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// Copyright 2013 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 <memory>
#include "base/macros.h"
#include "cc/cc_export.h"
#include "cc/layers/layer.h"
#include "cc/resources/ui_resource_client.h"
#include "ui/gfx/geometry/rect.h"
namespace cc {
class LayerTreeHost;
class CC_EXPORT UIResourceLayer : public Layer {
static scoped_refptr<UIResourceLayer> Create();
void PushPropertiesTo(LayerImpl* layer) override;
void SetLayerTreeHost(LayerTreeHost* host) override;
// Sets the resource. If they don't exist already, the shared UI resource and
// ID are generated and cached in a map in the associated UIResourceManager.
// Currently, this resource will never be released by the UIResourceManager.
void SetBitmap(const SkBitmap& skbitmap);
// An alternative way of setting the resource where an ID is used directly. If
// you use this method, you are responsible for updating the ID if the layer
// moves between compositors.
void SetUIResourceId(UIResourceId resource_id);
// Sets a UV transform to be used at draw time. Defaults to (0, 0) and (1, 1).
void SetUV(const gfx::PointF& top_left, const gfx::PointF& bottom_right);
// Sets an opacity value per vertex. It will be multiplied by the layer
// opacity value.
void SetVertexOpacity(float bottom_left,
float top_left,
float top_right,
float bottom_right);
~UIResourceLayer() override;
bool HasDrawableContent() const override;
UIResourceId resource_id() const { return resource_id_; }
std::unique_ptr<LayerImpl> CreateLayerImpl(LayerTreeImpl* tree_impl) override;
void RecreateUIResourceIdFromBitmap();
void SetUIResourceIdInternal(UIResourceId resource_id);
// The resource ID will be zero when it's unset or when there's no associated
// LayerTreeHost.
UIResourceId resource_id_ = 0;
SkBitmap bitmap_;
gfx::PointF uv_top_left_;
gfx::PointF uv_bottom_right_;
float vertex_opacity_[4];
} // namespace cc