diff options
Diffstat (limited to 'ppapi/utility')
-rw-r--r-- | ppapi/utility/DEPS | 15 | ||||
-rw-r--r-- | ppapi/utility/README.txt | 2 | ||||
-rw-r--r-- | ppapi/utility/completion_callback_factory.h | 564 | ||||
-rw-r--r-- | ppapi/utility/graphics/paint_aggregator.cc | 279 | ||||
-rw-r--r-- | ppapi/utility/graphics/paint_aggregator.h | 174 | ||||
-rw-r--r-- | ppapi/utility/graphics/paint_manager.cc | 203 | ||||
-rw-r--r-- | ppapi/utility/graphics/paint_manager.h | 297 | ||||
-rw-r--r-- | ppapi/utility/non_thread_safe_ref_count.h | 60 |
8 files changed, 1594 insertions, 0 deletions
diff --git a/ppapi/utility/DEPS b/ppapi/utility/DEPS new file mode 100644 index 0000000..768eadb --- /dev/null +++ b/ppapi/utility/DEPS @@ -0,0 +1,15 @@ +# ppapi/cpp should not be dependent on other parts of chromium; it should stay +# browser-neutral as much as possible. +include_rules = [ + "-base", + "-build", + "-ipc", + "-ppapi", + "+ppapi/c", + "-ppapi/c/private", + "-ppapi/c/trusted", + "+ppapi/cpp", + "-ppapi/cpp/private", + "-ppapi/cpp/trusted", + "+ppapi/utility", +] diff --git a/ppapi/utility/README.txt b/ppapi/utility/README.txt new file mode 100644 index 0000000..f2bb80d --- /dev/null +++ b/ppapi/utility/README.txt @@ -0,0 +1,2 @@ +The classes in ppapi/utility are helper classes that provide higher-level +features on top of the C++ wrappers. Using these classes is optional. diff --git a/ppapi/utility/completion_callback_factory.h b/ppapi/utility/completion_callback_factory.h new file mode 100644 index 0000000..b656024 --- /dev/null +++ b/ppapi/utility/completion_callback_factory.h @@ -0,0 +1,564 @@ +// Copyright (c) 2011 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 PPAPI_UTILITY_COMPLETION_CALLBACK_FACTORY_H_
+#define PPAPI_UTILITY_COMPLETION_CALLBACK_FACTORY_H_
+
+#include "ppapi/cpp/completion_callback.h"
+#include "ppapi/utility/non_thread_safe_ref_count.h"
+
+namespace pp {
+
+/// CompletionCallbackFactory<T> may be used to create CompletionCallback
+/// objects that are bound to member functions.
+///
+/// If a factory is destroyed, then any pending callbacks will be cancelled
+/// preventing any bound member functions from being called. The CancelAll()
+/// method allows pending callbacks to be cancelled without destroying the
+/// factory.
+///
+/// <strong>Note: </strong><code>CompletionCallbackFactory<T></code> isn't
+/// thread safe, but you can make it more thread-friendly by passing a
+/// thread-safe refcounting class as the second template element. However, it
+/// only guarantees safety for creating a callback from another thread, the
+/// callback itself needs to execute on the same thread as the thread that
+/// creates/destroys the factory. With this restriction, it is safe to create
+/// the <code>CompletionCallbackFactory</code> on the main thread, create
+/// callbacks from any thread and pass them to CallOnMainThread().
+///
+/// <strong>Example: </strong>
+///
+/// @code
+///
+/// class MyHandler {
+/// public:
+/// // If an compiler warns on following using |this| in the initializer
+/// // list, use PP_ALLOW_THIS_IN_INITIALIZER_LIST macro.
+/// MyHandler() : factory_(this), offset_(0) {
+/// }
+///
+/// void ProcessFile(const FileRef& file) {
+/// CompletionCallback cc = factory_.NewRequiredCallback(
+/// &MyHandler::DidOpen);
+/// int32_t rv = fio_.Open(file, PP_FileOpenFlag_Read, cc);
+/// CHECK(rv == PP_OK_COMPLETIONPENDING);
+/// }
+///
+/// private:
+/// CompletionCallback NewCallback() {
+/// return factory_.NewCallback(&MyHandler::DidCompleteIO);
+/// }
+///
+/// void DidOpen(int32_t result) {
+/// if (result == PP_OK) {
+/// // The file is open, and we can begin reading.
+/// offset_ = 0;
+/// ReadMore();
+/// } else {
+/// // Failed to open the file with error given by 'result'.
+/// }
+/// }
+///
+/// void DidRead(int32_t result) {
+/// if (result > 0) {
+/// // buf_ now contains 'result' number of bytes from the file.
+/// ProcessBytes(buf_, result);
+/// offset_ += result;
+/// ReadMore();
+/// } else {
+/// // Done reading (possibly with an error given by 'result').
+/// }
+/// }
+///
+/// void ReadMore() {
+/// CompletionCallback cc =
+/// factory_.NewOptionalCallback(&MyHandler::DidRead);
+/// int32_t rv = fio_.Read(offset_, buf_, sizeof(buf_),
+/// cc.pp_completion_callback());
+/// if (rv != PP_OK_COMPLETIONPENDING)
+/// cc.Run(rv);
+/// }
+///
+/// void ProcessBytes(const char* bytes, int32_t length) {
+/// // Do work ...
+/// }
+///
+/// pp::CompletionCallbackFactory<MyHandler> factory_;
+/// pp::FileIO fio_;
+/// char buf_[4096];
+/// int64_t offset_;
+/// };
+///
+/// @endcode
+///
+template <typename T, typename RefCount = NonThreadSafeRefCount>
+class CompletionCallbackFactory {
+ public:
+
+ /// This constructor creates a <code>CompletionCallbackFactory</code>
+ /// bound to an object. If the constructor is called without an argument,
+ /// the default value of <code>NULL</code> is used. The user then must call
+ /// Initialize() to initialize the object.
+ ///
+ /// param[in] object Optional parameter. An object whose member functions
+ /// are to be bound to CompletionCallbacks created by this
+ /// <code>CompletionCallbackFactory</code>. The default value of this
+ /// parameter is <code>NULL</code>.
+ explicit CompletionCallbackFactory(T* object = NULL)
+ : object_(object) {
+ InitBackPointer();
+ }
+
+ /// Destructor.
