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//========================================================================
//
// SplashOutputDev.h
//
// Copyright 2003 Glyph & Cog, LLC
//
//========================================================================
//========================================================================
//
// Modified under the Poppler project - http://poppler.freedesktop.org
//
// All changes made under the Poppler project to this file are licensed
// under GPL version 2 or later
//
// Copyright (C) 2005 Takashi Iwai <tiwai@suse.de>
// Copyright (C) 2009-2013 Thomas Freitag <Thomas.Freitag@alfa.de>
// Copyright (C) 2009 Carlos Garcia Campos <carlosgc@gnome.org>
// Copyright (C) 2010 Christian Feuersänger <cfeuersaenger@googlemail.com>
// Copyright (C) 2011 Andreas Hartmetz <ahartmetz@gmail.com>
// Copyright (C) 2011 Andrea Canciani <ranma42@gmail.com>
// Copyright (C) 2011 Adrian Johnson <ajohnson@redneon.com>
// Copyright (C) 2012 Albert Astals Cid <aacid@kde.org>
//
// To see a description of the changes please see the Changelog file that
// came with your tarball or type make ChangeLog if you are building from git
//
//========================================================================
#ifndef SPLASHOUTPUTDEV_H
#define SPLASHOUTPUTDEV_H
#ifdef USE_GCC_PRAGMAS
#pragma interface
#endif
#include "goo/gtypes.h"
#include "splash/SplashTypes.h"
#include "splash/SplashPattern.h"
#include "poppler-config.h"
#include "OutputDev.h"
#include "GfxState.h"
#include "GlobalParams.h"
class PDFDoc;
class Gfx8BitFont;
class SplashBitmap;
class Splash;
class SplashPath;
class SplashFontEngine;
class SplashFont;
class T3FontCache;
struct T3FontCacheTag;
struct T3GlyphStack;
struct SplashTransparencyGroup;
//------------------------------------------------------------------------
// Splash dynamic pattern
//------------------------------------------------------------------------
class SplashUnivariatePattern: public SplashPattern {
public:
SplashUnivariatePattern(SplashColorMode colorMode, GfxState *state, GfxUnivariateShading *shading);
virtual ~SplashUnivariatePattern();
virtual GBool getColor(int x, int y, SplashColorPtr c);
virtual GBool testPosition(int x, int y);
virtual GBool isStatic() { return gFalse; }
virtual GBool getParameter(double xs, double ys, double *t) = 0;
virtual GfxUnivariateShading *getShading() { return shading; }
protected:
Matrix ictm;
double t0, t1, dt;
GfxUnivariateShading *shading;
GfxState *state;
SplashColorMode colorMode;
};
class SplashAxialPattern: public SplashUnivariatePattern {
public:
SplashAxialPattern(SplashColorMode colorMode, GfxState *state, GfxAxialShading *shading);
virtual SplashPattern *copy() { return new SplashAxialPattern(colorMode, state, (GfxAxialShading *) shading); }
virtual ~SplashAxialPattern();
virtual GBool getParameter(double xs, double ys, double *t);
private:
double x0, y0, x1, y1;
double dx, dy, mul;
};
// see GfxState.h, GfxGouraudTriangleShading
class SplashGouraudPattern: public SplashGouraudColor {
public:
SplashGouraudPattern(GBool bDirectColorTranslation, GfxState *state, GfxGouraudTriangleShading *shading, SplashColorMode mode);
