// Copyright (c) 2011 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 "ppapi/cpp/paint_manager.h" #include "ppapi/c/pp_errors.h" #include "ppapi/cpp/instance.h" #include "ppapi/cpp/logging.h" #include "ppapi/cpp/module.h" namespace pp { PaintManager::PaintManager() : instance_(NULL), client_(NULL), is_always_opaque_(false), callback_factory_(NULL), manual_callback_pending_(false), flush_pending_(false) { // Set the callback object outside of the initializer list to avoid a // compiler warning about using "this" in an initializer list. callback_factory_.Initialize(this); } PaintManager::PaintManager(Instance* instance, Client* client, bool is_always_opaque) : instance_(instance), client_(client), is_always_opaque_(is_always_opaque), callback_factory_(NULL), manual_callback_pending_(false), flush_pending_(false) { // Set the callback object outside of the initializer list to avoid a // compiler warning about using "this" in an initializer list. callback_factory_.Initialize(this); // You can not use a NULL client pointer. PP_DCHECK(client); } PaintManager::~PaintManager() { } void PaintManager::Initialize(Instance* instance, Client* client, bool is_always_opaque) { PP_DCHECK(!instance_ && !client_); // Can't initialize twice. instance_ = instance; client_ = client; is_always_opaque_ = is_always_opaque; } void PaintManager::SetSize(const Size& new_size) { if (new_size == graphics_.size()) return; graphics_ = Graphics2D(instance_, new_size, is_always_opaque_); if (graphics_.is_null()) return; instance_->BindGraphics(graphics_); manual_callback_pending_ = false; flush_pending_ = false; callback_factory_.CancelAll(); Invalidate(); } void PaintManager::Invalidate() { // You must call SetDevice before using. PP_DCHECK(!graphics_.is_null()); EnsureCallbackPending(); aggregator_.InvalidateRect(Rect(graphics_.size())); } void PaintManager::InvalidateRect(const Rect& rect) { // You must call SetDevice before using. PP_DCHECK(!graphics_.is_null()); // Clip the rect to the device area. Rect clipped_rect = rect.Intersect(Rect(graphics_.size())); if (clipped_rect.IsEmpty()) return; // Nothing to do. EnsureCallbackPending(); aggregator_.InvalidateRect(clipped_rect); } void PaintManager::ScrollRect(const Rect& clip_rect, const Point& amount) { // You must call SetDevice before using. PP_DCHECK(!graphics_.is_null()); EnsureCallbackPending(); aggregator_.ScrollRect(clip_rect, amount); } void PaintManager::EnsureCallbackPending() { // The best way for us to do the next update is to get a notification that // a previous one has completed. So if we're already waiting for one, we // don't have to do anything differently now. if (flush_pending_) return; // If no flush is pending, we need to do a manual call to get back to the // main thread. We may have one already pending, or we may need to schedule. if (manual_callback_pending_) return; Module::Get()->core()->CallOnMainThread( 0, callback_factory_.NewCallback(&PaintManager::OnManualCallbackComplete), 0); manual_callback_pending_ = true; } void PaintManager::DoPaint() { PP_DCHECK(aggregator_.HasPendingUpdate()); // Make a copy of the pending update and clear the pending update flag before // actually painting. A plugin might cause invalidates in its Paint code, and // we want those to go to the *next* paint. PaintAggregator::PaintUpdate update = aggregator_.GetPendingUpdate(); aggregator_.ClearPendingUpdate(); // Apply any scroll before asking the client to paint. if (update.has_scroll) graphics_.Scroll(update.scroll_rect, update.scroll_delta); if (!client_->OnPaint(graphics_, update.paint_rects, update.paint_bounds)) return; // Nothing was painted, don't schedule a flush. int32_t result = graphics_.Flush( callback_factory_.NewCallback(&PaintManager::OnFlushComplete)); // If you trigger this assertion, then your plugin has called Flush() // manually. When using the PaintManager, you should not call Flush, it will // handle that for you because it needs to know when it can do the next paint // by implementing the flush callback. // // Another possible cause of this assertion is re-using devices. If you // use one device, swap it with another, then swap it back, we won't know // that we've already scheduled a Flush on the first device. It's best to not // re-use devices in this way. PP_DCHECK(result != PP_ERROR_INPROGRESS); if (result == PP_OK_COMPLETIONPENDING) { flush_pending_ = true; } else { PP_DCHECK(result == PP_OK); // Catch all other errors in debug mode. } } void PaintManager::OnFlushComplete(int32_t) { PP_DCHECK(flush_pending_); flush_pending_ = false; // If more paints were enqueued while we were waiting for the flush to // complete, execute them now. if (aggregator_.HasPendingUpdate()) DoPaint(); } void PaintManager::OnManualCallbackComplete(int32_t) { PP_DCHECK(manual_callback_pending_); manual_callback_pending_ = false; // Just because we have a manual callback doesn't mean there are actually any // invalid regions. Even though we only schedule this callback when something // is pending, a Flush callback could have come in before this callback was // executed and that could have cleared the queue. if (aggregator_.HasPendingUpdate() && !flush_pending_) DoPaint(); } } // namespace pp