// Copyright (c) 2010 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 "gfx/canvas_direct2d.h" #include "gfx/rect.h" namespace { // Converts a SkColor to a ColorF. D2D1_COLOR_F SkColorToColorF(SkColor color) { return D2D1::ColorF(static_cast<float>(SkColorGetR(color)) / 0xFF, static_cast<float>(SkColorGetG(color)) / 0xFF, static_cast<float>(SkColorGetB(color)) / 0xFF, static_cast<float>(SkColorGetA(color)) / 0xFF); } D2D1_RECT_F RectToRectF(int x, int y, int w, int h) { return D2D1::RectF(static_cast<float>(x), static_cast<float>(y), static_cast<float>(x + w), static_cast<float>(y + h)); } D2D1_RECT_F RectToRectF(const gfx::Rect& rect) { return RectToRectF(rect.x(), rect.y(), rect.width(), rect.height()); } } // namespace namespace gfx { // static ID2D1Factory* CanvasDirect2D::d2d1_factory_ = NULL; //////////////////////////////////////////////////////////////////////////////// // CanvasDirect2D, public: CanvasDirect2D::CanvasDirect2D(ID2D1RenderTarget* rt) : rt_(rt) { // A RenderState entry is pushed onto the stack to track the clip count prior // to any calls to Save*(). state_.push(RenderState()); rt_->BeginDraw(); } CanvasDirect2D::~CanvasDirect2D() { // Unwind any clips that were pushed outside of any Save*()/Restore() pairs. int clip_count = state_.top().clip_count; for (int i = 0; i < clip_count; ++i) rt_->PopAxisAlignedClip(); rt_->EndDraw(); } // static ID2D1Factory* CanvasDirect2D::GetD2D1Factory() { if (!d2d1_factory_) D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &d2d1_factory_); return d2d1_factory_; } //////////////////////////////////////////////////////////////////////////////// // CanvasDirect2D, Canvas implementation: void CanvasDirect2D::Save() { SaveInternal(NULL); } void CanvasDirect2D::SaveLayerAlpha(uint8 alpha) { SaveLayerAlpha(alpha, gfx::Rect()); } void CanvasDirect2D::SaveLayerAlpha(uint8 alpha, const gfx::Rect& layer_bounds) { D2D1_RECT_F bounds = D2D1::InfiniteRect(); if (!layer_bounds.IsEmpty()) bounds = RectToRectF(layer_bounds); ID2D1Layer* layer = NULL; HRESULT hr = rt_->CreateLayer(NULL, &layer); if (SUCCEEDED(hr)) { rt_->PushLayer(D2D1::LayerParameters(bounds, NULL, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, D2D1::IdentityMatrix(), static_cast<float>(alpha) / 0xFF, NULL, D2D1_LAYER_OPTIONS_NONE), layer); } SaveInternal(layer); } void CanvasDirect2D::Restore() { ID2D1Layer* layer = state_.top().layer; if (layer) { rt_->PopLayer(); layer->Release(); } int clip_count = state_.top().clip_count; for (int i = 0; i < clip_count; ++i) rt_->PopAxisAlignedClip(); state_.pop(); // The state_ stack should never be empty - we should always have at least one // entry to hold a clip count when there is no active save/restore entry. CHECK(!state_.empty()) << "Called Restore() once too often!"; rt_->RestoreDrawingState(drawing_state_block_); } bool CanvasDirect2D::ClipRectInt(int x, int y, int w, int h) { rt_->PushAxisAlignedClip(RectToRectF(x, y, w, h), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE); // Increment the clip count so the call to PushAxisAlignedClip() can be // balanced with a call to PopAxisAlignedClip in the next Restore(). ++state_.top().clip_count; return w > 0 && h > 0; } void CanvasDirect2D::TranslateInt(int x, int y) { D2D1_MATRIX_3X2_F raw; rt_->GetTransform(&raw); D2D1::Matrix3x2F transform(raw._11, raw._12, raw._21, raw._22, raw._31, raw._32); transform = D2D1::Matrix3x2F::Translation(static_cast<float>(x), static_cast<float>(y)) * transform; rt_->SetTransform(transform); } void CanvasDirect2D::ScaleInt(int x, int y) { D2D1_MATRIX_3X2_F raw; rt_->GetTransform(&raw); D2D1::Matrix3x2F transform(raw._11, raw._12, raw._21, raw._22, raw._31, raw._32); transform = D2D1::Matrix3x2F::Scale(static_cast<float>(x), static_cast<float>(y)) * transform; rt_->SetTransform(transform); } void CanvasDirect2D::FillRectInt(int x, int y, int w, int h, const SkPaint& paint) { } void CanvasDirect2D::FillRectInt(const SkColor& color, int x, int y, int w, int h) { ScopedComPtr<ID2D1SolidColorBrush> solid_brush; rt_->CreateSolidColorBrush(SkColorToColorF(color), solid_brush.Receive()); rt_->FillRectangle(RectToRectF(x, y, w, h), solid_brush); } void CanvasDirect2D::DrawRectInt(const SkColor& color, int x, int y, int w, int h) { } void CanvasDirect2D::DrawRectInt(const SkColor& color, int x, int y, int w, int h, SkXfermode::Mode mode) { } void CanvasDirect2D::DrawLineInt(const SkColor& color, int x1, int y1, int x2, int y2) { } void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int x, int y) { } void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int x, int y, const SkPaint& paint) { } void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y, int src_w, int src_h, int dest_x, int dest_y, int dest_w, int dest_h, bool filter) { } void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y, int src_w, int src_h, int dest_x, int dest_y, int dest_w, int dest_h, bool filter, const SkPaint& paint) { } void CanvasDirect2D::DrawStringInt(const std::wstring& text, const gfx::Font& font, const SkColor& color, int x, int y, int w, int h) { } void CanvasDirect2D::DrawStringInt(const std::wstring& text, const gfx::Font& font, const SkColor& color, const gfx::Rect& display_rect) { } void CanvasDirect2D::DrawStringInt(const std::wstring& text, const gfx::Font& font, const SkColor& color, int x, int y, int w, int h, int flags) { } void CanvasDirect2D::DrawFocusRect(int x, int y, int width, int height) { } void CanvasDirect2D::TileImageInt(const SkBitmap& bitmap, int x, int y, int w, int h) { } void CanvasDirect2D::TileImageInt(const SkBitmap& bitmap, int src_x, int src_y, int dest_x, int dest_y, int w, int h) { } gfx::NativeDrawingContext CanvasDirect2D::BeginPlatformPaint() { DCHECK(!interop_rt_.get()); interop_rt_.QueryFrom(rt_); HDC dc = NULL; if (interop_rt_.get()) interop_rt_->GetDC(D2D1_DC_INITIALIZE_MODE_COPY, &dc); return dc; } void CanvasDirect2D::EndPlatformPaint() { DCHECK(interop_rt_.get()); interop_rt_->ReleaseDC(NULL); interop_rt_.release(); } CanvasSkia* CanvasDirect2D::AsCanvasSkia() { return NULL; } const CanvasSkia* CanvasDirect2D::AsCanvasSkia() const { return NULL; } //////////////////////////////////////////////////////////////////////////////// // CanvasDirect2D, private: void CanvasDirect2D::SaveInternal(ID2D1Layer* layer) { if (!drawing_state_block_) GetD2D1Factory()->CreateDrawingStateBlock(drawing_state_block_.Receive()); rt_->SaveDrawingState(drawing_state_block_.get()); state_.push(RenderState(layer)); } } // namespace gfx