// 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_EXT_PLATFORM_CANVAS_WIN_H_ #define SKIA_EXT_PLATFORM_CANVAS_WIN_H_ #include #include "base/basictypes.h" #include "skia/ext/platform_device_win.h" #include "SkCanvas.h" namespace gfx { // This class is a specialization of the regular SkCanvas that is designed to // work with a gfx::PlatformDevice to manage platform-specific drawing. It // allows using both Skia operations and platform-specific operations. class PlatformCanvasWin : public SkCanvas { public: // Set is_opaque if you are going to erase the bitmap and not use // transparency: this will enable some optimizations. The shared_section // parameter is passed to gfx::PlatformDevice::create. See it for details. // // If you use the version with no arguments, you MUST call initialize() PlatformCanvasWin(); PlatformCanvasWin(int width, int height, bool is_opaque); PlatformCanvasWin(int width, int height, bool is_opaque, HANDLE shared_section); virtual ~PlatformCanvasWin(); // For two-part init, call if you use the no-argument constructor above. Note // that we want this to optionally match the Linux initialize if you only // pass 3 arguments, hence the evil default argument. bool initialize(int width, int height, bool is_opaque, HANDLE shared_section = NULL); // These calls should surround calls to platform drawing routines, the DC // returned by beginPlatformPaint is the DC that can be used to draw into. // Call endPlatformPaint when you are done and want to use Skia operations // again; this will synchronize the bitmap to Windows. virtual HDC beginPlatformPaint(); virtual void endPlatformPaint(); // Returns the platform device pointer of the topmost rect with a non-empty // clip. In practice, this is usually either the top layer or nothing, since // we usually set the clip to new layers when we make them. // // If there is no layer that is not all clipped out, this will return a // dummy device so callers do not have to check. If you are concerned about // performance, check the clip before doing any painting. // // This is different than SkCanvas' getDevice, because that returns the // bottommost device. // // Danger: the resulting device should not be saved. It will be invalidated // by the next call to save() or restore(). PlatformDeviceWin& getTopPlatformDevice() const; protected: // Creates a device store for use by the canvas. We override this so that // the device is always our own so we know that we can use GDI operations // on it. Simply calls into createPlatformDevice(). virtual SkDevice* createDevice(SkBitmap::Config, int width, int height, bool is_opaque, bool isForLayer); // Creates a device store for use by the canvas. By default, it creates a // BitmapPlatformDeviceWin. Can be overridden to change the object type. virtual SkDevice* createPlatformDevice(int width, int height, bool is_opaque, HANDLE shared_section); private: // Unimplemented. virtual SkDevice* setBitmapDevice(const SkBitmap& bitmap); // Disallow copy and assign. PlatformCanvasWin(const PlatformCanvasWin&); PlatformCanvasWin& operator=(const PlatformCanvasWin&); }; // A class designed to help with WM_PAINT operations on Windows. It will // do BeginPaint/EndPaint on init/destruction, and will create the bitmap and // canvas with the correct size and transform for the dirty rect. The bitmap // will be automatically painted to the screen on destruction. // // You MUST call isEmpty before painting to determine if anything needs // painting. Sometimes the dirty rect can actually be empty, and this makes // the bitmap functions we call unhappy. The caller should not paint in this // case. // // Therefore, all you need to do is: // case WM_PAINT: { // gfx::PlatformCanvasWinPaint canvas(hwnd); // if (!canvas.isEmpty()) { // ... paint to the canvas ... // } // return 0; // } template class CanvasPaintT : public T { public: CanvasPaintT(HWND hwnd) : hwnd_(hwnd), paint_dc_(NULL), for_paint_(true) { memset(&ps_, 0, sizeof(ps_)); initPaint(true); } CanvasPaintT(HWND hwnd, bool opaque) : hwnd_(hwnd), paint_dc_(NULL), for_paint_(true) { memset(&ps_, 0, sizeof(ps_)); initPaint(opaque); } // Creates a CanvasPaintT for the specified region that paints to the // specified dc. This does NOT do BeginPaint/EndPaint. CanvasPaintT(HDC dc, bool opaque, int x, int y, int w, int h) : hwnd_(NULL), paint_dc_(dc), for_paint_(false) { memset(&ps_, 0, sizeof(ps_)); ps_.rcPaint.left = x; ps_.rcPaint.right = x + w; ps_.rcPaint.top = y; ps_.rcPaint.bottom = y + h; init(opaque); } virtual ~CanvasPaintT() { if (!isEmpty()) { restoreToCount(1); // Commit the drawing to the screen getTopPlatformDevice().drawToHDC(paint_dc_, ps_.rcPaint.left, ps_.rcPaint.top, NULL); } if (for_paint_) EndPaint(hwnd_, &ps_); } // Returns true if the invalid region is empty. The caller should call this // function to determine if anything needs painting. bool isEmpty() const { return ps_.rcPaint.right - ps_.rcPaint.left == 0 || ps_.rcPaint.bottom - ps_.rcPaint.top == 0; } // Use to access the Windows painting parameters, especially useful for // getting the bounding rect for painting: paintstruct().rcPaint const PAINTSTRUCT& paintStruct() const { return ps_; } // Returns the DC that will be painted to HDC paintDC() const { return paint_dc_; } protected: HWND hwnd_; HDC paint_dc_; PAINTSTRUCT ps_; private: void initPaint(bool opaque) { paint_dc_ = BeginPaint(hwnd_, &ps_); init(opaque); } void init(bool opaque) { // FIXME(brettw) for ClearType, we probably want to expand the bounds of // painting by one pixel so that the boundaries will be correct (ClearType // text can depend on the adjacent pixel). Then we would paint just the // inset pixels to the screen. const int width = ps_.rcPaint.right - ps_.rcPaint.left; const int height = ps_.rcPaint.bottom - ps_.rcPaint.top; if (!initialize(width, height, opaque, NULL)) { // Cause a deliberate crash; *(char*) 0 = 0; } // This will bring the canvas into the screen coordinate system for the // dirty rect translate(SkIntToScalar(-ps_.rcPaint.left), SkIntToScalar(-ps_.rcPaint.top)); } // If true, this canvas was created for a BeginPaint. const bool for_paint_; // Disallow copy and assign. CanvasPaintT(const CanvasPaintT&); CanvasPaintT& operator=(const CanvasPaintT&); }; typedef CanvasPaintT PlatformCanvasWinPaint; } // namespace gfx #endif // SKIA_EXT_PLATFORM_CANVAS_WIN_H_