| // 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. |
| |
| #ifndef PPAPI_CPP_GRAPHICS_2D_H_ |
| #define PPAPI_CPP_GRAPHICS_2D_H_ |
| |
| #include "ppapi/c/pp_stdint.h" |
| #include "ppapi/cpp/resource.h" |
| #include "ppapi/cpp/size.h" |
| |
| |
| /// @file |
| /// This file defines the API to create a 2D graphics context in the browser. |
| namespace pp { |
| |
| class CompletionCallback; |
| class ImageData; |
| class InstanceHandle; |
| class Point; |
| class Rect; |
| |
| class Graphics2D : public Resource { |
| public: |
| /// Default constructor for creating an is_null() <code>Graphics2D</code> |
| /// object. |
| Graphics2D(); |
| |
| /// The copy constructor for Graphics2D. The underlying 2D context is not |
| /// copied; this constructor creates another reference to the original 2D |
| /// context. |
| /// |
| /// @param[in] other A pointer to a <code>Graphics2D</code> context. |
| Graphics2D(const Graphics2D& other); |
| |
| /// A constructor allocating a new 2D graphics context with the given size |
| /// in the browser, resulting object will be is_null() if the allocation |
| /// failed. |
| /// |
| /// @param[in] instance The instance with which this resource will be |
| /// associated. |
| /// |
| /// @param[in] size The size of the 2D graphics context in the browser, |
| /// measured in pixels. See <code>SetScale()</code> for more information. |
| /// |
| /// @param[in] is_always_opaque Set the <code>is_always_opaque</code> flag |
| /// to true if you know that you will be painting only opaque data to this |
| /// context. This option will disable blending when compositing the module |
| /// with the web page, which might give higher performance on some computers. |
| /// |
| /// If you set <code>is_always_opaque</code>, your alpha channel should |
| /// always be set to 0xFF or there may be painting artifacts. The alpha values |
| /// overwrite the destination alpha values without blending when |
| /// <code>is_always_opaque</code> is true. |
| Graphics2D(const InstanceHandle& instance, |
| const Size& size, |
| bool is_always_opaque); |
| |
| /// A destructor that decrements the reference count of a |
| /// <code>Graphics2D</code> object made using the previous copy constructor. |
| /// It is possible that the destructor does not totally destroy the underlying |
| /// 2D context if there are outstanding references to it. |
| virtual ~Graphics2D(); |
| |
| /// This function assigns one 2D graphics context to this 2D graphics |
| /// context. This function increases the reference count of the 2D resource |
| /// of the other 2D graphics context while decrementing the reference counter |
| /// of this 2D graphics context. |
| /// |
| /// @param[in] other An other 2D graphics context. |
| /// |
| /// @return A new Graphics2D context. |
| Graphics2D& operator=(const Graphics2D& other); |
| |
| /// Getter function for returning size of the 2D graphics context. |
| /// |
| /// @return The size of the 2D graphics context measured in pixels. |
| const Size& size() const { return size_; } |
| |
| /// PaintImageData() enqueues a paint command of the given image into |
| /// the context. This command has no effect until you call Flush(). As a |
| /// result, what counts is the contents of the bitmap when you call Flush, |
| /// not when you call this function. |
| /// |
| /// The provided image will be placed at <code>top_left</code> from the top |
| /// left of the context's internal backing store. This version of |
| /// PaintImageData paints the entire image. Refer to the other version of |
| /// this function to paint only part of the area. |
| /// |
| /// The painted area of the source bitmap must fall entirely within the |
| /// context. Attempting to paint outside of the context will result in an |
| /// error. |
| /// |
| /// There are two methods most modules will use for painting. The first |
| /// method is to generate a new <code>ImageData</code> and then paint it. |
| /// In this case, you'll set the location of your painting to |
| /// <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>. |
| /// The second is that you're generating small invalid regions out of a larger |
| /// bitmap representing your entire module's image. |
| /// |
| /// @param[in] image The <code>ImageData</code> to be painted. |
| /// @param[in] top_left A <code>Point</code> representing the |
| /// <code>top_left</code> location where the <code>ImageData</code> will be |
| /// painted. |
| void PaintImageData(const ImageData& image, |
| const Point& top_left); |
| |
| /// PaintImageData() enqueues a paint command of the given image into |
| /// the context. This command has no effect until you call Flush(). As a |
| /// result, what counts is the contents of the bitmap when you call Flush(), |
| /// not when you call this function. |
| /// |
