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729 lines
24 KiB
C++
729 lines
24 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_LAYERS_H
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#define GFX_LAYERS_H
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#include "gfxTypes.h"
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#include "gfxASurface.h"
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#include "nsRegion.h"
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#include "nsPoint.h"
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#include "nsRect.h"
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#include "nsISupportsImpl.h"
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#include "nsAutoPtr.h"
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#include "gfx3DMatrix.h"
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#include "gfxColor.h"
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#include "gfxPattern.h"
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#if defined(DEBUG) || defined(PR_LOGGING)
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# include <stdio.h> // FILE
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# include "prlog.h"
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# define MOZ_LAYERS_HAVE_LOG
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# define MOZ_LAYERS_LOG(_args) \
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PR_LOG(LayerManager::GetLog(), PR_LOG_DEBUG, _args)
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#else
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struct PRLogModuleInfo;
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# define MOZ_LAYERS_LOG(_args)
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#endif // if defined(DEBUG) || defined(PR_LOGGING)
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class gfxContext;
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class nsPaintEvent;
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namespace mozilla {
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namespace gl {
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class GLContext;
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}
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namespace layers {
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class Layer;
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class ThebesLayer;
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class ContainerLayer;
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class ImageLayer;
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class ColorLayer;
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class ImageContainer;
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class CanvasLayer;
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class SpecificLayerAttributes;
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#define MOZ_LAYER_DECL_NAME(n, e) \
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virtual const char* Name() const { return n; } \
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virtual LayerType GetType() const { return e; }
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/*
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* Motivation: For truly smooth animation and video playback, we need to
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* be able to compose frames and render them on a dedicated thread (i.e.
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* off the main thread where DOM manipulation, script execution and layout
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* induce difficult-to-bound latency). This requires Gecko to construct
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* some kind of persistent scene structure (graph or tree) that can be
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* safely transmitted across threads. We have other scenarios (e.g. mobile
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* browsing) where retaining some rendered data between paints is desired
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* for performance, so again we need a retained scene structure.
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*
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* Our retained scene structure is a layer tree. Each layer represents
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* content which can be composited onto a destination surface; the root
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* layer is usually composited into a window, and non-root layers are
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* composited into their parent layers. Layers have attributes (e.g.
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* opacity and clipping) that influence their compositing.
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*
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* We want to support a variety of layer implementations, including
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* a simple "immediate mode" implementation that doesn't retain any
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* rendered data between paints (i.e. uses cairo in just the way that
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* Gecko used it before layers were introduced). But we also don't want
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* to have bifurcated "layers"/"non-layers" rendering paths in Gecko.
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* Therefore the layers API is carefully designed to permit maximally
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* efficient implementation in an "immediate mode" style. See the
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* BasicLayerManager for such an implementation.
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*/
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/**
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* A LayerManager controls a tree of layers. All layers in the tree
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* must use the same LayerManager.
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*
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* All modifications to a layer tree must happen inside a transaction.
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* Only the state of the layer tree at the end of a transaction is
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* rendered. Transactions cannot be nested
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*
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* Each transaction has two phases:
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* 1) Construction: layers are created, inserted, removed and have
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* properties set on them in this phase.
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* BeginTransaction and BeginTransactionWithTarget start a transaction in
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* the Construction phase. When the client has finished constructing the layer
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* tree, it should call EndConstruction() to enter the drawing phase.
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* 2) Drawing: ThebesLayers are rendered into in this phase, in tree
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* order. When the client has finished drawing into the ThebesLayers, it should
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* call EndTransaction to complete the transaction.
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*
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* All layer API calls happen on the main thread.
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*
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* Layers are refcounted. The layer manager holds a reference to the
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* root layer, and each container layer holds a reference to its children.
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*/
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class THEBES_API LayerManager {
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NS_INLINE_DECL_REFCOUNTING(LayerManager)
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public:
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enum LayersBackend {
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LAYERS_BASIC = 0,
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LAYERS_OPENGL,
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LAYERS_D3D9
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};
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LayerManager() : mUserData(nsnull), mDestroyed(PR_FALSE)
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{
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InitLog();
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}
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virtual ~LayerManager() {}
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/**
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* Release layers and resources held by this layer manager, and mark
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* it as destroyed. Should do any cleanup necessary in preparation
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* for its widget going away. After this call, only user data calls
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* are valid on the layer manager.