+ ~CompletionCallbackFactory() {
+ ResetBackPointer();
+ }
+
+ /// CancelAll() cancels all <code>CompletionCallbacks</code> allocated from
+ /// this factory.
+ void CancelAll() {
+ ResetBackPointer();
+ InitBackPointer();
+ }
+ /// Initialize() binds the <code>CallbackFactory</code> to a particular
+ /// object. Use this when the object is not available at
+ /// <code>CallbackFactory</code> creation, and the <code>NULL</code> default
+ /// is passed to the constructor. The object may only be initialized once,
+ /// either by the constructor, or by a call to Initialize().
+ ///
+ /// @param[in] object The object whose member functions are to be bound to
+ /// the <code>CompletionCallback</code> created by this
+ /// <code>CompletionCallbackFactory</code>.
+ void Initialize(T* object) {
+ PP_DCHECK(object);
+ PP_DCHECK(!object_); // May only initialize once!
+ object_ = object;
+ }
+
+ /// GetObject() returns the object that was passed at initialization to
+ /// Intialize().
+ ///
+ /// @return the object passed to the constructor or Intialize().
+ T* GetObject() {
+ return object_;
+ }
+
+ /// NewCallback allocates a new, single-use <code>CompletionCallback</code>.
+ /// The <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ /// NewCallback() is equivalent to NewRequiredCallback() below.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method>
+ CompletionCallback NewCallback(Method method) {
+ PP_DCHECK(object_);
+ return NewCallbackHelper(Dispatcher0<Method>(method));
+ }
+
+ /// NewRequiredCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that will always run. The
+ /// <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method>
+ CompletionCallback NewRequiredCallback(Method method) {
+ CompletionCallback cc = NewCallback(method);
+ cc.set_flags(cc.flags() & ~PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewOptionalCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that might not run if the method
+ /// taking it can complete synchronously. Thus, if after passing the
+ /// CompletionCallback to a Pepper method, the method does not return
+ /// PP_OK_COMPLETIONPENDING, then you should manually call the
+ /// CompletionCallback's Run method, or memory will be leaked.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method>
+ CompletionCallback NewOptionalCallback(Method method) {
+ CompletionCallback cc = NewCallback(method);
+ cc.set_flags(cc.flags() | PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewCallback() allocates a new, single-use <code>CompletionCallback</code>.
+ /// The <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ /// NewCallback() is equivalent to NewRequiredCallback() below.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation. Method should be of type:
+ /// <code>void (T::*)(int32_t result, const A& a)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A>
+ CompletionCallback NewCallback(Method method, const A& a) {
+ PP_DCHECK(object_);
+ return NewCallbackHelper(Dispatcher1<Method, A>(method, a));
+ }
+
+ /// NewRequiredCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that will always run. The
+ /// <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation. Method should be of type:
+ /// <code>void (T::*)(int32_t result, const A& a)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A>
+ CompletionCallback NewRequiredCallback(Method method, const A& a) {
+ CompletionCallback cc = NewCallback(method, a);
+ cc.set_flags(cc.flags() & ~PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewOptionalCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that might not run if the method
+ /// taking it can complete synchronously. Thus, if after passing the
+ /// CompletionCallback to a Pepper method, the method does not return
+ /// PP_OK_COMPLETIONPENDING, then you should manually call the
+ /// CompletionCallback's Run method, or memory will be leaked.
+ ///
+ /// @param[in] method The method to be invoked upon completion of the
+ /// operation. Method should be of type:
+ /// <code>void (T::*)(int32_t result, const A& a)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A>
+ CompletionCallback NewOptionalCallback(Method method, const A& a) {
+ CompletionCallback cc = NewCallback(method, a);
+ cc.set_flags(cc.flags() | PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code>.
+ /// The <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ /// NewCallback() is equivalent to NewRequiredCallback() below.
+ ///
+ /// @param method The method taking the callback. Method should be of type:
+ /// <code>void (T::*)(int32_t result, const A& a, const B& b)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B>
+ CompletionCallback NewCallback(Method method, const A& a, const B& b) {
+ PP_DCHECK(object_);
+ return NewCallbackHelper(Dispatcher2<Method, A, B>(method, a, b));
+ }
+
+ /// NewRequiredCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that will always run. The
+ /// <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ ///
+ /// @param method The method taking the callback. Method should be of type:
+ /// <code>void (T::*)(int32_t result, const A& a, const B& b)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B>
+ CompletionCallback NewRequiredCallback(Method method, const A& a,
+ const B& b) {
+ CompletionCallback cc = NewCallback(method, a, b);
+ cc.set_flags(cc.flags() & ~PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewOptionalCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that might not run if the method
+ /// taking it can complete synchronously. Thus, if after passing the
+ /// CompletionCallback to a Pepper method, the method does not return
+ /// PP_OK_COMPLETIONPENDING, then you should manually call the
+ /// CompletionCallback's Run method, or memory will be leaked.
+ ///
+ /// @param[in] method The method taking the callback. Method should be of
+ /// type:
+ /// <code>void (T::*)(int32_t result, const A& a, const B& b)</code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B>
+ CompletionCallback NewOptionalCallback(Method method, const A& a,
+ const B& b) {
+ CompletionCallback cc = NewCallback(method, a, b);
+ cc.set_flags(cc.flags() | PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code>.
+ /// The <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ /// NewCallback() is equivalent to NewRequiredCallback() below.
+ ///
+ /// @param method The method taking the callback. Method should be of type:
+ /// <code>
+ /// void (T::*)(int32_t result, const A& a, const B& b, const C& c)
+ /// </code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] c Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B, typename C>
+ CompletionCallback NewCallback(Method method, const A& a, const B& b,
+ const C& c) {
+ PP_DCHECK(object_);
+ return NewCallbackHelper(Dispatcher3<Method, A, B, C>(method, a, b, c));
+ }
+
+ /// NewRequiredCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that will always run. The
+ /// <code>CompletionCallback</code> must be run in order for the memory
+ /// allocated by the methods to be freed.
