// Copyright (c) 2012 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 "ui/compositor/layer_owner.h" #include "ui/compositor/layer_owner_delegate.h" namespace ui { LayerOwner::LayerOwner() : layer_(NULL), layer_owner_delegate_(NULL) { } LayerOwner::~LayerOwner() { } void LayerOwner::SetLayer(Layer* layer) { DCHECK(!OwnsLayer()); layer_owner_.reset(layer); layer_ = layer; layer_->owner_ = this; } scoped_ptr LayerOwner::AcquireLayer() { if (layer_owner_) layer_owner_->owner_ = NULL; return layer_owner_.Pass(); } scoped_ptr LayerOwner::RecreateLayer() { scoped_ptr old_layer(AcquireLayer()); if (!old_layer) return old_layer.Pass(); LayerDelegate* old_delegate = old_layer->delegate(); old_layer->set_delegate(NULL); const gfx::Rect layer_bounds(old_layer->bounds()); Layer* new_layer = new ui::Layer(old_layer->type()); SetLayer(new_layer); new_layer->SetVisible(old_layer->GetTargetVisibility()); new_layer->SetOpacity(old_layer->GetTargetOpacity()); new_layer->SetBounds(layer_bounds); new_layer->SetMasksToBounds(old_layer->GetMasksToBounds()); new_layer->set_name(old_layer->name()); new_layer->SetFillsBoundsOpaquely(old_layer->fills_bounds_opaquely()); new_layer->SetFillsBoundsCompletely(old_layer->FillsBoundsCompletely()); new_layer->SetSubpixelPositionOffset(old_layer->subpixel_position_offset()); SkRegion* alpha_shape = old_layer->alpha_shape(); if (alpha_shape) new_layer->SetAlphaShape(make_scoped_ptr(new SkRegion(*alpha_shape))); // Install new layer as a sibling of the old layer, stacked below it. if (old_layer->parent()) { old_layer->parent()->Add(new_layer); old_layer->parent()->StackBelow(new_layer, old_layer.get()); } // Migrate all the child layers over to the new layer. Copy the list because // the items are removed during iteration. std::vector children_copy = old_layer->children(); for (std::vector::const_iterator it = children_copy.begin(); it != children_copy.end(); ++it) { ui::Layer* child = *it; new_layer->Add(child); } // Install the delegate last so that the delegate isn't notified as we copy // state to the new layer. new_layer->set_delegate(old_delegate); if (layer_owner_delegate_) layer_owner_delegate_->OnLayerRecreated(old_layer.get(), new_layer); return old_layer.Pass(); } void LayerOwner::DestroyLayer() { layer_ = NULL; layer_owner_.reset(); } bool LayerOwner::OwnsLayer() const { return !!layer_owner_; } } // namespace ui