blob: 2d9573853941c02b7953c07a8cb94f8f3812efe3 [file] [log] [blame]
// Copyright 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.
#include "cc/layer_iterator.h"
#include "cc/layer.h"
#include "cc/layer_impl.h"
#include "cc/render_surface.h"
#include "cc/render_surface_impl.h"
namespace cc {
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::BackToFront::begin(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = 0;
it.m_currentLayerIndex = LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface;
m_highestTargetRenderSurfaceLayer = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::BackToFront::end(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::BackToFront::next(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
// If the current layer has a RS, move to its layer list. Otherwise, visit the next layer in the current RS layer list.
if (it.currentLayerRepresentsContributingRenderSurface()) {
// Save our position in the childLayer list for the RenderSurfaceImpl, then jump to the next RenderSurfaceImpl. Save where we
// came from in the next RenderSurfaceImpl so we can get back to it.
it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex;
int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex;
it.m_targetRenderSurfaceLayerIndex = ++m_highestTargetRenderSurfaceLayer;
it.m_currentLayerIndex = LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface;
it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer;
} else {
++it.m_currentLayerIndex;
int targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size();
while (it.m_currentLayerIndex == targetRenderSurfaceNumChildren) {
// Jump back to the previous RenderSurfaceImpl, and get back the position where we were in that list, and move to the next position there.
if (!it.m_targetRenderSurfaceLayerIndex) {
// End of the list
it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
return;
}
it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory;
it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory + 1;
targetRenderSurfaceNumChildren = it.targetRenderSurfaceChildren().size();
}
}
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::FrontToBack::begin(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = 0;
it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1;
goToHighestInSubtree(it);
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::FrontToBack::end(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::FrontToBack::next(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
// Moves to the previous layer in the current RS layer list. Then we check if the
// new current layer has its own RS, in which case there are things in that RS layer list that are higher, so
// we find the highest layer in that subtree.
// If we move back past the front of the list, we jump up to the previous RS layer list, picking up again where we
// had previously recursed into the current RS layer list.
if (!it.currentLayerRepresentsTargetRenderSurface()) {
// Subtracting one here will eventually cause the current layer to become that layer
// representing the target render surface.
--it.m_currentLayerIndex;
goToHighestInSubtree(it);
} else {
while (it.currentLayerRepresentsTargetRenderSurface()) {
if (!it.m_targetRenderSurfaceLayerIndex) {
// End of the list
it.m_targetRenderSurfaceLayerIndex = LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex;
it.m_currentLayerIndex = 0;
return;
}
it.m_targetRenderSurfaceLayerIndex = it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory;
it.m_currentLayerIndex = it.targetRenderSurface()->m_currentLayerIndexHistory;
}
}
}
template <typename LayerType, typename LayerList, typename RenderSurfaceType, typename ActionType>
void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator<LayerType, LayerList, RenderSurfaceType, ActionType>& it)
{
if (it.currentLayerRepresentsTargetRenderSurface())
return;
while (it.currentLayerRepresentsContributingRenderSurface()) {
// Save where we were in the current target surface, move to the next one, and save the target surface that we
// came from there so we can go back to it.
it.targetRenderSurface()->m_currentLayerIndexHistory = it.m_currentLayerIndex;
int previousTargetRenderSurfaceLayer = it.m_targetRenderSurfaceLayerIndex;
for (LayerType* layer = it.currentLayer(); it.targetRenderSurfaceLayer() != layer; ++it.m_targetRenderSurfaceLayerIndex) { }
it.m_currentLayerIndex = it.targetRenderSurfaceChildren().size() - 1;
it.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory = previousTargetRenderSurfaceLayer;
}
}
typedef std::vector<scoped_refptr<Layer> > LayerList;
typedef std::vector<LayerImpl*> LayerImplList;
// Declare each of the above functions for Layer and LayerImpl classes so that they are linked.
template CC_EXPORT void LayerIteratorActions::BackToFront::begin(LayerIterator<Layer, LayerList, RenderSurface, BackToFront> &);
template CC_EXPORT void LayerIteratorActions::BackToFront::end(LayerIterator<Layer, LayerList, RenderSurface, BackToFront>&);
template CC_EXPORT void LayerIteratorActions::BackToFront::next(LayerIterator<Layer, LayerList, RenderSurface, BackToFront>&);
template CC_EXPORT void LayerIteratorActions::BackToFront::begin(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, BackToFront>&);
template CC_EXPORT void LayerIteratorActions::BackToFront::end(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, BackToFront>&);
template CC_EXPORT void LayerIteratorActions::BackToFront::next(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, BackToFront>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::next(LayerIterator<Layer, LayerList, RenderSurface, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::end(LayerIterator<Layer, LayerList, RenderSurface, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::begin(LayerIterator<Layer, LayerList, RenderSurface, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator<Layer, LayerList, RenderSurface, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::next(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::end(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::begin(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, FrontToBack>&);
template CC_EXPORT void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator<LayerImpl, LayerImplList, RenderSurfaceImpl, FrontToBack>&);
} // namespace cc