| /// The provided image will be placed at <code>top_left</code> from the top |
| /// left of the context's internal backing store. Then the pixels contained |
| /// in <code>src_rect</code> will be copied into the backing store. This |
| /// means that the rectangle being painted will be at <code>src_rect</code> |
| /// offset by <code>top_left</code>. |
| /// |
| /// The <code>src_rect</code> is specified in the coordinate system of the |
| /// image being painted, not the context. For the common case of copying the |
| /// entire image, you may specify an empty <code>src_rect</code>. |
| /// |
| /// The painted area of the source bitmap must fall entirely within the |
| /// context. Attempting to paint outside of the context will result in an |
| /// error. However, the source bitmap may fall outside the context, as long |
| /// as the <code>src_rect</code> subset of it falls entirely within the |
| /// context. |
| /// |
| /// There are two methods most modules will use for painting. The first |
| /// method is to generate a new <code>ImageData</code> and then paint it. In |
| /// this case, you'll set the location of your painting to |
| /// <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>. |
| /// The second is that you're generating small invalid regions out of a larger |
| /// bitmap representing your entire module. In this case, you would set the |
| /// location of your image to (0,0) and then set <code>src_rect</code> to the |
| /// pixels you changed. |
| /// |
| /// @param[in] image The <code>ImageData</code> to be painted. |
| /// @param[in] top_left A <code>Point</code> representing the |
| /// <code>top_left</code> location where the <code>ImageData</code> will be |
| /// painted. |
| /// @param[in] src_rect The rectangular area where the <code>ImageData</code> |
| /// will be painted. |
| void PaintImageData(const ImageData& image, |
| const Point& top_left, |
| const Rect& src_rect); |
| |
| /// Scroll() enqueues a scroll of the context's backing store. This |
| /// function has no effect until you call Flush(). The data within the |
| /// provided clipping rectangle will be shifted by (dx, dy) pixels. |
| /// |
| /// This function will result in some exposed region which will have |
| /// undefined contents. The module should call PaintImageData() on |
| /// these exposed regions to give the correct contents. |
| /// |
| /// The scroll can be larger than the area of the clipping rectangle, which |
| /// means the current image will be scrolled out of the rectangle. This |
| /// scenario is not an error but will result in a no-op. |
| /// |
| /// @param[in] clip The clipping rectangle. |
| /// @param[in] amount The amount the area in the clipping rectangle will |
| /// shifted. |
| void Scroll(const Rect& clip, const Point& amount); |
| |
| /// ReplaceContents() provides a slightly more efficient way to paint the |
| /// entire module's image. Normally, calling PaintImageData() requires that |
| /// the browser copy the pixels out of the image and into the graphics |
| /// context's backing store. This function replaces the graphics context's |
| /// backing store with the given image, avoiding the copy. |
| /// |
| /// The new image must be the exact same size as this graphics context. If |
| /// the new image uses a different image format than the browser's native |
| /// bitmap format (use ImageData::GetNativeImageDataFormat() to retrieve the |
| /// format), then a conversion will be done inside the browser which may slow |
| /// the performance a little bit. |
| /// |
| /// <strong>Note:</strong> The new image will not be painted until you call |
| /// Flush(). |
| /// |
| /// After this call, you should take care to release your references to the |
| /// image. If you paint to the image after ReplaceContents(), there is the |
| /// possibility of significant painting artifacts because the page might use |
| /// partially-rendered data when copying out of the backing store. |
| /// |
| /// In the case of an animation, you will want to allocate a new image for |
| /// the next frame. It is best if you wait until the flush callback has |
| /// executed before allocating this bitmap. This gives the browser the option |
| /// of caching the previous backing store and handing it back to you |
| /// (assuming the sizes match). In the optimal case, this means no bitmaps are |
| /// allocated during the animation, and the backing store and "front buffer" |
| /// (which the module is painting into) are just being swapped back and forth. |
| /// |
| /// @param[in] image The <code>ImageData</code> to be painted. |
| void ReplaceContents(ImageData* image); |
| |
| /// Flush() flushes any enqueued paint, scroll, and replace commands |
| /// to the backing store. This actually executes the updates, and causes a |
| /// repaint of the webpage, assuming this graphics context is bound to a |