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*/
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virtual void Destroy() { mDestroyed = PR_TRUE; }
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PRBool IsDestroyed() { return mDestroyed; }
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will update the state of the window from which
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* this LayerManager was obtained.
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*/
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virtual void BeginTransaction() = 0;
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will render the contents of the layer tree to
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* the given target context. The rendering will be complete when
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* EndTransaction returns.
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*/
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virtual void BeginTransactionWithTarget(gfxContext* aTarget) = 0;
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/**
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* Function called to draw the contents of each ThebesLayer.
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* aRegionToDraw contains the region that needs to be drawn.
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* This would normally be a subregion of the visible region.
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* The callee must draw all of aRegionToDraw. Drawing outside
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* aRegionToDraw will be clipped out or ignored.
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* The callee must draw all of aRegionToDraw.
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* This region is relative to 0,0 in the ThebesLayer.
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*
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* aRegionToInvalidate contains a region whose contents have been
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* changed by the layer manager and which must therefore be invalidated.
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* For example, this could be non-empty if a retained layer internally
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* switches from RGBA to RGB or back ... we might want to repaint it to
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* consistently use subpixel-AA or not.
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* This region is relative to 0,0 in the ThebesLayer.
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* aRegionToInvalidate may contain areas that are outside
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* aRegionToDraw; the callee must ensure that these areas are repainted
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* in the current layer manager transaction or in a later layer
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* manager transaction.
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*
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* aContext must not be used after the call has returned.
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* We guarantee that buffered contents in the visible
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* region are valid once drawing is complete.
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*
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* The origin of aContext is 0,0 in the ThebesLayer.
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*/
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typedef void (* DrawThebesLayerCallback)(ThebesLayer* aLayer,
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gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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const nsIntRegion& aRegionToInvalidate,
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void* aCallbackData);
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/**
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* Finish the construction phase of the transaction, perform the
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* drawing phase, and end the transaction.
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* During the drawing phase, all ThebesLayers in the tree are
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* drawn in tree order, exactly once each, except for those layers
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* where it is known that the visible region is empty.
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*/
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the root layer.
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*/
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virtual void SetRoot(Layer* aLayer) = 0;
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/**
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* Can be called anytime
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*/
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Layer* GetRoot() { return mRoot; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Called when a managee has mutated.
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*/
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virtual void Mutated(Layer* aLayer) { }
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ThebesLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ContainerLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create an ImageLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ImageLayer> CreateImageLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ColorLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ColorLayer> CreateColorLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a CanvasLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() = 0;
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/**
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* Can be called anytime
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*/
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virtual already_AddRefed<ImageContainer> CreateImageContainer() = 0;
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/**
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* Type of layer manager his is. This is to be used sparsely in order to
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* avoid a lot of Layers backend specific code. It should be used only when
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* Layers backend specific functionality is necessary.
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*/
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virtual LayersBackend GetBackendType() = 0;
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// This setter and getter can be used anytime. The user data is initially
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// null.
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void SetUserData(void* aData) { mUserData = aData; }
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void* GetUserData() { return mUserData; }
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// We always declare the following logging symbols, because it's
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// extremely tricky to conditionally declare them. However, for
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// ifndef MOZ_LAYERS_HAVE_LOG builds, they only have trivial
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// definitions in Layers.cpp.
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virtual const char* Name() const { return "???"; }
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/**
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* Dump information about this layer manager and its managed tree to
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* aFile, which defaults to stderr.
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*/
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void Dump(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Dump information about just this layer manager itself to aFile,
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* which defaults to stderr.
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*/
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void DumpSelf(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Log information about this layer manager and its managed tree to
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* the NSPR log (if enabled for "Layers").
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*/
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void Log(const char* aPrefix="");
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/**
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* Log information about just this layer manager itself to the NSPR
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* log (if enabled for "Layers").
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*/
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void LogSelf(const char* aPrefix="");
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static bool IsLogEnabled();
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static PRLogModuleInfo* GetLog() { return sLog; }
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protected:
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nsRefPtr<Layer> mRoot;
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void* mUserData;
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PRPackedBool mDestroyed;
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// Print interesting information about this into aTo. Internally
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// used to implement Dump*() and Log*().
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virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
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static void InitLog();
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static PRLogModuleInfo* sLog;
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};
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class ThebesLayer;
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/**
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* A Layer represents anything that can be rendered onto a destination
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* surface.