+ ///
+ /// @param method The method taking the callback. Method should be of type:
+ /// <code>
+ /// void (T::*)(int32_t result, const A& a, const B& b, const C& c)
+ /// </code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] c Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B, typename C>
+ CompletionCallback NewRequiredCallback(Method method, const A& a,
+ const B& b, const C& c) {
+ CompletionCallback cc = NewCallback(method, a, b, c);
+ cc.set_flags(cc.flags() & ~PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ /// NewOptionalCallback() allocates a new, single-use
+ /// <code>CompletionCallback</code> that might not run if the method
+ /// taking it can complete synchronously. Thus, if after passing the
+ /// CompletionCallback to a Pepper method, the method does not return
+ /// PP_OK_COMPLETIONPENDING, then you should manually call the
+ /// CompletionCallback's Run method, or memory will be leaked.
+ ///
+ /// @param[in] method The method taking the callback. Method should be of
+ /// type:
+ /// <code>
+ /// void (T::*)(int32_t result, const A& a, const B& b, const C& c)
+ /// </code>
+ ///
+ /// @param[in] a Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] b Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @param[in] c Passed to <code>method</code> when the completion callback
+ /// runs.
+ ///
+ /// @return A <code>CompletionCallback</code>.
+ template <typename Method, typename A, typename B, typename C>
+ CompletionCallback NewOptionalCallback(Method method, const A& a,
+ const B& b, const C& c) {
+ CompletionCallback cc = NewCallback(method, a, b, c);
+ cc.set_flags(cc.flags() | PP_COMPLETIONCALLBACK_FLAG_OPTIONAL);
+ return cc;
+ }
+
+ private:
+ class BackPointer {
+ public:
+ typedef CompletionCallbackFactory<T, RefCount> FactoryType;
+
+ BackPointer(FactoryType* factory)
+ : factory_(factory) {
+ }
+
+ void AddRef() {
+ ref_.AddRef();
+ }
+
+ void Release() {
+ if (ref_.Release() == 0)
+ delete this;
+ }
+
+ void DropFactory() {
+ factory_ = NULL;
+ }
+
+ T* GetObject() {
+ return factory_ ? factory_->GetObject() : NULL;
+ }
+
+ private:
+ RefCount ref_;
+ FactoryType* factory_;
+ };
+
+ template <typename Dispatcher>
+ class CallbackData {
+ public:
+ CallbackData(BackPointer* back_pointer, const Dispatcher& dispatcher)
+ : back_pointer_(back_pointer),
+ dispatcher_(dispatcher) {
+ back_pointer_->AddRef();
+ }
+
+ ~CallbackData() {
+ back_pointer_->Release();
+ }
+
+ static void Thunk(void* user_data, int32_t result) {
+ Self* self = static_cast<Self*>(user_data);
+ T* object = self->back_pointer_->GetObject();
+ if (object)
+ self->dispatcher_(object, result);
+ delete self;
+ }
+
+ private:
+ typedef CallbackData<Dispatcher> Self;
+ BackPointer* back_pointer_;
+ Dispatcher dispatcher_;
+ };
+
+ template <typename Method>
+ class Dispatcher0 {
+ public:
+ Dispatcher0(Method method) : method_(method) {
+ }
+ void operator()(T* object, int32_t result) {
+ (object->*method_)(result);
+ }
+ private:
+ Method method_;
+ };
+
+ template <typename Method, typename A>
+ class Dispatcher1 {
+ public:
+ Dispatcher1(Method method, const A& a)
+ : method_(method),
+ a_(a) {
+ }
+ void operator()(T* object, int32_t result) {
+ (object->*method_)(result, a_);
+ }
+ private:
+ Method method_;
+ A a_;
+ };
+
+ template <typename Method, typename A, typename B>
+ class Dispatcher2 {
+ public:
+ Dispatcher2(Method method, const A& a, const B& b)
+ : method_(method),
+ a_(a),
+ b_(b) {
+ }
+ void operator()(T* object, int32_t result) {
+ (object->*method_)(result, a_, b_);
+ }
+ private:
+ Method method_;
+ A a_;
+ B b_;
+ };
+
+ template <typename Method, typename A, typename B, typename C>
+ class Dispatcher3 {
+ public:
+ Dispatcher3(Method method, const A& a, const B& b, const C& c)
+ : method_(method),
+ a_(a),
+ b_(b),
+ c_(c) {
+ }
+ void operator()(T* object, int32_t result) {
+ (object->*method_)(result, a_, b_, c_);
+ }
+ private:
+ Method method_;
+ A a_;
+ B b_;
+ C c_;
+ };
+
+ void InitBackPointer() {
+ back_pointer_ = new BackPointer(this);
+ back_pointer_->AddRef();
+ }
+
+ void ResetBackPointer() {
+ back_pointer_->DropFactory();
+ back_pointer_->Release();
+ }
+
+ template <typename Dispatcher>
+ CompletionCallback NewCallbackHelper(const Dispatcher& dispatcher) {
+ PP_DCHECK(object_); // Expects a non-null object!
