[WIN32K] Sync bezier.c with Wine Staging 1.7.37. CORE-9246

svn path=/trunk/; revision=67957
This commit is contained in:
Amine Khaldi 2015-05-29 20:57:23 +00:00
parent 604dacb5af
commit af907575d7
3 changed files with 129 additions and 139 deletions

View file

@ -331,5 +331,8 @@ secur32 -
reactos/dll/win32/secur32/thunks.c # Synced to WineStaging-1.7.37
reactos/dll/win32/secur32/wrapper.c # Synced to WineStaging-1.7.37
win32k -
win32ss/gdi/ntgdi/bezier.c # Synced to WineStaging-1.7.37
ws2_32 -
reactos/dll/win32/ws2_32/misc/async.c # Synced to Wine-1.5.4

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@ -1,9 +1,6 @@
/*
* COPYRIGHT: GNU GPL, See COPYING in the top level directory
* PROJECT: ReactOS kernel
* COPYRIGHT: GNU LGPL
* PURPOSE: Bezier functions
* FILE: subsys/win32k/objects/bezier.c
* PROGRAMER: Unknown
*/
#include <win32k.h>
@ -11,12 +8,14 @@
#define NDEBUG
#include <debug.h>
/* Based on Wine Staging 1.7.37 - dlls/gdi32/painting.c */
/******************************************************************
*
* *Very* simple bezier drawing code,
*
* It uses a recursive algorithm to divide the curve in a series
* of straight line segements. Not ideal but for me sufficient.
* of straight line segments. Not ideal but sufficient for me.
* If you are in need for something better look for some incremental
* algorithm.
*
@ -24,14 +23,14 @@
*/
/*
* Some macro definitions for bezier drawing.
* some macro definitions for bezier drawing
*
* To avoid trucation errors the coordinates are
* to avoid truncation errors the coordinates are
* shifted upwards. When used in drawing they are
* shifted down again, including correct rounding
* and avoiding floating point arithmatic
* and avoiding floating point arithmetic
* 4 bits should allow 27 bits coordinates which I saw
* somewere in the win32 doc's
* somewhere in the win32 doc's
*
*/
@ -39,20 +38,20 @@
#define BEZIERSHIFTUP(x) ((x)<<BEZIERSHIFTBITS)
#define BEZIERPIXEL BEZIERSHIFTUP(1)
#define BEZIERSHIFTDOWN(x) (((x)+(1<<(BEZIERSHIFTBITS-1)))>>BEZIERSHIFTBITS)
/* Maximum depth of recursion */
/* maximum depth of recursion */
#define BEZIERMAXDEPTH 8
/* Size of array to store points on */
/* size of array to store points on */
/* enough for one curve */
#define BEZIER_INITBUFSIZE (150)
/* Calculate Bezier average, in this case the middle
/* calculate Bezier average, in this case the middle
* correctly rounded...
* */
#define BEZIERMIDDLE(Mid, P1, P2) \
(Mid).x=((P1).x+(P2).x + 1) >> 1;\
(Mid).y=((P1).y+(P2).y + 1) >> 1;
(Mid).x=((P1).x+(P2).x + 1)/2;\
(Mid).y=((P1).y+(P2).y + 1)/2;
/**********************************************************
* BezierCheck helper function to check
@ -60,69 +59,56 @@
* Points[0] and Points[3] are begin and endpoint
* Points[1] and Points[2] are control points
* level is the recursion depth
* returns true if the recusion can be terminated
* returns true if the recursion can be terminated
*/
static BOOL FASTCALL BezierCheck( int level, POINT *Points)
static BOOL BezierCheck( int level, POINT *Points)
{
INT dx, dy;
dx=Points[3].x-Points[0].x;
dy=Points[3].y-Points[0].y;
if ( abs(dy) <= abs(dx) ) /* Shallow line */
{
/* Check that control points are between begin and end */
if ( Points[1].x < Points[0].x )
{
if(abs(dy)<=abs(dx)){/* shallow line */
/* check that control points are between begin and end */
if(Points[1].x < Points[0].x){
if(Points[1].x < Points[3].x)
return FALSE;
}
else if ( Points[1].x > Points[3].x )
}else
if(Points[1].x > Points[3].x)
return FALSE;
if ( Points[2].x < Points[0].x)
{
if(Points[2].x < Points[0].x){
if(Points[2].x < Points[3].x)
return FALSE;
}
else if ( Points[2].x > Points[3].x )
}else
if(Points[2].x > Points[3].x)
return FALSE;
dx=BEZIERSHIFTDOWN(dx);
if ( !dx )
return TRUE;
if(!dx) return TRUE;
if(abs(Points[1].y-Points[0].y-(dy/dx)*
BEZIERSHIFTDOWN(Points[1].x-Points[0].x)) > BEZIERPIXEL ||
abs(Points[2].y-Points[0].y-(dy/dx)*
BEZIERSHIFTDOWN(Points[2].x-Points[0].x)) > BEZIERPIXEL
)
BEZIERSHIFTDOWN(Points[2].x-Points[0].x)) > BEZIERPIXEL )
return FALSE;
else
return TRUE;
}
else
{
/* Steep line */
/* Check that control points are between begin and end */