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*/
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class THEBES_API Layer {
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NS_INLINE_DECL_REFCOUNTING(Layer)
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public:
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enum LayerType {
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TYPE_THEBES,
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TYPE_CONTAINER,
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TYPE_IMAGE,
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TYPE_COLOR,
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TYPE_CANVAS,
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TYPE_SHADOW
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};
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virtual ~Layer() {}
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/**
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* Returns the LayerManager this Layer belongs to. Note that the layer
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* manager might be in a destroyed state, at which point it's only
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* valid to set/get user data from it.
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*/
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LayerManager* Manager() { return mManager; }
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/**
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* CONSTRUCTION PHASE ONLY
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* If this is called with aOpaque set to true, the caller is promising
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* that by the end of this transaction the entire visible region
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* (as specified by SetVisibleRegion) will be filled with opaque
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* content. This enables some internal quality and performance
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* optimizations.
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*/
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void SetIsOpaqueContent(PRBool aOpaque)
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{
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mIsOpaqueContent = aOpaque;
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Tell this layer which region will be visible. It is the responsibility
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* of the caller to ensure that content outside this region does not
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* contribute to the final visible window. This can be an
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* overapproximation to the true visible region.
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*/
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virtual void SetVisibleRegion(const nsIntRegion& aRegion)
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{
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mVisibleRegion = aRegion;
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the opacity which will be applied to this layer as it
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* is composited to the destination.
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*/
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void SetOpacity(float aOpacity)
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{
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mOpacity = aOpacity;
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Set a clip rect which will be applied to this layer as it is
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* composited to the destination. The coordinates are relative to
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* the parent layer (i.e. the contents of this layer
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* are transformed before this clip rect is applied).
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* For the root layer, the coordinates are relative to the widget,
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* in device pixels.
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* If aRect is null no clipping will be performed.
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*/
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void SetClipRect(const nsIntRect* aRect)
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{
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mUseClipRect = aRect != nsnull;
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if (aRect) {
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mClipRect = *aRect;
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}
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Set a clip rect which will be applied to this layer as it is
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* composited to the destination. The coordinates are relative to
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* the parent layer (i.e. the contents of this layer
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* are transformed before this clip rect is applied).
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* For the root layer, the coordinates are relative to the widget,
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* in device pixels.
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* The provided rect is intersected with any existing clip rect.
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*/
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void IntersectClipRect(const nsIntRect& aRect)
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{
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if (mUseClipRect) {
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mClipRect.IntersectRect(mClipRect, aRect);
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} else {
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mUseClipRect = PR_TRUE;
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mClipRect = aRect;
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}
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Mutated();
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Tell this layer what its transform should be. The transformation
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* is applied when compositing the layer into its parent container.
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* XXX Currently only transformations corresponding to 2D affine transforms
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* are supported.
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*/
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void SetTransform(const gfx3DMatrix& aMatrix)
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{
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mTransform = aMatrix;
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Mutated();
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}
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// These getters can be used anytime.
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float GetOpacity() { return mOpacity; }
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const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nsnull; }
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PRBool IsOpaqueContent() { return mIsOpaqueContent; }
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const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; }
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ContainerLayer* GetParent() { return mParent; }
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Layer* GetNextSibling() { return mNextSibling; }
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Layer* GetPrevSibling() { return mPrevSibling; }
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virtual Layer* GetFirstChild() { return nsnull; }
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const gfx3DMatrix& GetTransform() { return mTransform; }
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/**
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* DRAWING PHASE ONLY
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*
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* Write layer-subtype-specific attributes into aAttrs. Used to
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* synchronize layer attributes to their shadows'.
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*/
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virtual void FillSpecificAttributes(SpecificLayerAttributes& aAttrs) { }
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// Returns true if it's OK to save the contents of aLayer in an
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// opaque surface (a surface without an alpha channel).
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// If we can use a surface without an alpha channel, we should, because
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// it will often make painting of antialiased text faster and higher
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// quality.
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PRBool CanUseOpaqueSurface();
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// This setter and getter can be used anytime. The user data is initially
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// null.
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void SetUserData(void* aData) { mUserData = aData; }
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void* GetUserData() { return mUserData; }
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/**
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* Dynamic downcast to a Thebes layer. Returns null if this is not
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* a ThebesLayer.
