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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_MAC_H_
+#define SKIA_EXT_PLATFORM_DEVICE_MAC_H_
+
+#import <ApplicationServices/ApplicationServices.h>
+#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 CoreGraphics can also
+// write to. It also provides functionality to play well with CG 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 PlatformDeviceMac : public SkDevice {
+ public:
+ // The CGContext that corresponds to the bitmap, used for CoreGraphics
+ // operations drawing into the bitmap. This is possibly heavyweight, so it
+ // should exist only during one pass of rendering.
+ virtual CGContextRef GetBitmapContext() = 0;
+
+ // Draws to the given graphics context. If the bitmap context doesn't exist,
+ // this will temporarily create it. However, if you have created the bitmap
+ // context, 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 DrawToContext(CGContextRef context, int x, int y,
+ const CGRect* src_rect) = 0;
+
+ // Sets the opacity of each pixel in the specified region to be opaque.
+ void makeOpaque(int x, int y, int width, int height);
+
+ // Returns if the preferred rendering engine is vectorial or bitmap based.
+ virtual bool IsVectorial() = 0;
+
+ // On platforms where the native rendering API does not support rendering
+ // into bitmaps with a premultiplied alpha channel, this call is responsible
+ // for doing any fixup necessary. It is not used on the Mac, since
+ // CoreGraphics can handle premultiplied alpha just fine.
+ virtual void fixupAlphaBeforeCompositing() = 0;
+
+ // Initializes the default settings and colors in a device context.
+ static void InitializeCGContext(CGContextRef context);
+
+ // Loads a SkPath into the CG context. The path can there after be used for
+ // clipping or as a stroke.
+ static void LoadPathToCGContext(CGContextRef context, const SkPath& path);
+
+ // Loads a SkRegion into the CG context.
+ static void LoadClippingRegionToCGContext(CGContextRef context,
+ const SkRegion& region,
+ const SkMatrix& transformation);
+
+ protected:
+ // Forwards |bitmap| to SkDevice's constructor.
+ PlatformDeviceMac(const SkBitmap& bitmap);
+
+ // Loads the specified Skia transform into the device context
+ static void LoadTransformToCGContext(CGContextRef context,
+ const SkMatrix& matrix);
+
+ // Function pointer used by the processPixels method for setting the alpha
+ // value of a particular pixel.
+ typedef void (*adjustAlpha)(uint32_t* pixel);
+
+ // Loops through each of the pixels in the specified range, invoking
+ // adjustor for the alpha value of each pixel.
+ virtual void processPixels(int x,
+ int y,
+ int width,
+ int height,
+ adjustAlpha adjustor) = 0;
+};
+
+} // namespace gfx
+
+#endif // SKIA_EXT_PLATFORM_DEVICE_MAC_H_
+