// 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 BASE_GFX_PLATFORM_DEVICE_MAC_H__ #define BASE_GFX_PLATFORM_DEVICE_MAC_H__ #import #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; // Translate the device's coordinate system by the given amount; this will // override any previous calls to this function. virtual void SetTransform(const SkMatrix& matrix) = 0; // Devices may be in a layer and offset from the root device. In this case, // the transform (set by setTransform) will corrspond to the root device, and // this device will actually be offset from there. // // This is called after a layered device is created to tell us the location. // This location will be factored into any transforms applied via // setTransform. // // If this function is not called, the offset defaults to (0, 0); virtual void SetDeviceOffset(int x, int y) = 0; // Sets the clipping region, overriding any previous calls. virtual void SetClipRegion(const SkRegion& region) = 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; // 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); 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 // BASE_GFX_PLATFORM_DEVICE_MAC_H__