img (image.convertedToFormat (Image::ARGB));
Image::BitmapData bd (img, Image::BitmapData::readOnly);
bp.pixelFormat = renderingTarget->GetPixelFormat();
bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
{
ComSmartPtr <ID2D1Bitmap> tempBitmap;
renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, tempBitmap.resetAndGetPointerAddress());
if (tempBitmap != nullptr)
renderingTarget->DrawBitmap (tempBitmap);
}
renderingTarget->SetTransform (D2D1::IdentityMatrix());
}
void drawLine (const Line <float>& line)
{
// xxx doesn't seem to be correctly aligned, may need nudging by 0.5 to match the software renderer's behaviour
renderingTarget->SetTransform (transformToMatrix (currentState->transform));
currentState->createBrush();
renderingTarget->DrawLine (D2D1::Point2F (line.getStartX(), line.getStartY()),
D2D1::Point2F (line.getEndX(), line.getEndY()),
currentState->currentBrush);
renderingTarget->SetTransform (D2D1::IdentityMatrix());
}
void setFont (const Font& newFont)
{
currentState->setFont (newFont);
}
const Font& getFont()
{
return currentState->font;
}
void drawGlyph (int glyphNumber, const AffineTransform& transform)
{
currentState->createBrush();
currentState->createFont();
float hScale = currentState->font.getHorizontalScale();
renderingTarget->SetTransform (transformToMatrix (AffineTransform::scale (hScale, 1.0f)
.followedBy (transform)
.followedBy (currentState->transform)));
const UINT16 glyphIndices = (UINT16) glyphNumber;
const FLOAT glyphAdvances = 0;
DWRITE_GLYPH_OFFSET offset;
offset.advanceOffset = 0;
offset.ascenderOffset = 0;
DWRITE_GLYPH_RUN glyphRun;
glyphRun.fontFace = currentState->currentFontFace;
glyphRun.fontEmSize = (FLOAT) (currentState->font.getHeight() * currentState->fontHeightToEmSizeFactor);
glyphRun.glyphCount = 1;
glyphRun.glyphIndices = &glyphIndices;
glyphRun.glyphAdvances = &glyphAdvances;
glyphRun.glyphOffsets = &offset;
glyphRun.isSideways = FALSE;
glyphRun.bidiLevel = 0;
renderingTarget->DrawGlyphRun (D2D1::Point2F (0, 0), &glyphRun, currentState->currentBrush);
renderingTarget->SetTransform (D2D1::IdentityMatrix());
}
bool drawTextLayout (const AttributedString& text, const Rectangle<float>& area)
{
renderingTarget->SetTransform (transformToMatrix (currentState->transform));
const Direct2DFactories& factories = Direct2DFactories::getInstance();
DirectWriteTypeLayout::drawToD2DContext (text, area, renderingTarget, factories.directWriteFactory,
factories.d2dFactory, factories.systemFonts);
renderingTarget->SetTransform (D2D1::IdentityMatrix());
return true;
}
//==============================================================================
class SavedState
{
public:
SavedState (Direct2DLowLevelGraphicsContext& owner_)
: owner (owner_), currentBrush (0),
fontHeightToEmSizeFactor (1.0f), currentFontFace (0),
clipsRect (false), shouldClipRect (false),
clipsRectList (false), shouldClipRectList (false),
clipsComplex (false), shouldClipComplex (false),
clipsBitmap (false), shouldClipBitmap (false)
{
if (owner.currentState != nullptr)
{
// xxx seems like a very slow way to create one of these, and this is a performance
// bottleneck.. Can the same internal objects be shared by multiple state objects, maybe using copy-on-write?
