QuartzDrawing.c

/*
 
File: QuartzDrawing.c
 
Abstract: Implements basic Quartz Drawing helpers used by the
    ShadingView, GradientView and PreviewView
 
Version: 1.0
 
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*/
 
#include "QuartzDrawing.h"
 
#define kRadialSize 1.0
#define kSquareBounds CGRectMake(-kRadialSize, -kRadialSize, kRadialSize * 2.0, kRadialSize * 2.0)
 
// Creates a square path that encompases the unit coordinate area.
CGPathRef GetSquarePath()
{
    static CGMutablePathRef square = NULL;
    if(square == NULL)
    {
        square = CGPathCreateMutable();
        CGPathAddRect(square, NULL, kSquareBounds);
    }
    return square;
}
 
// Creates a circular path that encompases the unit coordinate area.
CGPathRef GetCirclePath()
{
    static CGMutablePathRef circle = NULL;
    if(circle == NULL)
    {
        circle = CGPathCreateMutable();
        CGPathAddEllipseInRect(circle, NULL, kSquareBounds);
    }
    return circle;
}
 
// Creates a star-shaped path that encompases the unit coordinate area.
CGPathRef GetStarPath()
{
    static CGMutablePathRef star = NULL;
    if(star == NULL)
    {
        CGAffineTransform starPoints[5];
        int i;
        for(i = 0; i < 5; ++i)
        {
            starPoints[i] = CGAffineTransformMakeRotation(M_PI * 2.0 * i / 5.0);
        }
            
        star = CGPathCreateMutable();
        CGPathMoveToPoint(star, &starPoints[0], 0.0, kRadialSize);
        for(i = 2; i < 10; i += 2)
        {
            CGPathAddLineToPoint(star, &starPoints[i%5], 0.0, kRadialSize);
        }
        CGPathCloseSubpath(star);
    }
    return star;
}
 
typedef struct
{
    // the start value is where in the domain this
    // color should be at full intensity.
    CGFloat start;
    // the color to present at the start point and to
    // interpolate with.
    CGFloat components[4];
} LinearColorSpec;
 
static void LinearColorEvaluator(
    void *inInfo,
    const CGFloat *inInputs,
    CGFloat *outOutputs)
{
    // We assume 3 LinearColorSpecs, as that is what CreateShadingFunction creates.
    LinearColorSpec *colorInfo = (LinearColorSpec*)inInfo;
    CGFloat progression = inInputs[0];
    if(progression <= colorInfo[0].start)
    {
        memcpy(outOutputs, colorInfo[0].components, 4 * sizeof(CGFloat));
    }
    else if(progression <= colorInfo[1].start)
    {
        // progression is in the range of [color1Start, color2Start]. So we can calculate the correct
        // color we want a value between [0,1], so we convert the value of progression from the former domain
        // to the latter domain here.
        CGFloat value = (progression - colorInfo[0].start) / (colorInfo[1].start - colorInfo[0].start);
        int i;
        for(i = 0; i < 4; ++i)
        {
            // transition smoothly from color1 => color2
            outOutputs[i] = colorInfo[0].components[i] + value * (colorInfo[1].components[i] - colorInfo[0].components[i]);
        }
    }
    else if(progression <= colorInfo[2].start)
    {
        // progression is in the range of [color2Start, color3Start]. So we can calculate the correct
        // color we want a value between [0,1], so we convert the value of progression from the former domain
        // to the latter domain here.
        CGFloat value = (progression - colorInfo[1].start) / (colorInfo[2].start - colorInfo[1].start);
        int i;
        for(i = 0; i < 4; ++i)
        {
            // transition smoothly from color2 => color3
            outOutputs[i] = colorInfo[1].components[i] + value * (colorInfo[2].components[i] - colorInfo[1].components[i]);
        }
    }
    else
    {
        memcpy(outOutputs, colorInfo[2].components, 4 * sizeof(CGFloat));
    }
}
 
static void LinearColorReleaser(
    void *inInfo)
{
    free(inInfo);
}
 
// This is basically a bubble sort implemented in our tiny tiny domain of 3 color specs.
// A more sophisticated sort wasn't used for various sundry reasons
// including that they are all overkill for sorting 3 numbers.
void Sort(LinearColorSpec * specs)
{
    LinearColorSpec temp;
    if(specs[0].start > specs[1].start)
    {
        temp = specs[0]; specs[0] = specs[1]; specs[1] = temp;
    }
    if(specs[1].start > specs[2].start)
    {
        temp = specs[1]; specs[1] = specs[2]; specs[2] = temp;
    }
    // spec[2] is definately largest at this point...
    if(specs[0].start > specs[1].start)
    {
        temp = specs[0]; specs[0] = specs[1]; specs[1] = temp;
    }
    // spec[1] is definately larger than spec[0], thus we are sorted.
}
 
