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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 <windows.h>
#include <uxtheme.h>
#include <vsstyle.h>
#include <vssym32.h>
#include "base/command_line.h"
#include "gfx/canvas_direct2d.h"
#include "gfx/canvas_skia.h"
#include "gfx/native_theme_win.h"
#include "gfx/window_impl.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace {
class TestWindow : public gfx::WindowImpl {
public:
static const int kWindowSize = 500;
static const int kWindowPosition = 10;
static const wchar_t* kVisibleModeFlag;
TestWindow() {
if (CommandLine::ForCurrentProcess()->HasSwitch(kVisibleModeFlag))
Sleep(1000);
// Create the window.
Init(NULL,
gfx::Rect(kWindowPosition, kWindowPosition, kWindowSize, kWindowSize));
// Initialize the RenderTarget for the window.
rt_ = MakeHWNDRenderTarget();
if (CommandLine::ForCurrentProcess()->HasSwitch(kVisibleModeFlag))
ShowWindow(hwnd(), SW_SHOW);
}
virtual ~TestWindow() {
if (CommandLine::ForCurrentProcess()->HasSwitch(kVisibleModeFlag))
Sleep(1000);
DestroyWindow(hwnd());
}
ID2D1RenderTarget* rt() const { return rt_.get(); }
BEGIN_MSG_MAP_EX(TestWindow)
END_MSG_MAP()
private:
ID2D1RenderTarget* MakeHWNDRenderTarget() {
D2D1_RENDER_TARGET_PROPERTIES rt_properties =
D2D1::RenderTargetProperties();
rt_properties.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE;
ID2D1HwndRenderTarget* rt = NULL;
gfx::CanvasDirect2D::GetD2D1Factory()->CreateHwndRenderTarget(
rt_properties,
D2D1::HwndRenderTargetProperties(hwnd(), D2D1::SizeU(500, 500)),
&rt);
return rt;
}
ScopedComPtr<ID2D1RenderTarget> rt_;
DISALLOW_COPY_AND_ASSIGN(TestWindow);
};
// static
const wchar_t* TestWindow::kVisibleModeFlag = L"d2d-canvas-visible";
} // namespace
TEST(CanvasDirect2D, CreateCanvas) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
}
TEST(CanvasDirect2D, SaveRestoreNesting) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
// Simple.
canvas.Save();
canvas.Restore();
// Nested.
canvas.Save();
canvas.Save();
canvas.Restore();
canvas.Restore();
// Simple alpha.
canvas.SaveLayerAlpha(127);
canvas.Restore();
// Alpha with sub-rect.
canvas.SaveLayerAlpha(127, gfx::Rect(20, 20, 100, 100));
canvas.Restore();
// Nested alpha.
canvas.Save();
canvas.SaveLayerAlpha(127);
canvas.Save();
canvas.Restore();
canvas.Restore();
canvas.Restore();
}
TEST(CanvasDirect2D, SaveLayerAlpha) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
canvas.Save();
canvas.FillRectInt(SK_ColorBLUE, 20, 20, 100, 100);
canvas.SaveLayerAlpha(127);
canvas.FillRectInt(SK_ColorRED, 60, 60, 100, 100);
canvas.Restore();
canvas.Restore();
}
TEST(CanvasDirect2D, SaveLayerAlphaWithBounds) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
canvas.Save();
canvas.FillRectInt(SK_ColorBLUE, 20, 20, 100, 100);
canvas.SaveLayerAlpha(127, gfx::Rect(60, 60, 50, 50));
canvas.FillRectInt(SK_ColorRED, 60, 60, 100, 100);
canvas.Restore();
canvas.Restore();
}
TEST(CanvasDirect2D, FillRect) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
canvas.FillRectInt(SK_ColorRED, 20, 20, 100, 100);
}
TEST(CanvasDirect2D, PlatformPainting) {
TestWindow window;
gfx::CanvasDirect2D canvas(window.rt());
gfx::NativeDrawingContext dc = canvas.BeginPlatformPaint();
// Use the system theme engine to draw a native button. This only works on a
// GDI device context.
RECT r = { 20, 20, 220, 80 };
gfx::NativeTheme::instance()->PaintButton(
dc, BP_PUSHBUTTON, PBS_NORMAL, DFCS_BUTTONPUSH, &r);
canvas.EndPlatformPaint();
}
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