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*/
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virtual ThebesLayer* AsThebesLayer() { return nsnull; }
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virtual const char* Name() const =0;
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virtual LayerType GetType() const =0;
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/**
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* Only the implementation should call this. This is per-implementation
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* private data. Normally, all layers with a given layer manager
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* use the same type of ImplData.
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*/
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void* ImplData() { return mImplData; }
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/**
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* Only the implementation should use these methods.
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*/
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void SetParent(ContainerLayer* aParent) { mParent = aParent; }
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void SetNextSibling(Layer* aSibling) { mNextSibling = aSibling; }
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void SetPrevSibling(Layer* aSibling) { mPrevSibling = aSibling; }
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/**
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* Dump information about this layer manager and its managed tree to
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* aFile, which defaults to stderr.
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*/
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void Dump(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Dump information about just this layer manager itself to aFile,
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* which defaults to stderr.
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*/
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void DumpSelf(FILE* aFile=NULL, const char* aPrefix="");
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/**
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* Log information about this layer manager and its managed tree to
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* the NSPR log (if enabled for "Layers").
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*/
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void Log(const char* aPrefix="");
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/**
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* Log information about just this layer manager itself to the NSPR
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* log (if enabled for "Layers").
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*/
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void LogSelf(const char* aPrefix="");
|
|
|
|
static bool IsLogEnabled() { return LayerManager::IsLogEnabled(); }
|
|
|
|
protected:
|
|
Layer(LayerManager* aManager, void* aImplData) :
|
|
mManager(aManager),
|
|
mParent(nsnull),
|
|
mNextSibling(nsnull),
|
|
mPrevSibling(nsnull),
|
|
mImplData(aImplData),
|
|
mUserData(nsnull),
|
|
mOpacity(1.0),
|
|
mUseClipRect(PR_FALSE),
|
|
mIsOpaqueContent(PR_FALSE)
|
|
{}
|
|
|
|
void Mutated() { mManager->Mutated(this); }
|
|
|
|
// Print interesting information about this into aTo. Internally
|
|
// used to implement Dump*() and Log*(). If subclasses have
|
|
// additional interesting properties, they should override this with
|
|
// an implementation that first calls the base implementation then
|
|
// appends additional info to aTo.
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
LayerManager* mManager;
|
|
ContainerLayer* mParent;
|
|
Layer* mNextSibling;
|
|
Layer* mPrevSibling;
|
|
void* mImplData;
|
|
void* mUserData;
|
|
nsIntRegion mVisibleRegion;
|
|
gfx3DMatrix mTransform;
|
|
float mOpacity;
|
|
nsIntRect mClipRect;
|
|
PRPackedBool mUseClipRect;
|
|
PRPackedBool mIsOpaqueContent;
|
|
};
|
|
|
|
/**
|
|
* A Layer which we can draw into using Thebes. It is a conceptually
|
|
* infinite surface, but each ThebesLayer has an associated "valid region"
|
|
* of contents that it is currently storing, which is finite. ThebesLayer
|
|
* implementations can store content between paints.
|
|
*
|
|
* ThebesLayers are rendered into during the drawing phase of a transaction.
|
|
*
|
|
* Currently the contents of a ThebesLayer are in the device output color
|
|
* space.
|
|
*/
|
|
class THEBES_API ThebesLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Tell this layer that the content in some region has changed and
|
|
* will need to be repainted. This area is removed from the valid
|
|
* region.
|
|
*/
|
|
virtual void InvalidateRegion(const nsIntRegion& aRegion) = 0;
|
|
|
|
/**
|
|
* Can be used anytime
|
|
*/
|
|
const nsIntRegion& GetValidRegion() { return mValidRegion; }
|
|
|
|
virtual ThebesLayer* AsThebesLayer() { return this; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ThebesLayer", TYPE_THEBES)
|
|
|
|
protected:
|
|
ThebesLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData) {}
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
nsIntRegion mValidRegion;
|
|
};
|
|
|
|
/**
|
|
* A Layer which other layers render into. It holds references to its
|
|
* children.
|
|
*/
|
|
class THEBES_API ContainerLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Insert aChild into the child list of this container. aChild must
|
|
* not be currently in any child list or the root for the layer manager.
|
|
* If aAfter is non-null, it must be a child of this container and
|
|
* we insert after that layer. If it's null we insert at the start.
