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// Copyright 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.
#ifndef CC_RENDER_SURFACE_H_
#define CC_RENDER_SURFACE_H_
#include <vector>
#include "base/basictypes.h"
#include "base/memory/ref_counted.h"
#include "cc/cc_export.h"
#include "ui/gfx/rect.h"
#include "ui/gfx/rect_f.h"
#include "ui/gfx/transform.h"
namespace cc {
class Layer;
class CC_EXPORT RenderSurface {
public:
explicit RenderSurface(Layer*);
~RenderSurface();
// Returns the rect that encloses the RenderSurfaceImpl including any reflection.
gfx::RectF drawableContentRect() const;
const gfx::Rect& contentRect() const { return m_contentRect; }
void setContentRect(const gfx::Rect& contentRect) { m_contentRect = contentRect; }
float drawOpacity() const { return m_drawOpacity; }
void setDrawOpacity(float drawOpacity) { m_drawOpacity = drawOpacity; }
bool drawOpacityIsAnimating() const { return m_drawOpacityIsAnimating; }
void setDrawOpacityIsAnimating(bool drawOpacityIsAnimating) { m_drawOpacityIsAnimating = drawOpacityIsAnimating; }
// This goes from content space with the origin in the center of the rect being transformed to the target space with the origin in the top left of the
// rect being transformed. Position the rect so that the origin is in the center of it before applying this transform.
const gfx::Transform& drawTransform() const { return m_drawTransform; }
void setDrawTransform(const gfx::Transform& drawTransform) { m_drawTransform = drawTransform; }
const gfx::Transform& screenSpaceTransform() const { return m_screenSpaceTransform; }
void setScreenSpaceTransform(const gfx::Transform& screenSpaceTransform) { m_screenSpaceTransform = screenSpaceTransform; }
const gfx::Transform& replicaDrawTransform() const { return m_replicaDrawTransform; }
void setReplicaDrawTransform(const gfx::Transform& replicaDrawTransform) { m_replicaDrawTransform = replicaDrawTransform; }
const gfx::Transform& replicaScreenSpaceTransform() const { return m_replicaScreenSpaceTransform; }
void setReplicaScreenSpaceTransform(const gfx::Transform& replicaScreenSpaceTransform) { m_replicaScreenSpaceTransform = replicaScreenSpaceTransform; }
bool targetSurfaceTransformsAreAnimating() const { return m_targetSurfaceTransformsAreAnimating; }
void setTargetSurfaceTransformsAreAnimating(bool animating) { m_targetSurfaceTransformsAreAnimating = animating; }
bool screenSpaceTransformsAreAnimating() const { return m_screenSpaceTransformsAreAnimating; }
void setScreenSpaceTransformsAreAnimating(bool animating) { m_screenSpaceTransformsAreAnimating = animating; }
bool isClipped() const { return m_isClipped; }
void setIsClipped(bool isClipped) { m_isClipped = isClipped; }
const gfx::Rect& clipRect() const { return m_clipRect; }
void setClipRect(const gfx::Rect& clipRect) { m_clipRect = clipRect; }
typedef std::vector<scoped_refptr<Layer> > LayerList;
LayerList& layerList() { return m_layerList; }
// A no-op since DelegatedRendererLayers on the main thread don't have any
// RenderPasses so they can't contribute to a surface.
void addContributingDelegatedRenderPassLayer(Layer*) { }
void clearLayerLists() { m_layerList.clear(); }
void setNearestAncestorThatMovesPixels(RenderSurface* surface) { m_nearestAncestorThatMovesPixels = surface; }
const RenderSurface* nearestAncestorThatMovesPixels() const { return m_nearestAncestorThatMovesPixels; }
private:
friend struct LayerIteratorActions;
Layer* m_owningLayer;
// Uses this surface's space.
gfx::Rect m_contentRect;
float m_drawOpacity;
bool m_drawOpacityIsAnimating;
gfx::Transform m_drawTransform;
gfx::Transform m_screenSpaceTransform;
gfx::Transform m_replicaDrawTransform;
gfx::Transform m_replicaScreenSpaceTransform;
bool m_targetSurfaceTransformsAreAnimating;
bool m_screenSpaceTransformsAreAnimating;
bool m_isClipped;
// Uses the space of the surface's target surface.
gfx::Rect m_clipRect;
LayerList m_layerList;
// The nearest ancestor target surface that will contain the contents of this surface, and that is going
// to move pixels within the surface (such as with a blur). This can point to itself.
RenderSurface* m_nearestAncestorThatMovesPixels;
// For LayerIteratorActions
int m_targetRenderSurfaceLayerIndexHistory;
int m_currentLayerIndexHistory;
DISALLOW_COPY_AND_ASSIGN(RenderSurface);
};
}
#endif // CC_RENDER_SURFACE_H_