virtual SplashPattern *copy() { return new SplashGouraudPattern(bDirectColorTranslation, state, shading, mode); }
virtual ~SplashGouraudPattern();
virtual GBool getColor(int x, int y, SplashColorPtr c) { return gFalse; }
virtual GBool testPosition(int x, int y) { return gFalse; }
virtual GBool isStatic() { return gFalse; }
virtual GBool isParameterized() { return shading->isParameterized(); }
virtual int getNTriangles() { return shading->getNTriangles(); }
virtual void getTriangle(int i, double *x0, double *y0, double *color0,
double *x1, double *y1, double *color1,
double *x2, double *y2, double *color2)
{ return shading->getTriangle(i, x0, y0, color0, x1, y1, color1, x2, y2, color2); }
virtual void getParameterizedColor(double t, SplashColorMode mode, SplashColorPtr c);
private:
GfxGouraudTriangleShading *shading;
GfxState *state;
GBool bDirectColorTranslation;
SplashColorMode mode;
};
// see GfxState.h, GfxRadialShading
class SplashRadialPattern: public SplashUnivariatePattern {
public:
SplashRadialPattern(SplashColorMode colorMode, GfxState *state, GfxRadialShading *shading);
virtual SplashPattern *copy() { return new SplashRadialPattern(colorMode, state, (GfxRadialShading *) shading); }
virtual ~SplashRadialPattern();
virtual GBool getParameter(double xs, double ys, double *t);
private:
double x0, y0, r0, dx, dy, dr;
double a, inva;
};
//------------------------------------------------------------------------
// number of Type 3 fonts to cache
#define splashOutT3FontCacheSize 8
//------------------------------------------------------------------------
// SplashOutputDev
//------------------------------------------------------------------------
class SplashOutputDev: public OutputDev {
public:
// Constructor.
SplashOutputDev(SplashColorMode colorModeA, int bitmapRowPadA,
GBool reverseVideoA, SplashColorPtr paperColorA,
GBool bitmapTopDownA = gTrue,
GBool allowAntialiasA = gTrue,
SplashThinLineMode thinLineMode = splashThinLineDefault,
GBool overprintPreviewA = globalParams->getOverprintPreview());
// Destructor.
virtual ~SplashOutputDev();
//----- get info about output device
// Does this device use tilingPatternFill()? If this returns false,
// tiling pattern fills will be reduced to a series of other drawing
// operations.
virtual GBool useTilingPatternFill() { return gTrue; }
// Does this device use functionShadedFill(), axialShadedFill(), and
// radialShadedFill()? If this returns false, these shaded fills
// will be reduced to a series of other drawing operations.
virtual GBool useShadedFills(int type)
{ return (type >= 2 && type <= 5) ? gTrue : gFalse; }
// Does this device use upside-down coordinates?
// (Upside-down means (0,0) is the top left corner of the page.)
virtual GBool upsideDown() { return bitmapTopDown ^ bitmapUpsideDown; }
// Does this device use drawChar() or drawString()?
virtual GBool useDrawChar() { return gTrue; }
// Does this device use beginType3Char/endType3Char? Otherwise,
// text in Type 3 fonts will be drawn with drawChar/drawString.
virtual GBool interpretType3Chars() { return gTrue; }
//----- initialization and control
// Start a page.
virtual void startPage(int pageNum, GfxState *state, XRef *xref);
// End a page.
