// 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 SKIA_BITMAP_PLATFORM_DEVICE_WIN_H_ #define SKIA_BITMAP_PLATFORM_DEVICE_WIN_H_ #pragma once #include "skia/ext/platform_device_win.h" namespace skia { class BitmapPlatformDeviceFactory : public SkDeviceFactory { public: virtual SkDevice* newDevice(SkCanvas* ignored, SkBitmap::Config config, int width, int height, bool isOpaque, bool isForLayer); }; // 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. BitmapPlatformDevice creates a bitmap using CreateDIBSection() in a // format that Skia supports and can then use this to draw ClearType into, etc. // This pixel data is provided to the bitmap that the device contains so that it // can be shared. // // The device owns the pixel data, when the device goes away, the pixel data // also becomes invalid. THIS IS DIFFERENT THAN NORMAL SKIA which uses // reference counting for the pixel data. In normal Skia, you could assign // another bitmap to this device's bitmap and everything will work properly. // For us, that other bitmap will become invalid as soon as the device becomes // invalid, which may lead to subtle bugs. Therefore, DO NOT ASSIGN THE // DEVICE'S PIXEL DATA TO ANOTHER BITMAP, make sure you copy instead. class BitmapPlatformDevice : public PlatformDevice { public: // Factory function. The screen DC is used to create the bitmap, and will not // be stored beyond this function. is_opaque should be set if the caller // knows the bitmap will be completely opaque and allows some optimizations. // // The shared_section parameter is optional (pass NULL for default behavior). // If shared_section is non-null, then it must be a handle to a file-mapping // object returned by CreateFileMapping. See CreateDIBSection for details. static BitmapPlatformDevice* create(HDC screen_dc, int width, int height, bool is_opaque, HANDLE shared_section); // This version is the same as above but will get the screen DC itself. static BitmapPlatformDevice* create(int width, int height, bool is_opaque, HANDLE shared_section); // Copy constructor. When copied, devices duplicate their internal data, so // stay linked. This is because their implementation is very heavyweight // (lots of memory and some GDI objects). If a device has been copied, both // clip rects and other state will stay in sync. // // This means it will NOT work to duplicate a device and assign it to a // canvas, because the two canvases will each set their own clip rects, and // the resulting GDI clip rect will be random. // // Copy constucting and "=" is designed for saving the device or passing it // around to another routine willing to deal with the bitmap data directly. BitmapPlatformDevice(const BitmapPlatformDevice& other); virtual ~BitmapPlatformDevice(); // See warning for copy constructor above. BitmapPlatformDevice& operator=(const BitmapPlatformDevice& other); virtual SkDeviceFactory* getDeviceFactory() { return SkNEW(BitmapPlatformDeviceFactory); } // Retrieves the bitmap DC, which is the memory DC for our bitmap data. The // bitmap DC is lazy created. virtual HDC getBitmapDC(); // Loads the given transform and clipping region into the HDC. This is // overridden from SkDevice. virtual void setMatrixClip(const SkMatrix& transform, const SkRegion& region); virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect); virtual void makeOpaque(int x, int y, int width, int height); virtual bool IsVectorial() { return false; } // Returns the color value at the specified location. This does not // consider any transforms that may be set on the device. SkColor getColorAt(int x, int y); protected: // Flushes the Windows device context so that the pixel data can be accessed // directly by Skia. Overridden from SkDevice, this is called when Skia // starts accessing pixel data. virtual void onAccessBitmap(SkBitmap* bitmap); private: // Reference counted data that can be shared between multiple devices. This // allows copy constructors and operator= for devices to work properly. The // bitmaps used by the base device class are already refcounted and copyable. class BitmapPlatformDeviceData; // Private constructor. The data should already be ref'ed for us. BitmapPlatformDevice(BitmapPlatformDeviceData* data, const SkBitmap& bitmap); // Data associated with this device, guaranteed non-null. We hold a reference // to this object. BitmapPlatformDeviceData* data_; }; } // namespace skia #endif // SKIA_BITMAP_PLATFORM_DEVICE_WIN_H_