// Copyright 2012 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 "cc/layer_iterator.h" #include "cc/layer.h" #include "cc/layer_impl.h" #include "cc/render_surface.h" #include "cc/render_surface_impl.h" namespace cc { template void LayerIteratorActions::BackToFront::begin(LayerIterator& it) { it.m_targetRenderSurfaceLayerIndex = 0; it.m_currentLayerIndex = LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface; m_highestTargetRenderSurfaceLayer = 0; } template void LayerIteratorActions::BackToFront::end(LayerIterator& it) { it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex; it.m_currentLayerIndex = 0; } template void LayerIteratorActions::BackToFront::next(LayerIterator& it) { // If the current layer has a RS, move to its layer list. Otherwise, visit the next layer in the current RS layer list. if (it.currentLayerRepresentsContributingRenderSurface()) { // Save our position in the childLayer list for the RenderSurfaceImpl, then jump to the next RenderSurfaceImpl. Save where we // came from in the next RenderSurfaceImpl so we can get back to it. it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex; int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex; it.m_targetRenderSurfaceLayerIndex = ++m_highestTargetRenderSurfaceLayer; it.m_currentLayerIndex = LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface; it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer; } else { ++it.m_currentLayerIndex; int targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size(); while (it.m_currentLayerIndex == targetRenderSurfaceNumChildren) { // Jump back to the previous RenderSurfaceImpl, and get back the position where we were in that list, and move to the next position there. if (!it.m_targetRenderSurfaceLayerIndex) { // End of the list it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex; it.m_currentLayerIndex = 0; return; } it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory; it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory + 1; targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size(); } } } template void LayerIteratorActions::FrontToBack::begin(LayerIterator& it) { it.m_targetRenderSurfaceLayerIndex = 0; it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1; goToHighestInSubtree(it); } template void LayerIteratorActions::FrontToBack::end(LayerIterator& it) { it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex; it.m_currentLayerIndex = 0; } template void LayerIteratorActions::FrontToBack::next(LayerIterator& it) { // Moves to the previous layer in the current RS layer list. Then we check if the // new current layer has its own RS, in which case there are things in that RS layer list that are higher, so // we find the highest layer in that subtree. // If we move back past the front of the list, we jump up to the previous RS layer list, picking up again where we // had previously recursed into the current RS layer list. if (!it.currentLayerRepresentsTargetRenderSurface()) { // Subtracting one here will eventually cause the current layer to become that layer // representing the target render surface. --it.m_currentLayerIndex; goToHighestInSubtree(it); } else { while (it.currentLayerRepresentsTargetRenderSurface()) { if (!it.m_targetRenderSurfaceLayerIndex) { // End of the list it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex; it.m_currentLayerIndex = 0; return; } it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory; it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory; } } } template void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator& it) { if (it.currentLayerRepresentsTargetRenderSurface()) return; while (it.currentLayerRepresentsContributingRenderSurface()) { // Save where we were in the current target surface, move to the next one, and save the target surface that we // came from there so we can go back to it. it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex; int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex; for (LayerType* layer = it.currentLayer(); it.targetRenderSurfaceLayer() != layer; ++it.m_targetRenderSurfaceLayerIndex) { } it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1; it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer; } } typedef std::vector > LayerList; typedef std::vector LayerImplList; // Declare each of the above functions for Layer and LayerImpl classes so that they are linked. template CC_EXPORT void LayerIteratorActions::BackToFront::begin(LayerIterator &); template CC_EXPORT void LayerIteratorActions::BackToFront::end(LayerIterator&); template CC_EXPORT void LayerIteratorActions::BackToFront::next(LayerIterator&); template CC_EXPORT void LayerIteratorActions::BackToFront::begin(LayerIterator&); template CC_EXPORT void LayerIteratorActions::BackToFront::end(LayerIterator&); template CC_EXPORT void LayerIteratorActions::BackToFront::next(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::next(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::end(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::begin(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::next(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::end(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::begin(LayerIterator&); template CC_EXPORT void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator&); } // namespace cc