// 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_DEVICE_WIN_H_ #define SKIA_EXT_PLATFORM_DEVICE_WIN_H_ #include #include #include "SkDevice.h" class SkMatrix; class SkPath; class SkRegion; namespace skia { // 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. It also provides functionality to play well with GDI drawing functions. // This class is abstract and must be subclassed. It provides the basic // interface to implement it either with or without a bitmap backend. class PlatformDevice : public SkDevice { public: typedef HDC PlatformSurface; // The DC that corresponds to the bitmap, used for GDI operations drawing // into the bitmap. This is possibly heavyweight, so it should be existant // only during one pass of rendering. virtual HDC getBitmapDC() = 0; // Draws to the given screen DC, if the bitmap DC doesn't exist, this will // temporarily create it. However, if you have created the bitmap DC, it will // be more efficient if you don't free it until after this call so it doesn't // have to be created twice. If src_rect is null, then the entirety of the // source device will be copied. virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect) = 0; // Sets the opacity of each pixel in the specified region to be opaque. virtual void makeOpaque(int x, int y, int width, int height) { } // Returns if the preferred rendering engine is vectorial or bitmap based. virtual bool IsVectorial() = 0; // Initializes the default settings and colors in a device context. static void InitializeDC(HDC context); // Loads a SkPath into the GDI context. The path can there after be used for // clipping or as a stroke. static void LoadPathToDC(HDC context, const SkPath& path); // Loads a SkRegion into the GDI context. static void LoadClippingRegionToDC(HDC context, const SkRegion& region, const SkMatrix& transformation); protected: // Arrays must be inside structures. struct CubicPoints { SkPoint p[4]; }; typedef std::vector CubicPath; typedef std::vector CubicPaths; // Forwards |bitmap| to SkDevice's constructor. PlatformDevice(const SkBitmap& bitmap); // Loads the specified Skia transform into the device context, excluding // perspective (which GDI doesn't support). static void LoadTransformToDC(HDC dc, const SkMatrix& matrix); // Transforms SkPath's paths into a series of cubic path. static bool SkPathToCubicPaths(CubicPaths* paths, const SkPath& skpath); }; } // namespace skia #endif // SKIA_EXT_PLATFORM_DEVICE_WIN_H_