| // 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. |
| |
| #include "ppapi/utility/graphics/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), |
| has_pending_resize_(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), |
| has_pending_resize_(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 (GetEffectiveSize() == new_size) |
| return; |
| |
| has_pending_resize_ = true; |
| pending_size_ = new_size; |
| |
| Invalidate(); |
| } |
| |
| void PaintManager::Invalidate() { |
| // You must call SetSize before using. |
| PP_DCHECK(!graphics_.is_null() || has_pending_resize_); |
| |
| EnsureCallbackPending(); |
| aggregator_.InvalidateRect(Rect(GetEffectiveSize())); |
| } |
| |
| void PaintManager::InvalidateRect(const Rect& rect) { |
| // You must call SetSize before using. |
| PP_DCHECK(!graphics_.is_null() || has_pending_resize_); |
| |
| // Clip the rect to the device area. |
| Rect clipped_rect = rect.Intersect(Rect(GetEffectiveSize())); |
| 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 SetSize before using. |
| PP_DCHECK(!graphics_.is_null() || has_pending_resize_); |
| |
| EnsureCallbackPending(); |
| aggregator_.ScrollRect(clip_rect, amount); |
| } |
| |
| Size PaintManager::GetEffectiveSize() const { |
| return has_pending_resize_ ? pending_size_ : graphics_.size(); |
| } |
| |
| 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 pending resize. Setting the graphics to this class must happen |
| // before asking the plugin to paint in case it requests the Graphics2D during |
| // painting. However, the bind must not happen until afterward since we don't |
| // want to have an unpainted device bound. The needs_binding flag tells us |
| // whether to do this later. |
| bool needs_binding = false; |
| if (has_pending_resize_) { |
| graphics_ = Graphics2D(instance_, pending_size_, is_always_opaque_); |
| needs_binding = true; |
| |
| // Since we're binding a new one, all of the callbacks have been canceled. |
| manual_callback_pending_ = false; |
| flush_pending_ = false; |
| callback_factory_.CancelAll(); |
| |
| // This must be cleared before calling into the plugin since it may do |
| // additional invalidation or sizing operations. |
| has_pending_resize_ = false; |
| pending_size_ = Size(); |
| } |
| |
| // 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)) { |
| // Something was painted, schedule a flush. |
| int32_t result = graphics_.Flush( |
| callback_factory_.NewOptionalCallback(&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_OK_COMPLETIONPENDING) { |
| flush_pending_ = true; |
| } else { |
| PP_DCHECK(result == PP_OK); // Catch all other errors in debug mode. |
| } |
| } |
| |
| if (needs_binding) |
| instance_->BindGraphics(graphics_); |
| } |
| |
| void PaintManager::OnFlushComplete(int32_t result) { |
| PP_DCHECK(flush_pending_); |
| flush_pending_ = false; |
| |
| // Theoretically this shouldn't fail unless we've made an error, but don't |
| // want to call into the client code to do more painting if something bad |
| // did happen. |
| if (result != PP_OK) |
| return; |
| |
| // 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 |