blob: a555c5206d82b8ed58da50028322ca70c8d33fd5 [file] [log] [blame]
// 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 "ppapi/cpp/paint_manager.h"
#include "ppapi/c/pp_errors.h"
#include "ppapi/cpp/instance.h"
#include "ppapi/cpp/logging.h"
#include "ppapi/cpp/module.h"
namespace pp {
PaintManager::PaintManager()
: instance_(NULL),
client_(NULL),
is_always_opaque_(false),
callback_factory_(NULL),
manual_callback_pending_(false),
flush_pending_(false) {
// Set the callback object outside of the initializer list to avoid a
// compiler warning about using "this" in an initializer list.
callback_factory_.Initialize(this);
}
PaintManager::PaintManager(Instance* instance,
Client* client,
bool is_always_opaque)
: instance_(instance),
client_(client),
is_always_opaque_(is_always_opaque),
callback_factory_(NULL),
manual_callback_pending_(false),
flush_pending_(false) {
// Set the callback object outside of the initializer list to avoid a
// compiler warning about using "this" in an initializer list.
callback_factory_.Initialize(this);
// You can not use a NULL client pointer.
PP_DCHECK(client);
}
PaintManager::~PaintManager() {
}
void PaintManager::Initialize(Instance* instance,
Client* client,
bool is_always_opaque) {
PP_DCHECK(!instance_ && !client_); // Can't initialize twice.
instance_ = instance;
client_ = client;
is_always_opaque_ = is_always_opaque;
}
void PaintManager::SetSize(const Size& new_size) {
if (new_size == graphics_.size())
return;
graphics_ = Graphics2D(instance_, new_size, is_always_opaque_);
if (graphics_.is_null())
return;
instance_->BindGraphics(graphics_);
manual_callback_pending_ = false;
flush_pending_ = false;
callback_factory_.CancelAll();
Invalidate();
}
void PaintManager::Invalidate() {
// You must call SetDevice before using.
PP_DCHECK(!graphics_.is_null());
EnsureCallbackPending();
aggregator_.InvalidateRect(Rect(graphics_.size()));
}
void PaintManager::InvalidateRect(const Rect& rect) {
// You must call SetDevice before using.
PP_DCHECK(!graphics_.is_null());
// Clip the rect to the device area.
Rect clipped_rect = rect.Intersect(Rect(graphics_.size()));
if (clipped_rect.IsEmpty())
return; // Nothing to do.
EnsureCallbackPending();
aggregator_.InvalidateRect(clipped_rect);
}
void PaintManager::ScrollRect(const Rect& clip_rect, const Point& amount) {
// You must call SetDevice before using.
PP_DCHECK(!graphics_.is_null());
EnsureCallbackPending();
aggregator_.ScrollRect(clip_rect, amount);
}
void PaintManager::EnsureCallbackPending() {
// The best way for us to do the next update is to get a notification that
// a previous one has completed. So if we're already waiting for one, we
// don't have to do anything differently now.
if (flush_pending_)
return;
// If no flush is pending, we need to do a manual call to get back to the
// main thread. We may have one already pending, or we may need to schedule.
if (manual_callback_pending_)
return;
Module::Get()->core()->CallOnMainThread(
0,
callback_factory_.NewCallback(&PaintManager::OnManualCallbackComplete),
0);
manual_callback_pending_ = true;
}
void PaintManager::DoPaint() {
PP_DCHECK(aggregator_.HasPendingUpdate());
// Make a copy of the pending update and clear the pending update flag before
// actually painting. A plugin might cause invalidates in its Paint code, and
// we want those to go to the *next* paint.
PaintAggregator::PaintUpdate update = aggregator_.GetPendingUpdate();
aggregator_.ClearPendingUpdate();
// Apply any scroll before asking the client to paint.
if (update.has_scroll)
graphics_.Scroll(update.scroll_rect, update.scroll_delta);
if (!client_->OnPaint(graphics_, update.paint_rects, update.paint_bounds))
return; // Nothing was painted, don't schedule a flush.
int32_t result = graphics_.Flush(
callback_factory_.NewCallback(&PaintManager::OnFlushComplete));
// If you trigger this assertion, then your plugin has called Flush()
// manually. When using the PaintManager, you should not call Flush, it will
// handle that for you because it needs to know when it can do the next paint
// by implementing the flush callback.
//
// Another possible cause of this assertion is re-using devices. If you
// use one device, swap it with another, then swap it back, we won't know
// that we've already scheduled a Flush on the first device. It's best to not
// re-use devices in this way.
PP_DCHECK(result != PP_ERROR_INPROGRESS);
if (result == PP_ERROR_WOULDBLOCK) {
flush_pending_ = true;
} else {
PP_DCHECK(result == PP_OK); // Catch all other errors in debug mode.
}
}
void PaintManager::OnFlushComplete(int32_t) {
PP_DCHECK(flush_pending_);
flush_pending_ = false;
// If more paints were enqueued while we were waiting for the flush to
// complete, execute them now.
if (aggregator_.HasPendingUpdate())
DoPaint();
}
void PaintManager::OnManualCallbackComplete(int32_t) {
PP_DCHECK(manual_callback_pending_);
manual_callback_pending_ = false;
// Just because we have a manual callback doesn't mean there are actually any
// invalid regions. Even though we only schedule this callback when something
// is pending, a Flush callback could have come in before this callback was
// executed and that could have cleared the queue.
if (aggregator_.HasPendingUpdate() && !flush_pending_)
DoPaint();
}
} // namespace pp