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Diffstat (limited to 'skia/ext/platform_device_win.h')
-rw-r--r--skia/ext/platform_device_win.h11
1 files changed, 6 insertions, 5 deletions
diff --git a/skia/ext/platform_device_win.h b/skia/ext/platform_device_win.h
index 5523ef9..2452fc2 100644
--- a/skia/ext/platform_device_win.h
+++ b/skia/ext/platform_device_win.h
@@ -18,6 +18,9 @@ class SkRegion;
namespace skia {
+// Initializes the default settings and colors in a device context.
+SK_API void InitializeDC(HDC context);
+
// 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.
@@ -40,10 +43,11 @@ class SK_API PlatformDevice : public SkDevice {
// 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;
+ virtual void DrawToNativeContext(HDC dc, int x, int y,
+ const RECT* src_rect) = 0;
// Sets the opacity of each pixel in the specified region to be opaque.
- virtual void makeOpaque(int x, int y, int width, int height) { }
+ virtual 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;
@@ -51,9 +55,6 @@ class SK_API PlatformDevice : public SkDevice {
// Returns if GDI is allowed to render text to this device.
virtual bool IsNativeFontRenderingAllowed() { return true; }
- // 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);