+ return CompletionCallback(
+ &CallbackData<Dispatcher>::Thunk,
+ new CallbackData<Dispatcher>(back_pointer_, dispatcher));
+ }
+
+ // Disallowed:
+ CompletionCallbackFactory(const CompletionCallbackFactory&);
+ CompletionCallbackFactory& operator=(const CompletionCallbackFactory&);
+
+ T* object_;
+ BackPointer* back_pointer_;
+};
+
+} // namespace pp
+
+#endif // PPAPI_UTILITY_COMPLETION_CALLBACK_FACTORY_H_
diff --git a/ppapi/utility/graphics/paint_aggregator.cc b/ppapi/utility/graphics/paint_aggregator.cc new file mode 100644 index 0000000..d4fc721 --- /dev/null +++ b/ppapi/utility/graphics/paint_aggregator.cc @@ -0,0 +1,279 @@ +// Copyright (c) 2011 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/utility/graphics/paint_aggregator.h" + +#include <algorithm> + +#include "ppapi/cpp/logging.h" + +// ---------------------------------------------------------------------------- +// ALGORITHM NOTES +// +// We attempt to maintain a scroll rect in the presence of invalidations that +// are contained within the scroll rect. If an invalidation crosses a scroll +// rect, then we just treat the scroll rect as an invalidation rect. +// +// For invalidations performed prior to scrolling and contained within the +// scroll rect, we offset the invalidation rects to account for the fact that +// the consumer will perform scrolling before painting. +// +// We only support scrolling along one axis at a time. A diagonal scroll will +// therefore be treated as an invalidation. +// ---------------------------------------------------------------------------- + +namespace pp { + +PaintAggregator::PaintUpdate::PaintUpdate() : has_scroll(false) {} + +PaintAggregator::PaintUpdate::~PaintUpdate() {} + +PaintAggregator::InternalPaintUpdate::InternalPaintUpdate() {} + +PaintAggregator::InternalPaintUpdate::~InternalPaintUpdate() {} + +Rect PaintAggregator::InternalPaintUpdate::GetScrollDamage() const { + // Should only be scrolling in one direction at a time. + PP_DCHECK(!(scroll_delta.x() && scroll_delta.y())); + + Rect damaged_rect; + + // Compute the region we will expose by scrolling, and paint that into a + // shared memory section. + if (scroll_delta.x()) { + int32_t dx = scroll_delta.x(); + damaged_rect.set_y(scroll_rect.y()); + damaged_rect.set_height(scroll_rect.height()); + if (dx > 0) { + damaged_rect.set_x(scroll_rect.x()); + damaged_rect.set_width(dx); + } else { + damaged_rect.set_x(scroll_rect.right() + dx); + damaged_rect.set_width(-dx); + } + } else { + int32_t dy = scroll_delta.y(); + damaged_rect.set_x(scroll_rect.x()); + damaged_rect.set_width(scroll_rect.width()); + if (dy > 0) { + damaged_rect.set_y(scroll_rect.y()); + damaged_rect.set_height(dy); + } else { + damaged_rect.set_y(scroll_rect.bottom() + dy); + damaged_rect.set_height(-dy); + } + } + + // In case the scroll offset exceeds the width/height of the scroll rect + return scroll_rect.Intersect(damaged_rect); +} + +Rect PaintAggregator::InternalPaintUpdate::GetPaintBounds() const { + Rect bounds; + for (size_t i = 0; i < paint_rects.size(); ++i) + bounds = bounds.Union(paint_rects[i]); + return bounds; +} + +PaintAggregator::PaintAggregator() + : max_redundant_paint_to_scroll_area_(0.8f), + max_paint_rects_(10) { +} + +bool PaintAggregator::HasPendingUpdate() const { + return !update_.scroll_rect.IsEmpty() || !update_.paint_rects.empty(); +} + +void PaintAggregator::ClearPendingUpdate() { + update_ = InternalPaintUpdate(); +} + +PaintAggregator::PaintUpdate PaintAggregator::GetPendingUpdate() const { + // Convert the internal paint update to the external one, which includes a + // bit more precomputed info for the caller. + PaintUpdate ret; + ret.scroll_delta = update_.scroll_delta; + ret.scroll_rect = update_.scroll_rect; + ret.has_scroll = ret.scroll_delta.x() != 0 || ret.scroll_delta.y() != 0; + + ret.paint_rects.reserve(update_.paint_rects.size() + 1); + for (size_t i = 0; i < update_.paint_rects.size(); i++) + ret.paint_rects.push_back(update_.paint_rects[i]); + + ret.paint_bounds = update_.GetPaintBounds(); + + // Also include the scroll damage (if any) in the paint rects. + if (ret.has_scroll) { + PP_Rect scroll_damage = update_.GetScrollDamage(); + ret.paint_rects.push_back(scroll_damage); + ret.paint_bounds = ret.paint_bounds.Union(scroll_damage); + } + + return ret; +} + +void PaintAggregator::InvalidateRect(const Rect& rect) { + // Combine overlapping paints using smallest bounding box. + for (size_t i = 0; i < update_.paint_rects.size(); ++i) { + const Rect& existing_rect = update_.paint_rects[i]; + if (existing_rect.Contains(rect)) // Optimize out redundancy. + return; + if (rect.Intersects(existing_rect) || rect.SharesEdgeWith(existing_rect)) { + // Re-invalidate in case the union intersects other paint rects. + Rect combined_rect = existing_rect.Union(rect); + update_.paint_rects.erase(update_.paint_rects.begin() + i); + InvalidateRect(combined_rect); + return; + } + } + + // Add a non-overlapping paint. + update_.paint_rects.push_back(rect); + + // If the new paint overlaps with a scroll, then it forces an invalidation of + // the scroll. If the new paint is contained by a scroll, then trim off the + // scroll damage to avoid redundant painting. + if (!update_.scroll_rect.IsEmpty()) { + if (ShouldInvalidateScrollRect(rect)) { + InvalidateScrollRect(); + } else if (update_.scroll_rect.Contains(rect)) { + update_.paint_rects[update_.paint_rects.size() - 1] = + rect.Subtract(update_.GetScrollDamage()); + if (update_.paint_rects[update_.paint_rects.size() - 1].IsEmpty()) + update_.paint_rects.erase(update_.paint_rects.end() - 1); + } + } + + if (update_.paint_rects.size() > max_paint_rects_) + CombinePaintRects(); +} + +void PaintAggregator::ScrollRect(const Rect& clip_rect, const Point& amount) { + // We only support scrolling along one axis at a time. + if (amount.x() != 0 && amount.y() != 0) { + InvalidateRect(clip_rect); + return; + } + + // We can only scroll one rect at a time. + if (!update_.scroll_rect.IsEmpty() && update_.scroll_rect != clip_rect) { + InvalidateRect(clip_rect); + return; + } + + // Again, we only support scrolling along one axis at a time. Make sure this + // update doesn't scroll on a different axis than any existing one. + if ((amount.x() && update_.scroll_delta.y()) || + (amount.y() && update_.scroll_delta.x())) { + InvalidateRect(clip_rect); + return; + } + + // The scroll rect is new or isn't changing (though the scroll amount may + // be changing). + update_.scroll_rect = clip_rect; + update_.scroll_delta += amount; + + // We might have just wiped out a pre-existing scroll. + if (update_.scroll_delta == Point()) { + update_.scroll_rect = Rect(); + return; + } + + // Adjust any contained paint rects and check for any overlapping paints. + for (size_t i = 0; i < update_.paint_rects.size(); ++i) { + if (update_.scroll_rect.Contains(update_.paint_rects[i])) { + update_.paint_rects[i] = ScrollPaintRect(update_.paint_rects[i], amount); + // The rect may have been scrolled out of view. + if (update_.paint_rects[i].IsEmpty()) { + update_.paint_rects.erase(update_.paint_rects.begin() + i); + i--; + } + } else if (update_.scroll_rect.Intersects(update_.paint_rects[i])) { + InvalidateScrollRect(); + return; + } + } + + // If the new scroll overlaps too much with contained paint rects, then force + // an invalidation of the scroll. + if (ShouldInvalidateScrollRect(Rect())) + InvalidateScrollRect(); +} + +Rect PaintAggregator::ScrollPaintRect(const Rect& paint_rect, + const Point& amount) const { + Rect result = paint_rect; + + result.Offset(amount); + result = update_.scroll_rect.Intersect(result); + + // Subtract out the scroll damage rect to avoid redundant painting. + return result.Subtract(update_.GetScrollDamage()); +} + +bool PaintAggregator::ShouldInvalidateScrollRect(const Rect& rect) const { + if (!rect.IsEmpty()) { + if (!update_.scroll_rect.Intersects(rect)) + return false; + + if (!update_.scroll_rect.Contains(rect)) + return true; + } + + // Check if the combined area of all contained paint rects plus this new + // rect comes too close to the area of the scroll_rect. If so, then we + // might as well invalidate the scroll rect. + + int paint_area = rect.size().GetArea(); + for (size_t i = 0; i < update_.paint_rects.size(); ++i) { + const Rect& existing_rect = update_.paint_rects[i]; + if (update_.scroll_rect.Contains(existing_rect)) + paint_area += existing_rect.size().GetArea(); + } + int scroll_area = update_.scroll_rect.size().GetArea(); + if (float(paint_area) / float(scroll_area) > max_redundant_paint_to_scroll_area_) + return true; + + return false; +} + +void PaintAggregator::InvalidateScrollRect() { + Rect scroll_rect = update_.scroll_rect; + update_.scroll_rect = Rect(); + update_.scroll_delta = Point(); + InvalidateRect(scroll_rect); +} + +void PaintAggregator::CombinePaintRects() { + // Combine paint rects down to at most two rects: one inside the scroll_rect + // and one outside the scroll_rect. If there is no scroll_rect, then just + // use the smallest bounding box for all paint rects. + // + // NOTE: This is a fairly simple algorithm. We could get fancier by only + // combining two rects to get us under the max_paint_rects limit, but if we + // reach this method then it means we're hitting a rare case, so there's no + // need to over-optimize it. + // + if (update_.scroll_rect.IsEmpty()) { + Rect bounds = update_.GetPaintBounds(); + update_.paint_rects.clear(); + update_.paint_rects.push_back(bounds); + } else { + Rect inner, outer; + for (size_t i = 0; i < update_.paint_rects.size(); ++i) { + const Rect& existing_rect = update_.paint_rects[i]; + if (update_.scroll_rect.Contains(existing_rect)) { + inner = inner.Union(existing_rect); + } else { + outer = outer.Union(existing_rect); + } + } + update_.paint_rects.clear(); + update_.paint_rects.push_back(inner); + update_.paint_rects.push_back(outer); + } +} + +} // namespace pp diff --git a/ppapi/utility/graphics/paint_aggregator.h b/ppapi/utility/graphics/paint_aggregator.h new file mode 100644 index 0000000..74e24da --- /dev/null +++ b/ppapi/utility/graphics/paint_aggregator.h @@ -0,0 +1,174 @@ +// Copyright (c) 2011 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 PPAPI_UTILITY_GRAPHICS_PAINT_AGGREGATOR_H_ +#define PPAPI_UTILITY_GRAPHICS_PAINT_AGGREGATOR_H_ + +#include <stddef.h> +#include <vector> + +#include "ppapi/cpp/point.h" +#include "ppapi/cpp/rect.h" + +/// @file +/// This file defines the API to aggregate multiple invalidation and scroll +/// commands to produce a scroll and repaint sequence. +namespace pp { + +/// This class is responsible for aggregating multiple invalidation and scroll +/// commands to produce a scroll and repaint sequence. You can use this manually +/// to track your updates, but most applications will use the PaintManager to +/// additionally handle the necessary callbacks on top of the PaintAggregator +/// functionality. +/// +/// Refer to <code>http://code.google.com/p/ppapi/wiki/2DPaintingModel</code> +/// for further information. +class PaintAggregator { + public: + struct PaintUpdate { + /// Default constructor for creating an is_null() <code>PaintUpdate</code> + /// object. + PaintUpdate(); + + /// Destructor. + ~PaintUpdate(); + + /// True if there is a scroll applied. This indicates that the scroll delta + /// and scroll_rect are nonzero (just as a convenience). + bool has_scroll; + + /// The amount to scroll by. Either the X or Y may be nonzero to indicate a + /// scroll in that direction, but there will never be a scroll in both + /// directions at the same time (this will be converted to a paint of the + /// region instead). + /// + /// If there is no scroll, this will be (0, 0). + Point scroll_delta; + + /// The rectangle that should be scrolled by the scroll_delta. If there is + /// no scroll, this will be (0, 0, 0, 0). We only track one scroll command + /// at once. If there are multiple ones, they will be converted to + /// invalidates. + Rect scroll_rect; + + /// A list of all the individual dirty rectangles. This is an aggregated + /// list of all invalidate calls. Different rectangles may be unified to + /// produce a minimal list with no overlap that is more efficient to paint. + /// This list also contains the region exposed by any scroll command. + std::vector<Rect> paint_rects; + + /// The union of all paint_rects. + Rect paint_bounds; + }; + + /// Default constructor. + PaintAggregator(); + + /// Setter function setting the max ratio of paint rect area to scroll rect + /// area that we will tolerate before downgrading the scroll into a repaint. + /// + /// If the combined area of paint rects contained within the scroll + /// rect grows too large, then we might as well just treat + /// the scroll rect as a paint rect. + /// + /// @param[in] area The max ratio of paint rect area to scroll rect area that + /// we will tolerate before downgrading the scroll into a repaint. + void set_max_redundant_paint_to_scroll_area(float area) { + max_redundant_paint_to_scroll_area_ = area; + } + + /// Setter function for setting the maximum number of paint rects. If we + /// exceed this limit, then we'll start combining paint rects (see + /// CombinePaintRects). This limiting can be important since there is + /// typically some overhead in deciding what to paint. If your module is fast + /// at doing these computations, raise this threshold, if your module is + /// slow, lower it (probably requires some tuning to find the right value). + /// + /// @param[in] max_rects The maximum number of paint rects. + void set_max_paint_rects(size_t max_rects) { + max_paint_rects_ = max_rects; + } + + /// This