CGFunctionRef CreateShadingFunction(
    CGColorRef inColor1,
    CGFloat inColor1Start,
    CGColorRef inColor2,
    CGFloat inColor2Start,
    CGColorRef inColor3,
    CGFloat inColor3Start)
{
    // Version 0, use LinearColorEvaluator to derive values, and LinearColorReleaser to clean up.
    static CGFunctionCallbacks callbacks = {0, &LinearColorEvaluator, &LinearColorReleaser};
    // Our domain (input) consists of 1 parameter whose values range from 0.0 to 1.0 inclusive.
    CGFloat domain[2] = {0.0, 1.0};
    // Our range (output) consists of 4 parameters whose values range from 0.0 to 1.0 inclusive.
    CGFloat range[8] = {0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0};
    // Allocate enough space for 3 color specs.
    LinearColorSpec * info = malloc(sizeof(LinearColorSpec) * 3);
    // Fill them out
    info[0].start = inColor1Start;
    info[1].start = inColor2Start;
    info[2].start = inColor3Start;
    memcpy(info[0].components, CGColorGetComponents(inColor1), sizeof(info[0].components));
    memcpy(info[1].components, CGColorGetComponents(inColor2), sizeof(info[1].components));
    memcpy(info[2].components, CGColorGetComponents(inColor3), sizeof(info[2].components));
    // Sort the specs - this mimics what CGGradientCreateWithColors does.
    Sort(info);
    
    // Create the function
    CGFunctionRef function = CGFunctionCreate(info, 1, domain, 4, range, &callbacks);
    if(function == NULL)
    {
        // if we have a failure, then clean up now, since our callback will not be called.
        LinearColorReleaser(info);
    }
    
    return function;
}
 
CGGradientRef CreateGradient(
    CGColorRef inColor1,
    CGFloat inColor1Start,
    CGColorRef inColor2,
    CGFloat inColor2Start,
    CGColorRef inColor3,
    CGFloat inColor3Start)
{
    // Setup a CFArray with our CGColorRefs
    const void *colorRefs[3] = {inColor1, inColor2, inColor3};
    CFArrayRef colorArray = CFArrayCreate(kCFAllocatorDefault, colorRefs, 3, &kCFTypeArrayCallBacks);
    // Setup a parallel array that contains the start locations of those colors
    CGFloat locations[3] = {inColor1Start, inColor2Start, inColor3Start};
    // Create the gradient
    CGGradientRef gradient = CGGradientCreateWithColors(NULL, colorArray, locations);
    // clean up the color array (the gradient will retain it if necessary)
    CFRelease(colorArray);
 
    return gradient;
}
 
// A simple utility function to return a Generic RGB colorspace that we don't have to release.
CGColorSpaceRef GetGenericRGBColorspace()
{
    static CGColorSpaceRef rgb = NULL;
    if(rgb == NULL)
    {
        rgb = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    }
    return rgb;
}
 
void DrawEmbellishments(CGContextRef context, CGSize size, CGPoint startPoint, CGFloat startRadius, CGPoint endPoint, CGFloat endRadius, bool drawRadii)
{
    CGFloat startX = startPoint.x * size.width / 2.0;
    CGFloat startY = startPoint.y * size.height / 2.0;
    CGFloat endX = endPoint.x * size.width / 2.0;
    CGFloat endY = endPoint.y * size.height / 2.0;
 
    CGContextSaveGState(context);
    CGContextSetBlendMode(context, kCGBlendModeDifference);
    CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
 
    // Line joining crosshairs
    CGContextMoveToPoint(context, startX, startY);
    CGContextAddLineToPoint(context, endX, endY);
    CGContextStrokePath(context);
 
    // Crosshairs
    CGContextMoveToPoint(context, startX, startY - 5.0);
    CGContextAddLineToPoint(context, startX, startY + 5.0);
    CGContextStrokePath(context);
    CGContextMoveToPoint(context, startX - 5.0, startY);
    CGContextAddLineToPoint(context, startX + 5.0, startY);
    CGContextStrokePath(context);
 
    CGContextMoveToPoint(context, endX, endY - 5.0);
    CGContextAddLineToPoint(context, endX, endY + 5.0);
    CGContextStrokePath(context);
    CGContextMoveToPoint(context, endX - 5.0, endY);
    CGContextAddLineToPoint(context, endX + 5.0, endY);
    CGContextStrokePath(context);
    
    // Radii if requested
    if(drawRadii)
    {
        CGFloat startRX = startRadius * size.width / 2.0;
        CGFloat startRY = startRadius * size.height / 2.0;
        CGFloat endRX = endRadius * size.width / 2.0;
        CGFloat endRY = endRadius * size.height / 2.0;
        
        CGContextStrokeEllipseInRect(context, CGRectMake(startX - startRX, startY - startRY, startRX * 2.0, startRY * 2.0));
        CGContextStrokeEllipseInRect(context, CGRectMake(endX - endRX, endY - endRY, endRX * 2.0, endRY * 2.0));
    }
 
    CGContextRestoreGState(context);
}