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authorbrettw@google.com <brettw@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2008-11-21 23:03:56 +0000
committerbrettw@google.com <brettw@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2008-11-21 23:03:56 +0000
commit156f2c0e187c0283f026fd356a4b682d4b4eaaa1 (patch)
tree209d254abb43d9ff2cb9a904dd16eed00a85bfb4 /skia/ext/platform_device_win.h
parentbd2e63eed24e8c097be6ea3fb46aa354c638e88e (diff)
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Move skia extensions from the port to skia/ext for Windows only. Fixed the
include guards of the moved files, but nothing else. Review URL: http://codereview.chromium.org/11568 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@5861 0039d316-1c4b-4281-b951-d872f2087c98
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diff --git a/skia/ext/platform_device_win.h b/skia/ext/platform_device_win.h
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+// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef SKIA_EXT_PLATFORM_DEVICE_WIN_H_
+#define SKIA_EXT_PLATFORM_DEVICE_WIN_H_
+
+#include <windows.h>
+
+#include <vector>
+
+#include "SkDevice.h"
+
+class SkMatrix;
+class SkPath;
+class SkRegion;
+
+namespace gfx {
+
+// A device is basically a wrapper around SkBitmap that provides a surface for
+// SkCanvas to draw into. Our device provides a surface Windows can also write
+// to. It also provides functionality to play well with GDI drawing functions.
+// This class is abstract and must be subclassed. It provides the basic
+// interface to implement it either with or without a bitmap backend.
+class PlatformDeviceWin : public SkDevice {
+ public:
+ // The DC that corresponds to the bitmap, used for GDI operations drawing
+ // into the bitmap. This is possibly heavyweight, so it should be existant
+ // only during one pass of rendering.
+ virtual HDC getBitmapDC() = 0;
+
+ // Draws to the given screen DC, if the bitmap DC doesn't exist, this will
+ // temporarily create it. However, if you have created the bitmap DC, it will
+ // be more efficient if you don't free it until after this call so it doesn't
+ // have to be created twice. If src_rect is null, then the entirety of the
+ // source device will be copied.
+ virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect) = 0;
+
+ // Invoke before using GDI functions. See description in platform_device.cc
+ // for specifics.
+ // NOTE: x,y,width and height are relative to the current transform.
+ virtual void prepareForGDI(int x, int y, int width, int height) { }
+
+ // Invoke after using GDI functions. See description in platform_device.cc
+ // for specifics.
+ // NOTE: x,y,width and height are relative to the current transform.
+ virtual void postProcessGDI(int x, int y, int width, int height) { }
+
+ // Sets the opacity of each pixel in the specified region to be opaque.
+ virtual void makeOpaque(int x, int y, int width, int height) { }
+
+ // Call this function to fix the alpha channels before compositing this layer
+ // onto another. Internally, the device uses a special alpha method to work
+ // around problems with Windows. This call will put the values into what
+ // Skia expects, so it can be composited onto other layers.
+ //
+ // After this call, no more drawing can be done because the
+ // alpha channels will be "correct", which, if this function is called again
+ // will make them wrong. See the implementation for more discussion.
+ virtual void fixupAlphaBeforeCompositing() { }
+
+ // Returns if the preferred rendering engine is vectorial or bitmap based.
+ virtual bool IsVectorial() = 0;
+
+ // Initializes the default settings and colors in a device context.
+ static void InitializeDC(HDC context);
+
+ // Loads a SkPath into the GDI context. The path can there after be used for
+ // clipping or as a stroke.
+ static void LoadPathToDC(HDC context, const SkPath& path);
+
+ // Loads a SkRegion into the GDI context.
+ static void LoadClippingRegionToDC(HDC context, const SkRegion& region,
+ const SkMatrix& transformation);
+
+ protected:
+ // Arrays must be inside structures.
+ struct CubicPoints {
+ SkPoint p[4];
+ };
+ typedef std::vector<CubicPoints> CubicPath;
+ typedef std::vector<CubicPath> CubicPaths;
+
+ // Forwards |bitmap| to SkDevice's constructor.
+ PlatformDeviceWin(const SkBitmap& bitmap);
+
+ // Loads the specified Skia transform into the device context, excluding
+ // perspective (which GDI doesn't support).
+ static void LoadTransformToDC(HDC dc, const SkMatrix& matrix);
+
+ // Transforms SkPath's paths into a series of cubic path.
+ static bool SkPathToCubicPaths(CubicPaths* paths, const SkPath& skpath);
+};
+
+} // namespace gfx
+
+#endif // SKIA_EXT_PLATFORM_DEVICE_WIN_H_
+