function determines if there is a pending update. There is a + /// PendingUpdate if InvalidateRect or ScrollRect were called and + /// ClearPendingUpdate was not called. + /// + /// @return true if there is a pending update, otherwise false. + bool HasPendingUpdate() const; + + /// This function clears a pending update. + void ClearPendingUpdate(); + + /// This function gets a pending update. + /// + /// @return A PaintUpdate containing the pending update. + PaintUpdate GetPendingUpdate() const; + + /// This function invalidates the rect so it will be repainted. + /// + /// @param[in] rect A rect to be repainted. + void InvalidateRect(const Rect& rect); + + /// This function adds a pending scroll update. + /// + /// @param[in] clip_rect The rect to scroll. + /// @param[in] amount A Point amount to scroll <code>rect</code>. + void ScrollRect(const Rect& clip_rect, const Point& amount); + + private: + // This structure is an internal version of PaintUpdate. It's different in + // two respects: + // + // - The scroll damange (area exposed by the scroll operation, if any) is + // maintained separately from the dirty rects generated by calling + // InvalidateRect. We need to know this distinction for some operations. + // + // - The paint bounds union is computed on the fly so we don't have to keep + // a rectangle up-to-date as we do different operations. + class InternalPaintUpdate { + public: + InternalPaintUpdate(); + ~InternalPaintUpdate(); + + // Computes the rect damaged by scrolling within |scroll_rect| by + // |scroll_delta|. This rect must be repainted. It is not included in + // paint_rects or in the rect returned by GetPaintBounds. + Rect GetScrollDamage() const; + + // Returns the smallest rect containing all paint rects, not including the + // scroll damage rect. + Rect GetPaintBounds() const; + + Point scroll_delta; + Rect scroll_rect; + + // Does not include the scroll damage rect. + std::vector<Rect> paint_rects; + }; + + Rect ScrollPaintRect(const Rect& paint_rect, const Point& amount) const; + bool ShouldInvalidateScrollRect(const Rect& rect) const; + void InvalidateScrollRect(); + void CombinePaintRects(); + + InternalPaintUpdate update_; + + // If the combined area of paint rects contained within the scroll rect grows + // too large, then we might as well just treat the scroll rect as a paint + // rect. This constant sets the max ratio of paint rect area to scroll rect + // area that we will tolerate before downgrading the scroll into a repaint. + float max_redundant_paint_to_scroll_area_; + + // The maximum number of paint rects. If we exceed this limit, then we'll + // start combining paint rects (see CombinePaintRects). This limiting can be + // important since there is typically some overhead in deciding what to + // paint. If your plugin is fast at doing these computations, raise this + // threshold, if your plugin is slow, lower it (probably requires some + // tuning to find the right value). + size_t max_paint_rects_; +}; + +} // namespace pp + +#endif // PPAPI_UTILITY_PAINT_AGGREGATOR_H_ diff --git a/ppapi/utility/graphics/paint_manager.cc b/ppapi/utility/graphics/paint_manager.cc new file mode 100644 index 0000000..1141ac6 --- /dev/null +++ b/ppapi/utility/graphics/paint_manager.cc @@ -0,0 +1,203 @@ +// Copyright (c) 2011 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/utility/graphics/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), + manual_callback_pending_(false), + flush_pending_(false), + has_pending_resize_(false) { + // 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), + manual_callback_pending_(false), + flush_pending_(false), + has_pending_resize_(false) { + // 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 (GetEffectiveSize() == new_size) + return; + + has_pending_resize_ = true; + pending_size_ = new_size; + + Invalidate(); +} + +void PaintManager::Invalidate() { + // You must call SetSize before using. + PP_DCHECK(!graphics_.is_null() || has_pending_resize_); + + EnsureCallbackPending(); + aggregator_.InvalidateRect(Rect(GetEffectiveSize())); +} + +void PaintManager::InvalidateRect(const Rect& rect) { + // You must call SetSize before using. + PP_DCHECK(!graphics_.is_null() || has_pending_resize_); + + // Clip the rect to the device area. + Rect clipped_rect = rect.Intersect(Rect(GetEffectiveSize())); + 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 SetSize before using. + PP_DCHECK(!graphics_.is_null() || has_pending_resize_); + + EnsureCallbackPending(); + aggregator_.ScrollRect(clip_rect, amount); +} + +Size PaintManager::GetEffectiveSize() const { + return has_pending_resize_ ? pending_size_ : graphics_.size(); +} + +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 pending resize. Setting the graphics to this class must happen + // before asking the plugin to paint in case it requests the Graphics2D during + // painting. However, the bind must not happen until afterward since we don't + // want to have an unpainted device bound. The needs_binding flag tells us + // whether to do this later. + bool needs_binding = false; + if (has_pending_resize_) { + graphics_ = Graphics2D(instance_, pending_size_, is_always_opaque_); + needs_binding = true; + + // Since we're binding a new one, all of the callbacks have been canceled. + manual_callback_pending_ = false; + flush_pending_ = false; + callback_factory_.CancelAll(); + + // This must be cleared before calling into the plugin since it may do + // additional invalidation or sizing operations. + has_pending_resize_ = false; + pending_size_ = Size(); + } + + // 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)) { + // Something was painted, schedule a flush. + int32_t result = graphics_.Flush( + callback_factory_.NewOptionalCallback(&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_OK_COMPLETIONPENDING) { + flush_pending_ = true; + } else { + PP_DCHECK(result == PP_OK); // Catch all other errors in debug mode. + } + } + + if (needs_binding) + instance_->BindGraphics(graphics_); +} + +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() && !flush_pending_) + DoPaint(); +} + + +} // namespace pp diff --git a/ppapi/utility/graphics/paint_manager.h b/ppapi/utility/graphics/paint_manager.h new file mode 100644 index 0000000..c3787e8 --- /dev/null +++ b/ppapi/utility/graphics/paint_manager.h @@ -0,0 +1,297 @@ +// Copyright (c) 2011 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 PPAPI_UTILITY_GRAPHICS_PAINT_MANAGER_H_ +#define PPAPI_UTILITY_GRAPHICS_PAINT_MANAGER_H_ + +#include <vector> + +#include "ppapi/cpp/graphics_2d.h" +#include "ppapi/utility/completion_callback_factory.h" +#include "ppapi/utility/graphics/paint_aggregator.h" + +/// @file +/// This file defines the API to convert the "plugin push" model of painting +/// in PPAPI to a paint request