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// Copyright (c) 2010 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 "gfx/canvas_direct2d.h"
#include "gfx/rect.h"
namespace {
// Converts a SkColor to a ColorF.
D2D1_COLOR_F SkColorToColorF(SkColor color) {
return D2D1::ColorF(static_cast<float>(SkColorGetR(color)) / 0xFF,
static_cast<float>(SkColorGetG(color)) / 0xFF,
static_cast<float>(SkColorGetB(color)) / 0xFF,
static_cast<float>(SkColorGetA(color)) / 0xFF);
}
D2D1_RECT_F RectToRectF(int x, int y, int w, int h) {
return D2D1::RectF(static_cast<float>(x), static_cast<float>(y),
static_cast<float>(x + w), static_cast<float>(y + h));
}
D2D1_RECT_F RectToRectF(const gfx::Rect& rect) {
return RectToRectF(rect.x(), rect.y(), rect.width(), rect.height());
}
} // namespace
namespace gfx {
// static
ID2D1Factory* CanvasDirect2D::d2d1_factory_ = NULL;
////////////////////////////////////////////////////////////////////////////////
// CanvasDirect2D, public:
CanvasDirect2D::CanvasDirect2D(ID2D1RenderTarget* rt) : rt_(rt) {
// A RenderState entry is pushed onto the stack to track the clip count prior
// to any calls to Save*().
state_.push(RenderState());
rt_->BeginDraw();
}
CanvasDirect2D::~CanvasDirect2D() {
// Unwind any clips that were pushed outside of any Save*()/Restore() pairs.
int clip_count = state_.top().clip_count;
for (int i = 0; i < clip_count; ++i)
rt_->PopAxisAlignedClip();
rt_->EndDraw();
}
// static
ID2D1Factory* CanvasDirect2D::GetD2D1Factory() {
if (!d2d1_factory_)
D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &d2d1_factory_);
return d2d1_factory_;
}
////////////////////////////////////////////////////////////////////////////////
// CanvasDirect2D, Canvas implementation:
void CanvasDirect2D::Save() {
SaveInternal(NULL);
}
void CanvasDirect2D::SaveLayerAlpha(uint8 alpha) {
SaveLayerAlpha(alpha, gfx::Rect());
}
void CanvasDirect2D::SaveLayerAlpha(uint8 alpha,
const gfx::Rect& layer_bounds) {
D2D1_RECT_F bounds = D2D1::InfiniteRect();
if (!layer_bounds.IsEmpty())
bounds = RectToRectF(layer_bounds);
ID2D1Layer* layer = NULL;
HRESULT hr = rt_->CreateLayer(NULL, &layer);
if (SUCCEEDED(hr)) {
rt_->PushLayer(D2D1::LayerParameters(bounds,
NULL,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::IdentityMatrix(),
static_cast<float>(alpha) / 0xFF,
NULL,
D2D1_LAYER_OPTIONS_NONE),
layer);
}
SaveInternal(layer);
}
void CanvasDirect2D::Restore() {
ID2D1Layer* layer = state_.top().layer;
if (layer) {
rt_->PopLayer();
layer->Release();
}
int clip_count = state_.top().clip_count;
for (int i = 0; i < clip_count; ++i)
rt_->PopAxisAlignedClip();
state_.pop();
// The state_ stack should never be empty - we should always have at least one
// entry to hold a clip count when there is no active save/restore entry.
CHECK(!state_.empty()) << "Called Restore() once too often!";
rt_->RestoreDrawingState(drawing_state_block_);
}
bool CanvasDirect2D::ClipRectInt(int x, int y, int w, int h) {
rt_->PushAxisAlignedClip(RectToRectF(x, y, w, h),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
// Increment the clip count so the call to PushAxisAlignedClip() can be
// balanced with a call to PopAxisAlignedClip in the next Restore().
