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// 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.
#ifndef PPAPI_CPP_DEV_GRAPHICS_2D_DEV_H_
#define PPAPI_CPP_DEV_GRAPHICS_2D_DEV_H_
#include "ppapi/cpp/graphics_2d.h"
namespace pp {
// Graphics2DDev is a version of Graphics2D that exposes under-development APIs
// for HiDPI
class Graphics2D_Dev : public Graphics2D {
public:
/// Default constructor for creating an is_null()
/// <code>Graphics2D_Dev</code> object.
Graphics2D_Dev() : Graphics2D() {}
// Constructor for creating a <code>Graphics2DDev</code> object from an
// existing <code>Graphics2D</code> object.
Graphics2D_Dev(const Graphics2D& other) : Graphics2D(other) {}
virtual ~Graphics2D_Dev() {}
/// Returns true if SetScale and GetScale are supported. False if not.
static bool SupportsScale();
/// SetScale() sets the scale factor that will be applied when painting the
/// graphics context onto the output device. Typically, if rendering at device
/// resolution is desired, the context would be created with the width and
/// height scaled up by the view's GetDeviceScale and SetScale called with a
/// scale of 1.0 / GetDeviceScale(). For example, if the view resource passed
/// to DidChangeView has a rectangle of (w=200, h=100) and a device scale of
/// 2.0, one would call Create with a size of (w=400, h=200) and then call
/// SetScale with 0.5. One would then treat each pixel in the context as a
/// single device pixel.
///
/// @param[in] scale The scale to apply when painting.
///
/// @return Returns <code>true</code> on success or <code>false</code>
/// if the resource is invalid or the scale factor is 0 or less.
bool SetScale(float scale);
/// GetScale() gets the scale factor that will be applied when painting the
/// graphics context onto the output device.
///
/// @return Returns the scale factor for the graphics context. If the resource
/// is invalid, 0.0 will be returned.
float GetScale();
};
} // namespace pp
#endif // PPAPI_CPP_DEV_GRAPHICS_2D_DEV_H_
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