setFill (owner.currentState->fillType);
currentBrush = owner.currentState->currentBrush;
clipRect = owner.currentState->clipRect;
transform = owner.currentState->transform;
font = owner.currentState->font;
currentFontFace = owner.currentState->currentFontFace;
}
else
{
const D2D1_SIZE_U size (owner.renderingTarget->GetPixelSize());
clipRect.setSize (size.width, size.height);
setFill (FillType (Colours::black));
}
}
~SavedState()
{
clearClip();
clearFont();
clearFill();
clearPathClip();
clearImageClip();
complexClipLayer = 0;
bitmapMaskLayer = 0;
}
void clearClip()
{
popClips();
shouldClipRect = false;
}
void clipToRectangle (const Rectangle<int>& r)
{
clearClip();
clipRect = r.toFloat().transformed (transform).getSmallestIntegerContainer();
shouldClipRect = true;
pushClips();
}
void clearPathClip()
{
popClips();
if (shouldClipComplex)
{
complexClipGeometry = 0;
shouldClipComplex = false;
}
}
void clipToPath (ID2D1Geometry* geometry)
{
clearPathClip();
if (complexClipLayer == 0)
owner.renderingTarget->CreateLayer (complexClipLayer.resetAndGetPointerAddress());
complexClipGeometry = geometry;
shouldClipComplex = true;
pushClips();
}
void clearRectListClip()
{
popClips();
if (shouldClipRectList)
{
rectListGeometry = 0;
shouldClipRectList = false;
}
}
void clipToRectList (ID2D1Geometry* geometry)
{
clearRectListClip();
if (rectListLayer == 0)
owner.renderingTarget->CreateLayer (rectListLayer.resetAndGetPointerAddress());
rectListGeometry = geometry;
shouldClipRectList = true;
pushClips();
}
void clearImageClip()
{
popClips();
if (shouldClipBitmap)
{
maskBitmap = 0;
bitmapMaskBrush = 0;
shouldClipBitmap = false;
}
}
void clipToImage (const Image& image, const AffineTransform& transform)
{
clearImageClip();
if (bitmapMaskLayer == 0)
owner.renderingTarget->CreateLayer (bitmapMaskLayer.resetAndGetPointerAddress());
D2D1_BRUSH_PROPERTIES brushProps;
brushProps.opacity = 1;
brushProps.transform = transformToMatrix (transform);
D2D1_BITMAP_BRUSH_PROPERTIES bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP, D2D1_EXTEND_MODE_WRAP);
D2D1_SIZE_U size;
size.width = image.getWidth();
size.height = image.getHeight();
D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties();
maskImage = image.convertedToFormat (Image::ARGB);
Image::BitmapData bd (this->image, Image::BitmapData::readOnly); // xxx should be maskImage?
bp.pixelFormat = owner.renderingTarget->GetPixelFormat();
bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
HRESULT hr = owner.renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, maskBitmap.resetAndGetPointerAddress());
hr = owner.renderingTarget->CreateBitmapBrush (maskBitmap, bmProps, brushProps, bitmapMaskBrush.resetAndGetPointerAddress());
imageMaskLayerParams = D2D1::LayerParameters();
imageMaskLayerParams.opacityBrush = bitmapMaskBrush;
shouldClipBitmap = true;
pushClips();
}
void popClips()
{
if (clipsBitmap)
{
owner.renderingTarget->PopLayer();
clipsBitmap = false;
}
if (clipsComplex)
{
owner.renderingTarget->PopLayer();
clipsComplex = false;
}
if (clipsRectList)
{
owner.renderingTarget->PopLayer();
clipsRectList = false;
}
if (clipsRect)
{
owner.renderingTarget->PopAxisAlignedClip();
clipsRect = false;
}
}
void pushClips()
{
if (shouldClipRect && ! clipsRect)
{
owner.renderingTarget->PushAxisAlignedClip (rectangleToRectF (clipRect), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
clipsRect = true;
}
if (shouldClipRectList && ! clipsRectList)
{
D2D1_LAYER_PARAMETERS layerParams = D2D1::LayerParameters();
rectListGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds);
layerParams.geometricMask = rectListGeometry;
owner.renderingTarget->PushLayer (layerParams, rectListLayer);
clipsRectList = true;
}
if (shouldClipComplex && ! clipsComplex)
{
D2D1_LAYER_PARAMETERS layerParams = D2D1::LayerParameters();
complexClipGeometry->GetBounds (D2D1::IdentityMatrix(), &layerParams.contentBounds);
layerParams.geometricMask = complexClipGeometry;