virtual void endPage();
//----- save/restore graphics state
virtual void saveState(GfxState *state);
virtual void restoreState(GfxState *state);
//----- update graphics state
virtual void updateAll(GfxState *state);
virtual void updateCTM(GfxState *state, double m11, double m12,
double m21, double m22, double m31, double m32);
virtual void updateLineDash(GfxState *state);
virtual void updateFlatness(GfxState *state);
virtual void updateLineJoin(GfxState *state);
virtual void updateLineCap(GfxState *state);
virtual void updateMiterLimit(GfxState *state);
virtual void updateLineWidth(GfxState *state);
virtual void updateStrokeAdjust(GfxState *state);
virtual void updateFillColorSpace(GfxState *state);
virtual void updateStrokeColorSpace(GfxState *state);
virtual void updateFillColor(GfxState *state);
virtual void updateStrokeColor(GfxState *state);
virtual void updateBlendMode(GfxState *state);
virtual void updateFillOpacity(GfxState *state);
virtual void updateStrokeOpacity(GfxState *state);
virtual void updateFillOverprint(GfxState *state);
virtual void updateStrokeOverprint(GfxState *state);
virtual void updateOverprintMode(GfxState *state);
virtual void updateTransfer(GfxState *state);
//----- update text state
virtual void updateFont(GfxState *state);
//----- path painting
virtual void stroke(GfxState *state);
virtual void fill(GfxState *state);
virtual void eoFill(GfxState *state);
virtual GBool tilingPatternFill(GfxState *state, Gfx *gfx, Catalog *catalog, Object *str,
double *pmat, int paintType, int tilingType, Dict *resDict,
double *mat, double *bbox,
int x0, int y0, int x1, int y1,
double xStep, double yStep);
virtual GBool axialShadedFill(GfxState *state, GfxAxialShading *shading, double tMin, double tMax);
virtual GBool radialShadedFill(GfxState *state, GfxRadialShading *shading, double tMin, double tMax);
virtual GBool gouraudTriangleShadedFill(GfxState *state, GfxGouraudTriangleShading *shading);
//----- path clipping
virtual void clip(GfxState *state);
virtual void eoClip(GfxState *state);
virtual void clipToStrokePath(GfxState *state);
//----- text drawing
virtual void drawChar(GfxState *state, double x, double y,
double dx, double dy,
double originX, double originY,
CharCode code, int nBytes, Unicode *u, int uLen);
virtual GBool beginType3Char(GfxState *state, double x, double y,
double dx, double dy,
CharCode code, Unicode *u, int uLen);
virtual void endType3Char(GfxState *state);
virtual void beginTextObject(GfxState *state);
virtual void endTextObject(GfxState *state);
//----- image drawing
virtual void drawImageMask(GfxState *state, Object *ref, Stream *str,
int width, int height, GBool invert,
GBool interpolate, GBool inlineImg);
virtual void setSoftMaskFromImageMask(GfxState *state,
Object *ref, Stream *str,
int width, int height, GBool invert,
GBool inlineImg, double *baseMatrix);
virtual void unsetSoftMaskFromImageMask(GfxState *state, double *baseMatrix);
virtual void drawImage(GfxState *state, Object *ref, Stream *str,
int width, int height, GfxImageColorMap *colorMap,
GBool interpolate, int *maskColors, GBool inlineImg);
virtual void drawMaskedImage(GfxState *state, Object *ref, Stream *str,
int width, int height,
GfxImageColorMap *colorMap,
GBool interpolate,
Stream *maskStr, int maskWidth, int maskHeight,
GBool maskInvert, GBool maskInterpolate);
virtual void drawSoftMaskedImage(GfxState *state, Object *ref, Stream *str,
int width, int height,
GfxImageColorMap *colorMap,
GBool interpolate,
Stream *maskStr,
int maskWidth, int maskHeight,
GfxImageColorMap *maskColorMap,
GBool maskInterpolate);
//----- Type 3 font operators
virtual void type3D0(GfxState *state, double wx, double wy);
virtual void type3D1(GfxState *state, double wx, double wy,
double llx, double lly, double urx, double ury);
//----- transparency groups and soft masks
virtual GBool checkTransparencyGroup(GfxState *state, GBool knockout);
virtual void beginTransparencyGroup(GfxState *state, double *bbox,
GfxColorSpace *blendingColorSpace,
GBool isolated, GBool knockout,
GBool forSoftMask);
virtual void endTransparencyGroup(GfxState *state);
virtual void paintTransparencyGroup(GfxState *state, double *bbox);
virtual void setSoftMask(GfxState *state, double *bbox, GBool alpha,
Function *transferFunc, GfxColor *backdropColor);
virtual void clearSoftMask(GfxState *state);
//----- special access
// Called to indicate that a new PDF document has been loaded.
void startDoc(PDFDoc *docA);
void setPaperColor(SplashColorPtr paperColorA);
GBool isReverseVideo() { return reverseVideo; }
void setReverseVideo(GBool reverseVideoA) { reverseVideo = reverseVideoA; }
// Get the bitmap and its size.
