// Copyright (c) 2011 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 UI_GFX_CANVAS_PAINT_WIN_H_ #define UI_GFX_CANVAS_PAINT_WIN_H_ #include "skia/ext/platform_canvas.h" #include "ui/gfx/canvas.h" #include "ui/gfx/canvas_paint.h" #include "ui/gfx/size.h" namespace gfx { // 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::PlatformCanvasPaint canvas(hwnd); // if (!canvas.isEmpty()) { // ... paint to the canvas ... // } // return 0; // } // Note: The created context is always inialized to (0, 0, 0, 0). class UI_EXPORT CanvasSkiaPaint : public Canvas { public: // This constructor assumes the canvas is opaque. explicit CanvasSkiaPaint(HWND hwnd) : hwnd_(hwnd), paint_dc_(NULL), for_paint_(true) { memset(&ps_, 0, sizeof(ps_)); initPaint(true); } CanvasSkiaPaint(HWND hwnd, bool opaque) : hwnd_(hwnd), paint_dc_(NULL), for_paint_(true) { memset(&ps_, 0, sizeof(ps_)); initPaint(opaque); } // Creates a CanvasSkiaPaint for the specified region that paints to the // specified dc. This does NOT do BeginPaint/EndPaint. CanvasSkiaPaint(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 ~CanvasSkiaPaint() { if (!isEmpty()) { skia::PlatformCanvas* canvas = platform_canvas(); canvas->restoreToCount(1); // Commit the drawing to the screen skia::DrawToNativeContext(canvas, 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; RecreateBackingCanvas(gfx::Size(width, height), ui::SCALE_FACTOR_100P, opaque); skia::PlatformCanvas* canvas = platform_canvas(); canvas->clear(SkColorSetARGB(0, 0, 0, 0)); // This will bring the canvas into the screen coordinate system for the // dirty rect canvas->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. CanvasSkiaPaint(const CanvasSkiaPaint&); CanvasSkiaPaint& operator=(const CanvasSkiaPaint&); }; } // namespace gfx #endif // UI_GFX_CANVAS_PAINT_WIN_H_