owner.renderingTarget->PushLayer (layerParams, complexClipLayer);
clipsComplex = true;
}
if (shouldClipBitmap && ! clipsBitmap)
{
owner.renderingTarget->PushLayer (imageMaskLayerParams, bitmapMaskLayer);
clipsBitmap = true;
}
}
void setFill (const FillType& newFillType)
{
if (fillType != newFillType)
{
fillType = newFillType;
clearFill();
}
}
void clearFont()
{
currentFontFace = localFontFace = 0;
}
void setFont (const Font& newFont)
{
if (font != newFont)
{
font = newFont;
clearFont();
}
}
void createFont()
{
if (currentFontFace == nullptr)
{
WindowsDirectWriteTypeface* typeface = dynamic_cast<WindowsDirectWriteTypeface*> (font.getTypeface());
currentFontFace = typeface->getIDWriteFontFace();
fontHeightToEmSizeFactor = typeface->unitsToHeightScaleFactor();
}
}
void setOpacity (float newOpacity)
{
fillType.setOpacity (newOpacity);
if (currentBrush != nullptr)
currentBrush->SetOpacity (newOpacity);
}
void clearFill()
{
gradientStops = 0;
linearGradient = 0;
radialGradient = 0;
bitmap = 0;
bitmapBrush = 0;
currentBrush = 0;
}
void createBrush()
{
if (currentBrush == 0)
{
if (fillType.isColour())
{
D2D1_COLOR_F colour = colourToD2D (fillType.colour);
owner.colourBrush->SetColor (colour);
currentBrush = owner.colourBrush;
}
else if (fillType.isTiledImage())
{
D2D1_BRUSH_PROPERTIES brushProps;
brushProps.opacity = fillType.getOpacity();
brushProps.transform = transformToMatrix (fillType.transform);
D2D1_BITMAP_BRUSH_PROPERTIES bmProps = D2D1::BitmapBrushProperties (D2D1_EXTEND_MODE_WRAP,D2D1_EXTEND_MODE_WRAP);
image = fillType.image;
D2D1_SIZE_U size;
size.width = image.getWidth();
size.height = image.getHeight();
D2D1_BITMAP_PROPERTIES bp = D2D1::BitmapProperties();
this->image = image.convertedToFormat (Image::ARGB);
Image::BitmapData bd (this->image, Image::BitmapData::readOnly);
bp.pixelFormat = owner.renderingTarget->GetPixelFormat();
bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
HRESULT hr = owner.renderingTarget->CreateBitmap (size, bd.data, bd.lineStride, bp, bitmap.resetAndGetPointerAddress());
hr = owner.renderingTarget->CreateBitmapBrush (bitmap, bmProps, brushProps, bitmapBrush.resetAndGetPointerAddress());
currentBrush = bitmapBrush;
}
else if (fillType.isGradient())
{
gradientStops = 0;
D2D1_BRUSH_PROPERTIES brushProps;
brushProps.opacity = fillType.getOpacity();
brushProps.transform = transformToMatrix (fillType.transform.followedBy (transform));
const int numColors = fillType.gradient->getNumColours();
HeapBlock<D2D1_GRADIENT_STOP> stops (numColors);
for (int i = fillType.gradient->getNumColours(); --i >= 0;)
{
stops[i].color = colourToD2D (fillType.gradient->getColour(i));
stops[i].position = (FLOAT) fillType.gradient->getColourPosition(i);
}
owner.renderingTarget->CreateGradientStopCollection (stops.getData(), numColors, gradientStops.resetAndGetPointerAddress());
if (fillType.gradient->isRadial)
{
radialGradient = 0;
const Point<float> p1 = fillType.gradient->point1;
const Point<float> p2 = fillType.gradient->point2;
float r = p1.getDistanceFrom (p2);
D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
D2D1::RadialGradientBrushProperties (D2D1::Point2F (p1.x, p1.y),
D2D1::Point2F (0, 0),
r, r);
owner.renderingTarget->CreateRadialGradientBrush (props, brushProps, gradientStops, radialGradient.resetAndGetPointerAddress());
currentBrush = radialGradient;
}
else
{
linearGradient = 0;
const Point<float> p1 = fillType.gradient->point1;
const Point<float> p2 = fillType.gradient->point2;
D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props =
D2D1::LinearGradientBrushProperties (D2D1::Point2F (p1.x, p1.y),
D2D1::Point2F (p2.x, p2.y));
owner.renderingTarget->CreateLinearGradientBrush (props, brushProps, gradientStops, linearGradient.resetAndGetPointerAddress());
currentBrush = linearGradient;
}
}
}
}
//==============================================================================
//xxx most of these members should probably be private...
