b29b16e542
This API is difficult to support for printing and has other negative effects as it does not respect the current matrix/clip. Test: compile Bug: 14650725 Change-Id: I71f9bd687d446c7ce8910d755421aad8e09458db
196 lines
6.8 KiB
C++
196 lines
6.8 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "Snapshot.h"
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#include <SkClipOp.h>
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#include <SkMatrix.h>
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#include <SkPath.h>
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#include <SkRegion.h>
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namespace android {
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namespace uirenderer {
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/**
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* Abstract base class for any class containing CanvasState.
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* Defines three mandatory callbacks.
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*/
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class CanvasStateClient {
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public:
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CanvasStateClient() { }
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virtual ~CanvasStateClient() { }
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/**
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* Callback allowing embedder to take actions in the middle of a
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* setViewport() call.
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*/
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virtual void onViewportInitialized() = 0;
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/**
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* Callback allowing embedder to take actions in the middle of a
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* restore() call. May be called several times sequentially.
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*/
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virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) = 0;
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/**
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* Allows subclasses to control what value is stored in snapshot's
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* fbo field in * initializeSaveStack.
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*/
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virtual GLuint getTargetFbo() const = 0;
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}; // class CanvasStateClient
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/**
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* Implements Canvas state methods on behalf of Renderers.
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*
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* Manages the Snapshot stack, implementing matrix, save/restore, and clipping methods in the
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* Renderer interface. Drawing and recording classes that include a CanvasState will have
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* different use cases:
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*
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* Drawing code maintaining canvas state (e.g. FrameBuilder) can query attributes (such as
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* transform) or hook into changes (e.g. save/restore) with minimal surface area for manipulating
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* the stack itself.
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*
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* Recording code maintaining canvas state (e.g. RecordingCanvas) can both record and pass
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* through state operations to CanvasState, so that not only will querying operations work
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* (getClip/Matrix), but so that quickRejection can also be used.
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*/
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class CanvasState {
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public:
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explicit CanvasState(CanvasStateClient& renderer);
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~CanvasState();
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/**
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* Initializes the first snapshot, computing the projection matrix,
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* and stores the dimensions of the render target.
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*/
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void initializeRecordingSaveStack(int viewportWidth, int viewportHeight);
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/**
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* Initializes the first snapshot, computing the projection matrix,
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* and stores the dimensions of the render target.
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*/
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void initializeSaveStack(int viewportWidth, int viewportHeight,
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float clipLeft, float clipTop, float clipRight, float clipBottom,
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const Vector3& lightCenter);
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bool hasRectToRectTransform() const {
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return CC_LIKELY(currentTransform()->rectToRect());
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}
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// Save (layer)
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int getSaveCount() const { return mSaveCount; }
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int save(int flags);
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void restore();
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void restoreToCount(int saveCount);
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// Save/Restore without side-effects
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int saveSnapshot(int flags);
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void restoreSnapshot();
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// Matrix
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void getMatrix(SkMatrix* outMatrix) const;
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void translate(float dx, float dy, float dz = 0.0f);
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void rotate(float degrees);
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void scale(float sx, float sy);
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void skew(float sx, float sy);
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void setMatrix(const SkMatrix& matrix);
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void setMatrix(const Matrix4& matrix); // internal only convenience method
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void concatMatrix(const SkMatrix& matrix);
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void concatMatrix(const Matrix4& matrix); // internal only convenience method
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// Clip
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const Rect& getLocalClipBounds() const { return mSnapshot->getLocalClip(); }
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const Rect& getRenderTargetClipBounds() const { return mSnapshot->getRenderTargetClip(); }
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bool quickRejectConservative(float left, float top, float right, float bottom) const;
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bool clipRect(float left, float top, float right, float bottom, SkClipOp op);
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bool clipPath(const SkPath* path, SkClipOp op);
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/**
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* Sets a "clipping outline", which is independent from the regular clip.
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* Currently only supports rectangles or rounded rectangles; passing in a
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* more complicated outline fails silently. Replaces any previous clipping
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* outline.
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*/
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void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
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void setClippingRoundRect(LinearAllocator& allocator,
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const Rect& rect, float radius, bool highPriority = true) {
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mSnapshot->setClippingRoundRect(allocator, rect, radius, highPriority);
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}
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void setProjectionPathMask(const SkPath* path) {
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mSnapshot->setProjectionPathMask(path);
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}
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/**
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* Returns true if drawing in the rectangle (left, top, right, bottom)
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* will be clipped out. Is conservative: might return false when subpixel-
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* perfect tests would return true.
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*/
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bool calculateQuickRejectForScissor(float left, float top, float right, float bottom,
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bool* clipRequired, bool* roundRectClipRequired, bool snapOut) const;
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void scaleAlpha(float alpha) { mSnapshot->alpha *= alpha; }
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inline const mat4* currentTransform() const { return currentSnapshot()->transform; }
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inline const Rect& currentRenderTargetClip() const { return currentSnapshot()->getRenderTargetClip(); }
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inline int currentFlags() const { return currentSnapshot()->flags; }
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const Vector3& currentLightCenter() const { return currentSnapshot()->getRelativeLightCenter(); }
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int getViewportWidth() const { return currentSnapshot()->getViewportWidth(); }
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int getViewportHeight() const { return currentSnapshot()->getViewportHeight(); }
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int getWidth() const { return mWidth; }
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int getHeight() const { return mHeight; }
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bool clipIsSimple() const { return currentSnapshot()->clipIsSimple(); }
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inline const Snapshot* currentSnapshot() const { return mSnapshot; }
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inline Snapshot* writableSnapshot() { return mSnapshot; }
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inline const Snapshot* firstSnapshot() const { return &mFirstSnapshot; }
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private:
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Snapshot* allocSnapshot(Snapshot* previous, int savecount);
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void freeSnapshot(Snapshot* snapshot);
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void freeAllSnapshots();
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/// Dimensions of the drawing surface
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int mWidth, mHeight;
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/// Number of saved states
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int mSaveCount;
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/// Base state
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Snapshot mFirstSnapshot;
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/// Host providing callbacks
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CanvasStateClient& mCanvas;
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/// Current state
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Snapshot* mSnapshot;
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// Pool of allocated snapshots to re-use
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// NOTE: The dtors have already been invoked!
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Snapshot* mSnapshotPool = nullptr;
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int mSnapshotPoolCount = 0;
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}; // class CanvasState
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}; // namespace uirenderer
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}; // namespace android
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