|
|
*/
|
|
virtual void InsertAfter(Layer* aChild, Layer* aAfter) = 0;
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Remove aChild from the child list of this container. aChild must
|
|
* be a child of this container.
|
|
*/
|
|
virtual void RemoveChild(Layer* aChild) = 0;
|
|
|
|
// This getter can be used anytime.
|
|
virtual Layer* GetFirstChild() { return mFirstChild; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ContainerLayer", TYPE_CONTAINER)
|
|
|
|
protected:
|
|
ContainerLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData),
|
|
mFirstChild(nsnull)
|
|
{}
|
|
|
|
Layer* mFirstChild;
|
|
};
|
|
|
|
/**
|
|
* A Layer which just renders a solid color in its visible region. It actually
|
|
* can fill any area that contains the visible region, so if you need to
|
|
* restrict the area filled, set a clip region on this layer.
|
|
*/
|
|
class THEBES_API ColorLayer : public Layer {
|
|
public:
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the color of the layer.
|
|
*/
|
|
virtual void SetColor(const gfxRGBA& aColor)
|
|
{
|
|
mColor = aColor;
|
|
}
|
|
|
|
// This getter can be used anytime.
|
|
virtual const gfxRGBA& GetColor() { return mColor; }
|
|
|
|
MOZ_LAYER_DECL_NAME("ColorLayer", TYPE_COLOR)
|
|
|
|
protected:
|
|
ColorLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData),
|
|
mColor(0.0, 0.0, 0.0, 0.0)
|
|
{}
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
gfxRGBA mColor;
|
|
};
|
|
|
|
/**
|
|
* A Layer for HTML Canvas elements. It's backed by either a
|
|
* gfxASurface or a GLContext (for WebGL layers), and has some control
|
|
* for intelligent updating from the source if necessary (for example,
|
|
* if hardware compositing is not available, for reading from the GL
|
|
* buffer into an image surface that we can layer composite.)
|
|
*
|
|
* After Initialize is called, the underlying canvas Surface/GLContext
|
|
* must not be modified during a layer transaction.
|
|
*/
|
|
class THEBES_API CanvasLayer : public Layer {
|
|
public:
|
|
struct Data {
|
|
Data()
|
|
: mSurface(nsnull), mGLContext(nsnull),
|
|
mGLBufferIsPremultiplied(PR_FALSE)
|
|
{ }
|
|
|
|
/* One of these two must be specified, but never both */
|
|
gfxASurface* mSurface; // a gfx Surface for the canvas contents
|
|
mozilla::gl::GLContext* mGLContext; // a GL PBuffer Context
|
|
|
|
/* The size of the canvas content */
|
|
nsIntSize mSize;
|
|
|
|
/* Whether the GLContext contains premultiplied alpha
|
|
* values in the framebuffer or not. Defaults to FALSE.
|
|
*/
|
|
PRPackedBool mGLBufferIsPremultiplied;
|
|
};
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Initialize this CanvasLayer with the given data. The data must
|
|
* have either mSurface or mGLContext initialized (but not both), as
|
|
* well as mSize.
|
|
*
|
|
* This must only be called once.
|
|
*/
|
|
virtual void Initialize(const Data& aData) = 0;
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Notify this CanvasLayer that the rectangle given by aRect
|
|
* has been updated, and any work that needs to be done
|
|
* to bring the contents from the Surface/GLContext to the
|
|
* Layer in preparation for compositing should be performed.
|
|
*/
|
|
virtual void Updated(const nsIntRect& aRect) = 0;
|
|
|
|
/**
|
|
* CONSTRUCTION PHASE ONLY
|
|
* Set the filter used to resample this image (if necessary).
|
|
*/
|
|
void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
|
|
gfxPattern::GraphicsFilter GetFilter() const { return mFilter; }
|
|
|
|
MOZ_LAYER_DECL_NAME("CanvasLayer", TYPE_CANVAS)
|
|
|
|
protected:
|
|
CanvasLayer(LayerManager* aManager, void* aImplData)
|
|
: Layer(aManager, aImplData), mFilter(gfxPattern::FILTER_GOOD) {}
|
|
|
|
virtual nsACString& PrintInfo(nsACString& aTo, const char* aPrefix);
|
|
|
|
gfxPattern::GraphicsFilter mFilter;
|
|
};
|
|
|
|
}
|
|
}
|
|
|
|
#endif /* GFX_LAYERS_H */
|