Direct2DLowLevelGraphicsContext& owner;
AffineTransform transform;
Font font;
float fontHeightToEmSizeFactor;
IDWriteFontFace* currentFontFace;
ComSmartPtr <IDWriteFontFace> localFontFace;
FillType fillType;
Image image;
ComSmartPtr <ID2D1Bitmap> bitmap; // xxx needs a better name - what is this for??
Rectangle<int> clipRect;
bool clipsRect, shouldClipRect;
ComSmartPtr <ID2D1Geometry> complexClipGeometry;
D2D1_LAYER_PARAMETERS complexClipLayerParams;
ComSmartPtr <ID2D1Layer> complexClipLayer;
bool clipsComplex, shouldClipComplex;
ComSmartPtr <ID2D1Geometry> rectListGeometry;
D2D1_LAYER_PARAMETERS rectListLayerParams;
ComSmartPtr <ID2D1Layer> rectListLayer;
bool clipsRectList, shouldClipRectList;
Image maskImage;
D2D1_LAYER_PARAMETERS imageMaskLayerParams;
ComSmartPtr <ID2D1Layer> bitmapMaskLayer;
ComSmartPtr <ID2D1Bitmap> maskBitmap;
ComSmartPtr <ID2D1BitmapBrush> bitmapMaskBrush;
bool clipsBitmap, shouldClipBitmap;
ID2D1Brush* currentBrush;
ComSmartPtr <ID2D1BitmapBrush> bitmapBrush;
ComSmartPtr <ID2D1LinearGradientBrush> linearGradient;
ComSmartPtr <ID2D1RadialGradientBrush> radialGradient;
ComSmartPtr <ID2D1GradientStopCollection> gradientStops;
private:
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState)
};
//==============================================================================
private:
HWND hwnd;
ComSmartPtr <ID2D1HwndRenderTarget> renderingTarget;
ComSmartPtr <ID2D1SolidColorBrush> colourBrush;
Rectangle<int> bounds;
SavedState* currentState;
OwnedArray<SavedState> states;
//==============================================================================
template <typename Type>
static D2D1_RECT_F rectangleToRectF (const Rectangle<Type>& r)
{
return D2D1::RectF ((float) r.getX(), (float) r.getY(), (float) r.getRight(), (float) r.getBottom());
}
static D2D1_COLOR_F colourToD2D (Colour c)
{
return D2D1::ColorF::ColorF (c.getFloatRed(), c.getFloatGreen(), c.getFloatBlue(), c.getFloatAlpha());
}
static D2D1_POINT_2F pointTransformed (int x, int y, const AffineTransform& transform)
{
transform.transformPoint (x, y);
return D2D1::Point2F ((FLOAT) x, (FLOAT) y);
}
static void rectToGeometrySink (const Rectangle<int>& rect, ID2D1GeometrySink* sink)
{
sink->BeginFigure (pointTransformed (rect.getX(), rect.getY()), D2D1_FIGURE_BEGIN_FILLED);
sink->AddLine (pointTransformed (rect.getRight(), rect.getY()));
sink->AddLine (pointTransformed (rect.getRight(), rect.getBottom()));
sink->AddLine (pointTransformed (rect.getX(), rect.getBottom()));
sink->EndFigure (D2D1_FIGURE_END_CLOSED);
}