at a later time. + +namespace pp { + +class Graphics2D; +class Instance; +class Point; +class Rect; + +/// This class converts the "instance push" model of painting in PPAPI to a +/// paint request at a later time. Usage is that you call Invalidate and +/// Scroll, and implement the Client interface. Your OnPaint handler will +/// then get called with coalesced paint events. +/// +/// This class is basically a <code>PaintAggregator</code> that groups updates, +/// plus management of callbacks for scheduling paints. +/// +/// <strong>Example:</strong> +/// +/// <code> +/// +/// class MyClass : public pp::Instance, public PaintManager::Client { +/// public: +/// MyClass() { +/// paint_manager_.Initialize(this, this, false); +/// } +/// +/// void ViewChanged(const pp::Rect& position, const pp::Rect& clip) { +/// paint_manager_.SetSize(position.size()); +/// } +/// +/// void DoSomething() { +/// // This function does something like respond to an event that causes +/// // the screen to need updating. +/// paint_manager_.InvalidateRect(some_rect); +/// } +/// +/// // Implementation of PaintManager::Client +/// virtual bool OnPaint(pp::Graphics2D& device, +/// const pp::PaintUpdate& update) { +/// // If our app needed scrolling, we would apply that first here. +/// +/// // Then we would either repaint the area returned by GetPaintBounds or +/// // iterate through all the paint_rects. +/// +/// // The caller will call Flush() for us, so don't do that here. +/// return true; +/// } +/// +/// private: +/// pp::PaintManager paint_manager_; +/// }; +/// </code> +class PaintManager { + public: + class Client { + public: + /// OnPaint() paints the given invalid area of the instance to the given + /// graphics device. Returns true if anything was painted. + /// + /// You are given the list of rects to paint in <code>paint_rects</code>, + /// and the union of all of these rects in <code>paint_bounds</code>. You + /// only have to paint the area inside each of the + /// <code>paint_rects</code>, but can paint more if you want (some apps may + /// just want to paint the union). + /// + /// Do not call Flush() on the graphics device, this will be done + /// automatically if you return true from this function since the + /// <code>PaintManager</code> needs to handle the callback. + /// + /// It is legal for you to cause invalidates inside of Paint which will + /// then get executed as soon as the Flush for this update has completed. + /// However, this is not very nice to the host system since it will spin the + /// CPU, possibly updating much faster than necessary. It is best to have a + /// 1/60 second timer to do an invalidate instead. This will limit your + /// animation to the slower of 60Hz or "however fast Flush can complete." + /// + /// @param[in] graphics A <code>Graphics2D</code> to be painted. + /// @param[in] paint_rects A list of rects to paint. + /// @param[in] paint_bounds A union of the rects to paint. + /// + /// @return true if successful, otherwise false. + virtual bool OnPaint(Graphics2D& graphics, + const std::vector<Rect>& paint_rects, + const Rect& paint_bounds) = 0; + + protected: + // You shouldn't be doing deleting through this interface. + virtual ~Client() {} + }; + + /// Default constructor for creating an is_null() <code>PaintManager</code> + /// object. If you use this version of the constructor, you must call + /// Initialize() below. + PaintManager(); + + /// A constructor to create a new <code>PaintManager</code> with an instance + /// and client. + /// + /// <strong>Note:</strong> You will need to call SetSize() before this class + /// will do anything. Normally you do this from the <code>ViewChanged</code> + /// method of your instance. + /// + /// @param instance The instance using this paint manager to do its + /// painting. Painting will automatically go to this instance and you don't + /// have to manually bind any device context (this is all handled by the + /// paint manager). + /// + /// @param client A non-owning pointer and must remain valid (normally the + /// object implementing the Client interface will own the paint manager). + /// + /// @param is_always_opaque A flag passed to the device contexts that this + /// class creates. Set this to true if your instance always draws an opaque + /// image to the device. This is used as a hint to the browser that it does + /// not need to do alpha blending, which speeds up painting. If you generate + /// non-opqaue pixels or aren't sure, set this to false for more general + /// blending. + /// + /// If you set is_always_opaque, your alpha channel should always be set to + /// 0xFF or there may be painting artifacts. Being opaque will allow the + /// browser to do a memcpy rather than a blend to paint the plugin, and this + /// means your alpha values will get set on the page backing store. If these + /// values are incorrect, it could mess up future blending. If you aren't + /// sure, it is always correct to specify that it it not opaque. + PaintManager(Instance* instance, Client* client, bool is_always_opaque); + + /// Destructor. + ~PaintManager(); + + /// Initialize() must be called if you are using the 0-arg constructor. + /// + /// @param instance The instance using this paint manager to do its + /// painting. Painting will automatically go to this instance and you don't + /// have to manually bind any device context (this is all handled by the + /// paint manager). + /// @param client A non-owning pointer and must remain valid (normally the + /// object implementing the Client interface will own the paint manager). + /// @param is_always_opaque A flag passed to the device contexts that this + /// class creates. Set this to true if your instance always draws an opaque + /// image to the device. This is used as a hint to the browser that it does + /// not need to do alpha blending, which speeds up painting. If you generate + /// non-opqaue pixels or aren't sure, set this to false for more general + /// blending. + /// + /// If you set <code>is_always_opaque</code>, your alpha channel should + /// always be set to <code>0xFF</code> or there may be painting artifacts. + /// Being opaque will allow the browser to do a memcpy rather than a blend + /// to paint the plugin, and this means your alpha values will get set on the + /// page backing store. If these values are incorrect, it could mess up + /// future blending. If you aren't sure, it is always correct to specify that + /// it it not opaque. + void Initialize(Instance* instance, Client* client, bool is_always_opaque); + + /// Setter function setting the max ratio of paint rect area to scroll rect + /// area that we will tolerate before downgrading the scroll into a repaint. + /// + /// If the combined area of paint rects contained within the scroll + /// rect grows too