SplashBitmap *getBitmap() { return bitmap; }
int getBitmapWidth();
int getBitmapHeight();
// Returns the last rasterized bitmap, transferring ownership to the
// caller.
SplashBitmap *takeBitmap();
// Set this flag to true to generate an upside-down bitmap (useful
// for Windows BMP files).
void setBitmapUpsideDown(GBool f) { bitmapUpsideDown = f; }
// Get the Splash object.
Splash *getSplash() { return splash; }
// Get the modified region.
void getModRegion(int *xMin, int *yMin, int *xMax, int *yMax);
// Clear the modified region.
void clearModRegion();
SplashFont *getCurrentFont() { return font; }
// If <skipTextA> is true, don't draw horizontal text.
// If <skipRotatedTextA> is true, don't draw rotated (non-horizontal) text.
void setSkipText(GBool skipHorizTextA, GBool skipRotatedTextA)
{ skipHorizText = skipHorizTextA; skipRotatedText = skipRotatedTextA; }
int getNestCount() { return nestCount; }
#if 1 //~tmp: turn off anti-aliasing temporarily
virtual GBool getVectorAntialias();
virtual void setVectorAntialias(GBool vaa);
#endif
void setFreeTypeHinting(GBool enable, GBool enableSlightHinting);
protected:
void doUpdateFont(GfxState *state);
private:
GBool univariateShadedFill(GfxState *state, SplashUnivariatePattern *pattern, double tMin, double tMax);
void setupScreenParams(double hDPI, double vDPI);
SplashPattern *getColor(GfxGray gray);
SplashPattern *getColor(GfxRGB *rgb);
#if SPLASH_CMYK
SplashPattern *getColor(GfxCMYK *cmyk);
SplashPattern *getColor(GfxColor *deviceN);
#endif
void setOverprintMask(GfxColorSpace *colorSpace, GBool overprintFlag,
int overprintMode, GfxColor *singleColor, GBool grayIndexed = gFalse);
SplashPath *convertPath(GfxState *state, GfxPath *path,
GBool dropEmptySubpaths);
void drawType3Glyph(GfxState *state, T3FontCache *t3Font,
T3FontCacheTag *tag, Guchar *data);
static GBool imageMaskSrc(void *data, SplashColorPtr line);
static GBool imageSrc(void *data, SplashColorPtr colorLine,
Guchar *alphaLine);
static GBool alphaImageSrc(void *data, SplashColorPtr line,
Guchar *alphaLine);
static GBool maskedImageSrc(void *data, SplashColorPtr line,
Guchar *alphaLine);
static GBool tilingBitmapSrc(void *data, SplashColorPtr line,
Guchar *alphaLine);
GBool keepAlphaChannel; // don't fill with paper color, keep alpha channel
SplashColorMode colorMode;
int bitmapRowPad;
GBool bitmapTopDown;
GBool bitmapUpsideDown;
GBool allowAntialias;
GBool vectorAntialias;
GBool overprintPreview;
GBool enableFreeTypeHinting;
GBool enableSlightHinting;
GBool reverseVideo; // reverse video mode
SplashColor paperColor; // paper color
SplashScreenParams screenParams;
GBool skipHorizText;
GBool skipRotatedText;
PDFDoc *doc; // the current document
XRef *xref; // the xref of the current document
SplashBitmap *bitmap;
Splash *splash;
SplashFontEngine *fontEngine;
T3FontCache * // Type 3 font cache
t3FontCache[splashOutT3FontCacheSize];
int nT3Fonts; // number of valid entries in t3FontCache
T3GlyphStack *t3GlyphStack; // Type 3 glyph context stack
GBool haveT3Dx; // set after seeing a d0/d1 operator
SplashFont *font; // current font
GBool needFontUpdate; // set when the font needs to be updated
SplashPath *textClipPath; // clipping path built with text object
SplashTransparencyGroup * // transparency group stack
transpGroupStack;
SplashBitmap *maskBitmap; // for image masks in pattern colorspace
int nestCount;
};
#endif