static ID2D1PathGeometry* rectListToPathGeometry (const RectangleList<int>& clipRegion)
{
ID2D1PathGeometry* p = nullptr;
Direct2DFactories::getInstance().d2dFactory->CreatePathGeometry (&p);
ComSmartPtr <ID2D1GeometrySink> sink;
HRESULT hr = p->Open (sink.resetAndGetPointerAddress()); // xxx handle error
sink->SetFillMode (D2D1_FILL_MODE_WINDING);
for (int i = clipRegion.getNumRectangles(); --i >= 0;)
rectToGeometrySink (clipRegion.getRectangle(i), sink);
hr = sink->Close();
return p;
}
static void pathToGeometrySink (const Path& path, ID2D1GeometrySink* sink, const AffineTransform& transform)
{
Path::Iterator it (path);
while (it.next())
{
switch (it.elementType)
{
case Path::Iterator::cubicTo:
{
D2D1_BEZIER_SEGMENT seg;
transform.transformPoint (it.x1, it.y1);
seg.point1 = D2D1::Point2F (it.x1, it.y1);
transform.transformPoint (it.x2, it.y2);
seg.point2 = D2D1::Point2F (it.x2, it.y2);
transform.transformPoint(it.x3, it.y3);
seg.point3 = D2D1::Point2F (it.x3, it.y3);
sink->AddBezier (seg);
break;
}
case Path::Iterator::lineTo:
{
transform.transformPoint (it.x1, it.y1);
sink->AddLine (D2D1::Point2F (it.x1, it.y1));
break;
}
case Path::Iterator::quadraticTo:
{
D2D1_QUADRATIC_BEZIER_SEGMENT seg;
transform.transformPoint (it.x1, it.y1);
seg.point1 = D2D1::Point2F (it.x1, it.y1);
transform.transformPoint (it.x2, it.y2);
seg.point2 = D2D1::Point2F (it.x2, it.y2);
sink->AddQuadraticBezier (seg);
break;
}
case Path::Iterator::closePath:
{
sink->EndFigure (D2D1_FIGURE_END_CLOSED);
break;
}
case Path::Iterator::startNewSubPath:
{
transform.transformPoint (it.x1, it.y1);
sink->BeginFigure (D2D1::Point2F (it.x1, it.y1), D2D1_FIGURE_BEGIN_FILLED);
break;
}
}
}
}
static ID2D1PathGeometry* pathToPathGeometry (const Path& path, const AffineTransform& transform)
{
ID2D1PathGeometry* p = nullptr;
Direct2DFactories::getInstance().d2dFactory->CreatePathGeometry (&p);
ComSmartPtr <ID2D1GeometrySink> sink;
HRESULT hr = p->Open (sink.resetAndGetPointerAddress());
sink->SetFillMode (D2D1_FILL_MODE_WINDING); // xxx need to check Path::isUsingNonZeroWinding()
pathToGeometrySink (path, sink, transform);
hr = sink->Close();
return p;
}
static D2D1::Matrix3x2F transformToMatrix (const AffineTransform& transform)
{
D2D1::Matrix3x2F matrix;
matrix._11 = transform.mat00;
matrix._12 = transform.mat10;
matrix._21 = transform.mat01;
matrix._22 = transform.mat11;
matrix._31 = transform.mat02;
matrix._32 = transform.mat12;
return matrix;
}
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Direct2DLowLevelGraphicsContext)
};