// 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. #include "skia/ext/vector_canvas.h" #include "skia/ext/vector_device.h" namespace skia { VectorCanvas::VectorCanvas() { } VectorCanvas::VectorCanvas(HDC dc, int width, int height) { bool initialized = initialize(dc, width, height); if (!initialized) __debugbreak(); } VectorCanvas::~VectorCanvas() { } bool VectorCanvas::initialize(HDC context, int width, int height) { SkDevice* device = createPlatformDevice(width, height, true, context); if (!device) return false; setDevice(device); device->unref(); // was created with refcount 1, and setDevice also refs return true; } SkBounder* VectorCanvas::setBounder(SkBounder* bounder) { if (!IsTopDeviceVectorial()) return PlatformCanvasWin::setBounder(bounder); // This function isn't used in the code. Verify this assumption. SkASSERT(false); return NULL; } SkDevice* VectorCanvas::createDevice(SkBitmap::Config config, int width, int height, bool is_opaque, bool isForLayer) { SkASSERT(config == SkBitmap::kARGB_8888_Config); return createPlatformDevice(width, height, is_opaque, NULL); } SkDrawFilter* VectorCanvas::setDrawFilter(SkDrawFilter* filter) { // This function isn't used in the code. Verify this assumption. SkASSERT(false); return NULL; } SkDevice* VectorCanvas::createPlatformDevice(int width, int height, bool is_opaque, HANDLE shared_section) { if (!is_opaque) { // TODO(maruel): http://b/1184002 1184002 When restoring a semi-transparent // layer, i.e. merging it, we need to rasterize it because GDI doesn't // support transparency except for AlphaBlend(). Right now, a // BitmapPlatformDeviceWin is created when VectorCanvas think a saveLayers() // call is being done. The way to save a layer would be to create an // EMF-based VectorDevice and have this device registers the drawing. When // playing back the device into a bitmap, do it at the printer's dpi instead // of the layout's dpi (which is much lower). return PlatformCanvasWin::createPlatformDevice(width, height, is_opaque, shared_section); } // TODO(maruel): http://b/1183870 Look if it would be worth to increase the // resolution by ~10x (any worthy factor) to increase the rendering precision // (think about printing) while using a relatively low dpi. This happens // because we receive float as input but the GDI functions works with // integers. The idea is to premultiply the matrix with this factor and // multiply each SkScalar that are passed to SkScalarRound(value) as // SkScalarRound(value * 10). Safari is already doing the same for text // rendering. SkASSERT(shared_section); PlatformDeviceWin* device = VectorDevice::create( reinterpret_cast(shared_section), width, height); return device; } bool VectorCanvas::IsTopDeviceVectorial() const { return getTopPlatformDevice().IsVectorial(); } } // namespace skia