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Diffstat (limited to 'ppapi/cpp/paint_manager.cc')
-rw-r--r-- | ppapi/cpp/paint_manager.cc | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/ppapi/cpp/paint_manager.cc b/ppapi/cpp/paint_manager.cc new file mode 100644 index 0000000..87c0750 --- /dev/null +++ b/ppapi/cpp/paint_manager.cc @@ -0,0 +1,174 @@ +// 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 |