if(Points[1].y < Points[0].y)
{
}else{ /* steep line */
/* check that control points are between begin and end */
if(Points[1].y < Points[0].y){
if(Points[1].y < Points[3].y)
return FALSE;
}
else if(Points[1].y > Points[3].y)
}else
if(Points[1].y > Points[3].y)
return FALSE;
if ( Points[2].y < Points[0].y )
{
if(Points[2].y < Points[0].y){
if(Points[2].y < Points[3].y)
return FALSE;
}
else if ( Points[2].y > Points[3].y )
}else
if(Points[2].y > Points[3].y)
return FALSE;
dy=BEZIERSHIFTDOWN(dy);
if ( !dy )
return TRUE;
if(!dy) return TRUE;
if(abs(Points[1].x-Points[0].x-(dx/dy)*
BEZIERSHIFTDOWN(Points[1].y-Points[0].y)) > BEZIERPIXEL ||
abs(Points[2].x-Points[0].x-(dx/dy)*
BEZIERSHIFTDOWN(Points[2].y-Points[0].y)) > BEZIERPIXEL
)
BEZIERSHIFTDOWN(Points[2].y-Points[0].y)) > BEZIERPIXEL )
return FALSE;
else
return TRUE;
@ -132,7 +118,7 @@ static BOOL FASTCALL BezierCheck( int level, POINT *Points)
/* Helper for GDI_Bezier.
* Just handles one Bezier, so Points should point to four POINTs
*/
static void APIENTRY GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwOut,
static void GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwOut,
INT *nPtsOut, INT level )
{
if(*nPtsOut == *dwOut) {
@ -156,7 +142,7 @@ static void APIENTRY GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwO
(*PtsOut)[*nPtsOut].y = BEZIERSHIFTDOWN(Points[3].y);
(*nPtsOut) ++;
} else {
POINT Points2[4]; /* For the second recursive call */
POINT Points2[4]; /* for the second recursive call */
Points2[3]=Points[3];
BEZIERMIDDLE(Points2[2], Points[2], Points[3]);
BEZIERMIDDLE(Points2[0], Points[1], Points[2]);
@ -168,12 +154,14 @@ static void APIENTRY GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwO
Points2[0]=Points[3];
/* Do the two halves */
/* do the two halves */
GDI_InternalBezier(Points, PtsOut, dwOut, nPtsOut, level-1);
GDI_InternalBezier(Points2, PtsOut, dwOut, nPtsOut, level-1);
}
}
/***********************************************************************
* GDI_Bezier [INTERNAL]
* Calculate line segments that approximate -what microsoft calls- a bezier
@ -191,27 +179,26 @@ static void APIENTRY GDI_InternalBezier( POINT *Points, POINT **PtsOut, INT *dwO
*
* RETURNS
*
* Ptr to an array of POINTs that contain the lines that approximinate the
* Ptr to an array of POINTs that contain the lines that approximate the
* Beziers. The array is allocated on the process heap and it is the caller's
* responsibility to HeapFree it. [this is not a particularly nice interface
* but since we can't know in advance how many points will generate, the
* but since we can't know in advance how many points we will generate, the
* alternative would be to call the function twice, once to determine the size
* and a second time to do the work - I decided this was too much of a pain].
*/
POINT * FASTCALL GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
POINT *GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
{
POINT *out;
INT Bezier, dwOut = BEZIER_INITBUFSIZE, i;
if((count - 1) % 3 != 0) {
if (count == 1 || (count - 1) % 3 != 0) {
DPRINT1("Invalid no. of points %d\n", count);
return NULL;
}
*nPtsOut = 0;
out = ExAllocatePoolWithTag(PagedPool, dwOut * sizeof(POINT), TAG_BEZIER);
if(!out) {
return NULL;
}
if (!out) return NULL;
for(Bezier = 0; Bezier < (count-1)/3; Bezier++) {
POINT ptBuf[4];
@ -222,7 +209,7 @@ POINT * FASTCALL GDI_Bezier( const POINT *Points, INT count, INT *nPtsOut )
}
GDI_InternalBezier( ptBuf, &out, &dwOut, nPtsOut, BEZIERMAXDEPTH );
}
DPRINT("Produced %d points\n", *nPtsOut);
return out;
}
/* EOF */

View file

@ -124,7 +124,7 @@ IntGetSystemPaletteEntries(HDC hDC,
VOID FASTCALL CreateStockObjects (VOID);
VOID FASTCALL CreateSysColorObjects (VOID);
PPOINT FASTCALL GDI_Bezier (const POINT *Points, INT count, PINT nPtsOut);
PPOINT GDI_Bezier (const POINT *Points, INT count, PINT nPtsOut);
BOOL FASTCALL IntFillArc( PDC dc, INT XLeft, INT YLeft, INT Width, INT Height, double StartArc, double EndArc, ARCTYPE arctype);
BOOL FASTCALL IntDrawArc( PDC dc, INT XLeft, INT YLeft, INT Width, INT Height, double StartArc, double EndArc, ARCTYPE arctype, PBRUSH pbrush);