| /// module instance. |
| /// |
| /// Flush() runs in asynchronous mode. Specify a callback function and |
| /// the argument for that callback function. The callback function will be |
| /// executed on the calling thread when the image has been painted to the |
| /// screen. While you are waiting for a <code>Flush</code> callback, |
| /// additional calls to Flush() will fail. |
| /// |
| /// Because the callback is executed (or thread unblocked) only when the |
| /// module's image is actually on the screen, this function provides |
| /// a way to rate limit animations. By waiting until the image is on the |
| /// screen before painting the next frame, you can ensure you're not |
| /// flushing 2D graphics faster than the screen can be updated. |
| /// |
| /// <strong>Unbound contexts</strong> |
| /// If the context is not bound to a module instance, you will |
| /// still get a callback. The callback will execute after Flush() returns |
| /// to avoid reentrancy. The callback will not wait until anything is |
| /// painted to the screen because there will be nothing on the screen. The |
| /// timing of this callback is not guaranteed and may be deprioritized by |
| /// the browser because it is not affecting the user experience. |
| /// |
| /// <strong>Off-screen instances</strong> |
| /// If the context is bound to an instance that is |
| /// currently not visible (for example, scrolled out of view) it will |
| /// behave like the "unbound context" case. |
| /// |
| /// <strong>Detaching a context</strong> |
| /// If you detach a context from a module instance, any |
| /// pending flush callbacks will be converted into the "unbound context" |
| /// case. |
| /// |
| /// <strong>Released contexts</strong> |
| /// A callback may or may not still get called even if you have released all |
| /// of your references to the context. This can occur if there are internal |
| /// references to the context that means it has not been internally |
| /// destroyed (for example, if it is still bound to an instance) or due to |
| /// other implementation details. As a result, you should be careful to |
| /// check that flush callbacks are for the context you expect and that |
| /// you're capable of handling callbacks for context that you may have |
| /// released your reference to. |
| /// |
| /// <strong>Shutdown</strong> |
| /// If a module instance is removed when a Flush is pending, the |
| /// callback will not be executed. |
| /// |
| /// @param[in] cc A <code>CompletionCallback</code> to be called when the |
| /// image has been painted on the screen. |
| /// |
| /// @return Returns <code>PP_OK</code> on success or |
| /// <code>PP_ERROR_BADRESOURCE</code> if the graphics context is invalid, |
| /// <code>PP_ERROR_BADARGUMENT</code> if the callback is null and |
| /// flush is being called from the main thread of the module, or |
| /// <code>PP_ERROR_INPROGRESS</code> if a flush is already pending that has |
| /// not issued its callback yet. In the failure case, nothing will be |
| /// updated and no callback will be scheduled. |
| |
| // TODO(darin): We should ensure that the completion callback always runs, so |
| // that it is easier for consumers to manage memory referenced by a callback. |
| |
| // TODO(): Add back in the synchronous mode description once we have support |
| // for it. |
| int32_t Flush(const CompletionCallback& cc); |
| |
| /// SetScale() sets the scale factor that will be applied when painting the |
| /// graphics context onto the output device. Typically, if rendering at device |
| /// resolution is desired, the context would be created with the width and |
| /// height scaled up by the view's GetDeviceScale and SetScale called with a |
| /// scale of 1.0 / GetDeviceScale(). For example, if the view resource passed |
| /// to DidChangeView has a rectangle of (w=200, h=100) and a device scale of |
| /// 2.0, one would call Create with a size of (w=400, h=200) and then call |
| /// SetScale with 0.5. One would then treat each pixel in the context as a |
| /// single device pixel. |
| /// |
| /// @param[in] scale The scale to apply when painting. |
| /// |
| /// @return Returns <code>true</code> on success or <code>false</code> |
| /// if the resource is invalid or the scale factor is 0 or less. |
| bool SetScale(float scale); |
| |
| /// GetScale() gets the scale factor that will be applied when painting the |
| /// graphics context onto the output device. |
| /// |
| /// @return Returns the scale factor for the graphics context. If the resource |
| /// is invalid, 0.0 will be returned. The default scale for a graphics context |
| /// is 1.0. |
| float GetScale(); |
| |
| bool SetLayerTransform(float scale, |
| const Point& origin, |
| const Point& translate); |
| private: |
| Size size_; |
| }; |
| |
| } // namespace pp |
| |
| #endif // PPAPI_CPP_GRAPHICS_2D_H_ |