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-rw-r--r--ppapi/cpp/paint_manager.cc174
1 files changed, 174 insertions, 0 deletions
diff --git a/ppapi/cpp/paint_manager.cc b/ppapi/cpp/paint_manager.cc
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+// Copyright (c) 2010 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.
+
+#include "ppapi/cpp/paint_manager.h"
+
+#include "ppapi/c/pp_errors.h"
+#include "ppapi/cpp/instance.h"
+#include "ppapi/cpp/logging.h"
+#include "ppapi/cpp/module.h"
+
+namespace pp {
+
+PaintManager::PaintManager()
+ : instance_(NULL),
+ client_(NULL),
+ is_always_opaque_(false),
+ callback_factory_(NULL) {
+ // Set the callback object outside of the initializer list to avoid a
+ // compiler warning about using "this" in an initializer list.
+ callback_factory_.Initialize(this);
+}
+
+PaintManager::PaintManager(Instance* instance,
+ Client* client,
+ bool is_always_opaque)
+ : instance_(instance),
+ client_(client),
+ is_always_opaque_(is_always_opaque),
+ callback_factory_(NULL) {
+ // Set the callback object outside of the initializer list to avoid a
+ // compiler warning about using "this" in an initializer list.
+ callback_factory_.Initialize(this);
+
+ // You can not use a NULL client pointer.
+ PP_DCHECK(client);
+}
+
+PaintManager::~PaintManager() {
+}
+
+void PaintManager::Initialize(Instance* instance,
+ Client* client,
+ bool is_always_opaque) {
+ PP_DCHECK(!instance_ && !client_); // Can't initialize twice.
+ instance_ = instance;
+ client_ = client;
+ is_always_opaque_ = is_always_opaque;
+}
+
+void PaintManager::SetSize(const Size& new_size) {
+ if (new_size == graphics_.size())
+ return;
+
+ graphics_ = Graphics2D(new_size, is_always_opaque_);
+ if (graphics_.is_null())
+ return;
+ instance_->BindGraphics(graphics_);
+
+ manual_callback_pending_ = false;
+ flush_pending_ = false;
+ callback_factory_.CancelAll();
+
+ Invalidate();
+}
+
+void PaintManager::Invalidate() {
+ // You must call SetDevice before using.
+ PP_DCHECK(!graphics_.is_null());
+
+ EnsureCallbackPending();
+ aggregator_.InvalidateRect(Rect(graphics_.size()));
+}
+
+void PaintManager::InvalidateRect(const Rect& rect) {
+ // You must call SetDevice before using.
+ PP_DCHECK(!graphics_.is_null());
+
+ // Clip the rect to the device area.
+ Rect clipped_rect = rect.Intersect(Rect(graphics_.size()));
+ if (clipped_rect.IsEmpty())
+ return; // Nothing to do.
+
+ EnsureCallbackPending();
+ aggregator_.InvalidateRect(clipped_rect);
+}
+
+void PaintManager::ScrollRect(const Rect& clip_rect, const Point& amount) {
+ // You must call SetDevice before using.
+ PP_DCHECK(!graphics_.is_null());
+
+ EnsureCallbackPending();
+ aggregator_.ScrollRect(clip_rect, amount);
+}
+
+void PaintManager::EnsureCallbackPending() {
+ // The best way for us to do the next update is to get a notification that
+ // a previous one has completed. So if we're already waiting for one, we
+ // don't have to do anything differently now.
+ if (flush_pending_)
+ return;
+
+ // If no flush is pending, we need to do a manual call to get back to the
+ // main thread. We may have one already pending, or we may need to schedule.
+ if (manual_callback_pending_)
+ return;
+
+ Module::Get()->core()->CallOnMainThread(
+ 0,
+ callback_factory_.NewCallback(&PaintManager::OnManualCallbackComplete),
+ 0);
+ manual_callback_pending_ = true;
+}
+
+void PaintManager::DoPaint() {
+ PP_DCHECK(aggregator_.HasPendingUpdate());
+
+ // Make a copy of the pending update and clear the pending update flag before
+ // actually painting. A plugin might cause invalidates in its Paint code, and
+ // we want those to go to the *next* paint.
+ PaintAggregator::PaintUpdate update = aggregator_.GetPendingUpdate();
+ aggregator_.ClearPendingUpdate();
+
+ // Apply any scroll before asking the client to paint.
+ if (update.has_scroll)
+ graphics_.Scroll(update.scroll_rect, update.scroll_delta);
+
+ if (!client_->OnPaint(graphics_, update.paint_rects, update.paint_bounds))
+ return; // Nothing was painted, don't schedule a flush.
+
+ int32_t result = graphics_.Flush(
+ callback_factory_.NewCallback(&PaintManager::OnFlushComplete));
+
+ // If you trigger this assertion, then your plugin has called Flush()
+ // manually. When using the PaintManager, you should not call Flush, it will
+ // handle that for you because it needs to know when it can do the next paint
+ // by implementing the flush callback.
+ //
+ // Another possible cause of this assertion is re-using devices. If you
+ // use one device, swap it with another, then swap it back, we won't know
+ // that we've already scheduled a Flush on the first device. It's best to not
+ // re-use devices in this way.
+ PP_DCHECK(result != PP_ERROR_INPROGRESS);
+
+ if (result == PP_ERROR_WOULDBLOCK) {
+ flush_pending_ = true;
+ } else {
+ PP_DCHECK(result == PP_OK); // Catch all other errors in debug mode.
+ }
+}
+
+void PaintManager::OnFlushComplete(int32_t) {
+ PP_DCHECK(flush_pending_);
+ flush_pending_ = false;
+
+ // If more paints were enqueued while we were waiting for the flush to
+ // complete, execute them now.
+ if (aggregator_.HasPendingUpdate())
+ DoPaint();
+}
+
+void PaintManager::OnManualCallbackComplete(int32_t) {
+ PP_DCHECK(manual_callback_pending_);
+ manual_callback_pending_ = false;
+
+ // Just because we have a manual callback doesn't mean there are actually any
+ // invalid regions. Even though we only schedule this callback when something
+ // is pending, a Flush callback could have come in before this callback was
+ // executed and that could have cleared the queue.
+ if (aggregator_.HasPendingUpdate())
+ DoPaint();
+}
+
+} // namespace pp