++state_.top().clip_count;
return w > 0 && h > 0;
}
void CanvasDirect2D::TranslateInt(int x, int y) {
D2D1_MATRIX_3X2_F raw;
rt_->GetTransform(&raw);
D2D1::Matrix3x2F transform(raw._11, raw._12, raw._21, raw._22, raw._31,
raw._32);
transform = D2D1::Matrix3x2F::Translation(static_cast<float>(x),
static_cast<float>(y)) * transform;
rt_->SetTransform(transform);
}
void CanvasDirect2D::ScaleInt(int x, int y) {
D2D1_MATRIX_3X2_F raw;
rt_->GetTransform(&raw);
D2D1::Matrix3x2F transform(raw._11, raw._12, raw._21, raw._22, raw._31,
raw._32);
transform = D2D1::Matrix3x2F::Scale(static_cast<float>(x),
static_cast<float>(y)) * transform;
rt_->SetTransform(transform);
}
void CanvasDirect2D::FillRectInt(int x, int y, int w, int h,
const SkPaint& paint) {
}
void CanvasDirect2D::FillRectInt(const SkColor& color, int x, int y, int w,
int h) {
ScopedComPtr<ID2D1SolidColorBrush> solid_brush;
rt_->CreateSolidColorBrush(SkColorToColorF(color), solid_brush.Receive());
rt_->FillRectangle(RectToRectF(x, y, w, h), solid_brush);
}
void CanvasDirect2D::DrawRectInt(const SkColor& color, int x, int y, int w,
int h) {
}
void CanvasDirect2D::DrawRectInt(const SkColor& color, int x, int y, int w,
int h, SkXfermode::Mode mode) {
}
void CanvasDirect2D::DrawLineInt(const SkColor& color, int x1, int y1, int x2,
int y2) {
}
void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int x, int y) {
}
void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int x, int y,
const SkPaint& paint) {
}
void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y,
int src_w, int src_h, int dest_x, int dest_y,
int dest_w, int dest_h, bool filter) {
}
void CanvasDirect2D::DrawBitmapInt(const SkBitmap& bitmap, int src_x, int src_y,
int src_w, int src_h, int dest_x, int dest_y,
int dest_w, int dest_h, bool filter,
const SkPaint& paint) {
}
void CanvasDirect2D::DrawStringInt(const std::wstring& text,
const gfx::Font& font,
const SkColor& color, int x, int y, int w,
int h) {
}
void CanvasDirect2D::DrawStringInt(const std::wstring& text,
const gfx::Font& font,
const SkColor& color,
const gfx::Rect& display_rect) {
}
void CanvasDirect2D::DrawStringInt(const std::wstring& text,
const gfx::Font& font,
const SkColor& color,
int x, int y, int w, int h,
int flags) {
}
void CanvasDirect2D::DrawFocusRect(int x, int y, int width, int height) {
}
void CanvasDirect2D::TileImageInt(const SkBitmap& bitmap, int x, int y, int w,
int h) {
}
void CanvasDirect2D::TileImageInt(const SkBitmap& bitmap, int src_x, int src_y,
int dest_x, int dest_y, int w, int h) {
}
gfx::NativeDrawingContext CanvasDirect2D::BeginPlatformPaint() {
DCHECK(!interop_rt_.get());
interop_rt_.QueryFrom(rt_);
HDC dc = NULL;
if (interop_rt_.get())
interop_rt_->GetDC(D2D1_DC_INITIALIZE_MODE_COPY, &dc);
return dc;
}
void CanvasDirect2D::EndPlatformPaint() {
DCHECK(interop_rt_.get());
interop_rt_->ReleaseDC(NULL);
interop_rt_.release();
}
CanvasSkia* CanvasDirect2D::AsCanvasSkia() {
return NULL;
}
const CanvasSkia* CanvasDirect2D::AsCanvasSkia() const {
return NULL;
}
////////////////////////////////////////////////////////////////////////////////
// CanvasDirect2D, private:
void CanvasDirect2D::SaveInternal(ID2D1Layer* layer) {
if (!drawing_state_block_)
GetD2D1Factory()->CreateDrawingStateBlock(drawing_state_block_.Receive());
rt_->SaveDrawingState(drawing_state_block_.get());
state_.push(RenderState(layer));
}
} // namespace gfx
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