diff options
Diffstat (limited to 'base/gfx/platform_device_win.h')
-rw-r--r-- | base/gfx/platform_device_win.h | 216 |
1 files changed, 96 insertions, 120 deletions
diff --git a/base/gfx/platform_device_win.h b/base/gfx/platform_device_win.h index d61afcd..b697b1d 100644 --- a/base/gfx/platform_device_win.h +++ b/base/gfx/platform_device_win.h @@ -1,120 +1,96 @@ -// Copyright 2008, Google Inc. -// All rights reserved. -// -// Redistribution and use in source and binary forms, with or without -// modification, are permitted provided that the following conditions are -// met: -// -// * Redistributions of source code must retain the above copyright -// notice, this list of conditions and the following disclaimer. -// * Redistributions in binary form must reproduce the above -// copyright notice, this list of conditions and the following disclaimer -// in the documentation and/or other materials provided with the -// distribution. -// * Neither the name of Google Inc. nor the names of its -// contributors may be used to endorse or promote products derived from -// this software without specific prior written permission. -// -// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -#ifndef BASE_GFX_PLATFORM_DEVICE_WIN_H__ -#define BASE_GFX_PLATFORM_DEVICE_WIN_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 // BASE_GFX_PLATFORM_DEVICE_WIN_H__ +// 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 BASE_GFX_PLATFORM_DEVICE_WIN_H__
+#define BASE_GFX_PLATFORM_DEVICE_WIN_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 // BASE_GFX_PLATFORM_DEVICE_WIN_H__
+
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