blob: ea5542fe9f3de155c4cb4ac3e6acbab36ee3953f [file] [log] [blame]
// Copyright (c) 2006-2008 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 "skia/ext/vector_canvas.h"
#include "skia/ext/vector_device.h"
namespace skia {
VectorCanvas::VectorCanvas() {
}
VectorCanvas::VectorCanvas(HDC dc, int width, int height) {
bool initialized = initialize(dc, width, height);
if (!initialized)
__debugbreak();
}
VectorCanvas::~VectorCanvas() {
}
bool VectorCanvas::initialize(HDC context, int width, int height) {
SkDevice* device = createPlatformDevice(width, height, true, context);
if (!device)
return false;
setDevice(device);
device->unref(); // was created with refcount 1, and setDevice also refs
return true;
}
SkBounder* VectorCanvas::setBounder(SkBounder* bounder) {
if (!IsTopDeviceVectorial())
return PlatformCanvasWin::setBounder(bounder);
// This function isn't used in the code. Verify this assumption.
SkASSERT(false);
return NULL;
}
SkDevice* VectorCanvas::createDevice(SkBitmap::Config config,
int width, int height,
bool is_opaque, bool isForLayer) {
SkASSERT(config == SkBitmap::kARGB_8888_Config);
return createPlatformDevice(width, height, is_opaque, NULL);
}
SkDrawFilter* VectorCanvas::setDrawFilter(SkDrawFilter* filter) {
// This function isn't used in the code. Verify this assumption.
SkASSERT(false);
return NULL;
}
SkDevice* VectorCanvas::createPlatformDevice(int width,
int height, bool is_opaque,
HANDLE shared_section) {
if (!is_opaque) {
// TODO(maruel): http://b/1184002 1184002 When restoring a semi-transparent
// layer, i.e. merging it, we need to rasterize it because GDI doesn't
// support transparency except for AlphaBlend(). Right now, a
// BitmapPlatformDeviceWin is created when VectorCanvas think a saveLayers()
// call is being done. The way to save a layer would be to create an
// EMF-based VectorDevice and have this device registers the drawing. When
// playing back the device into a bitmap, do it at the printer's dpi instead
// of the layout's dpi (which is much lower).
return PlatformCanvasWin::createPlatformDevice(width, height, is_opaque,
shared_section);
}
// TODO(maruel): http://b/1183870 Look if it would be worth to increase the
// resolution by ~10x (any worthy factor) to increase the rendering precision
// (think about printing) while using a relatively low dpi. This happens
// because we receive float as input but the GDI functions works with
// integers. The idea is to premultiply the matrix with this factor and
// multiply each SkScalar that are passed to SkScalarRound(value) as
// SkScalarRound(value * 10). Safari is already doing the same for text
// rendering.
SkASSERT(shared_section);
PlatformDeviceWin* device = VectorDevice::create(
reinterpret_cast<HDC>(shared_section), width, height);
return device;
}
bool VectorCanvas::IsTopDeviceVectorial() const {
return getTopPlatformDevice().IsVectorial();
}
} // namespace skia