large, then we might as well just treat + /// the scroll rect as a paint rect. + /// + /// @param[in] area The max ratio of paint rect area to scroll rect area that + /// we will tolerate before downgrading the scroll into a repaint. + void set_max_redundant_paint_to_scroll_area(float area) { + aggregator_.set_max_redundant_paint_to_scroll_area(area); + } + + /// Setter function for setting the maximum number of paint rects. If we + /// exceed this limit, then we'll start combining paint rects (refer to + /// CombinePaintRects() for further information). This limiting can be + /// important since there is typically some overhead in deciding what to + /// paint. If your module is fast at doing these computations, raise this + /// threshold, if your module is slow, lower it (probably requires some + /// tuning to find the right value). + /// + /// @param[in] max_rects The maximum number of paint rects. + void set_max_paint_rects(size_t max_rects) { + aggregator_.set_max_paint_rects(max_rects); + } + + /// SetSize() sets the size of the instance. If the size is the same as the + /// previous call, this will be a NOP. If the size has changed, a new device + /// will be allocated to the given size and a paint to that device will be + /// scheduled. + /// + /// This function is intended to be called from <code>ViewChanged</code> with + /// the size of the instance. Since it tracks the old size and only allocates + /// when the size changes, you can always call this function without worrying + /// about whether the size changed or ViewChanged() is called for another + /// reason (like the position changed). + /// + /// @param new_size The new size for the instance. + void SetSize(const Size& new_size); + + /// This function provides access to the underlying device in case you need + /// it. If you have done a SetSize(), note that the graphics context won't be + /// updated until right before the next call to OnPaint(). + /// + /// <strong>Note:</strong> If you call Flush on this device the paint manager + /// will get very confused, don't do this! + const Graphics2D& graphics() const { return graphics_; } + + /// This function provides access to the underlying device in case you need + /// it. If you have done a SetSize(), note that the graphics context won't be + /// updated until right before the next call to OnPaint(). + /// + /// <strong>Note:</strong> If you call Flush on this device the paint manager + /// will get very confused, don't do this! + Graphics2D& graphics() { return graphics_; } + + /// Invalidate() invalidate the entire instance. + void Invalidate(); + + /// InvalidateRect() Invalidate the provided rect. + /// + /// @param[in] rect The <code>Rect</code> to be invalidated. + void InvalidateRect(const Rect& rect); + + /// ScrollRect() scrolls the provided <code>clip_rect</code> by the + /// <code>amount</code> argument. + /// + /// @param clip_rect The clip rectangle to scroll. + /// @param amount The amount to scroll <code>clip_rect</code>. + void ScrollRect(const Rect& clip_rect, const Point& amount); + + /// GetEffectiveSize() returns the size of the graphics context for the + /// next paint operation. This is the pending size if a resize is pending + /// (the instance has called SetSize() but we haven't actually painted it + /// yet), or the current size of no resize is pending. + /// + /// @return The effective size. + Size GetEffectiveSize() const; + + private: + // Disallow copy and assign (these are unimplemented). + PaintManager(const PaintManager&); + PaintManager& operator=(const PaintManager&); + + // Makes sure there is a callback that will trigger a paint at a later time. + // This will be either a Flush callback telling us we're allowed to generate + // more data, or, if there's no flush callback pending, a manual call back + // to the message loop via ExecuteOnMainThread. + void EnsureCallbackPending(); + + // Does the client paint and executes a Flush if necessary. + void DoPaint(); + + // Callback for asynchronous completion of Flush. + void OnFlushComplete(int32_t); + + // Callback for manual scheduling of paints when there is no flush callback + // pending. + void OnManualCallbackComplete(int32_t); + + Instance* instance_; + + // Non-owning pointer. See the constructor. + Client* client_; + + bool is_always_opaque_; + + CompletionCallbackFactory<PaintManager> callback_factory_; + + // This graphics device will be is_null() if no graphics has been manually + // set yet. + Graphics2D graphics_; + + PaintAggregator aggregator_; + + // See comment for EnsureCallbackPending for more on how these work. + bool manual_callback_pending_; + bool flush_pending_; + + // When we get a resize, we don't bind right away (see SetSize). The + // has_pending_resize_ tells us that we need to do a resize for the next + // paint operation. When true, the new size is in pending_size_. + bool has_pending_resize_; + Size pending_size_; +}; + +} // namespace pp + +#endif // PPAPI_UTILITY_GRAPHICS_PAINT_MANAGER_H_ diff --git a/ppapi/utility/non_thread_safe_ref_count.h b/ppapi/utility/non_thread_safe_ref_count.h new file mode 100644 index 0000000..db00b7d --- /dev/null +++ b/ppapi/utility/non_thread_safe_ref_count.h @@ -0,0 +1,60 @@ +// Copyright (c) 2011 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 PPAPI_UTILITY_NON_THREAD_SAFE_REF_COUNT_H_ +#define PPAPI_UTILITY_NON_THREAD_SAFE_REF_COUNT_H_ + +#include "ppapi/cpp/core.h" +#include "ppapi/cpp/logging.h" +#include "ppapi/cpp/module.h" + +/// @file +/// This file defines the APIs for maintaining a reference counter. +namespace pp { + +/// A simple reference counter that is not thread-safe. <strong>Note:</strong> +/// in Debug mode, it checks that it is either called on the main thread, or +/// always called on another thread. +class NonThreadSafeRefCount { + public: + /// Default constructor. In debug mode, this checks that the object is being + /// created on the main thread. + NonThreadSafeRefCount() + : ref_(0) { +#ifndef NDEBUG + is_main_thread_ = Module::Get()->core()->IsMainThread(); +#endif + } + + /// Destructor. + ~NonThreadSafeRefCount() { + PP_DCHECK(is_main_thread_ == Module::Get()->core()->IsMainThread()); + } + + /// AddRef() increments the reference counter. + /// + /// @return An int32_t with the incremented reference counter. + int32_t AddRef() { + PP_DCHECK(is_main_thread_ == Module::Get()->core()->IsMainThread()); + return ++ref_; + } + + /// Release() decrements the reference counter. + /// + /// @return An int32_t with the decremeneted reference counter. + int32_t Release() { + PP_DCHECK(is_main_thread_ == Module::Get()->core()->IsMainThread()); + return --ref_; + } + + private: + int32_t ref_; +#ifndef NDEBUG + bool is_main_thread_; +#endif +}; + +} // namespace pp + +#endif // PPAPI_UTILITY_NON_THREAD_SAFE_REF_COUNT_H_ |