| Index: base/gfx/platform_device_win.h
|
| ===================================================================
|
| --- base/gfx/platform_device_win.h (revision 5678)
|
| +++ base/gfx/platform_device_win.h (working copy)
|
| @@ -5,92 +5,9 @@
|
| #ifndef BASE_GFX_PLATFORM_DEVICE_WIN_H__
|
| #define BASE_GFX_PLATFORM_DEVICE_WIN_H__
|
|
|
| -#include <vector>
|
| +// TODO(brettw) this file should be removed and the includes changed to this
|
| +// new location.
|
| +#include "webkit/port/platform/graphics/skia/public/PlatformDeviceWin.h"
|
|
|
| -#include "SkDevice.h"
|
| -
|
| -class SkMatrix;
|
| -class SkPath;
|
| -class SkRegion;
|
| -
|
| -namespace gfx {
|
| -
|
| -// A device is basically a wrapper around SkBitmap that provides a surface for
|
| -// SkCanvas to draw into. Our device provides a surface Windows can also write
|
| -// to. It also provides functionality to play well with GDI drawing functions.
|
| -// This class is abstract and must be subclassed. It provides the basic
|
| -// interface to implement it either with or without a bitmap backend.
|
| -class PlatformDeviceWin : public SkDevice {
|
| - public:
|
| - // The DC that corresponds to the bitmap, used for GDI operations drawing
|
| - // into the bitmap. This is possibly heavyweight, so it should be existant
|
| - // only during one pass of rendering.
|
| - virtual HDC getBitmapDC() = 0;
|
| -
|
| - // Draws to the given screen DC, if the bitmap DC doesn't exist, this will
|
| - // temporarily create it. However, if you have created the bitmap DC, it will
|
| - // be more efficient if you don't free it until after this call so it doesn't
|
| - // have to be created twice. If src_rect is null, then the entirety of the
|
| - // source device will be copied.
|
| - virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect) = 0;
|
| -
|
| - // Invoke before using GDI functions. See description in platform_device.cc
|
| - // for specifics.
|
| - // NOTE: x,y,width and height are relative to the current transform.
|
| - virtual void prepareForGDI(int x, int y, int width, int height) { }
|
| -
|
| - // Invoke after using GDI functions. See description in platform_device.cc
|
| - // for specifics.
|
| - // NOTE: x,y,width and height are relative to the current transform.
|
| - virtual void postProcessGDI(int x, int y, int width, int height) { }
|
| -
|
| - // Sets the opacity of each pixel in the specified region to be opaque.
|
| - virtual void makeOpaque(int x, int y, int width, int height) { }
|
| -
|
| - // Call this function to fix the alpha channels before compositing this layer
|
| - // onto another. Internally, the device uses a special alpha method to work
|
| - // around problems with Windows. This call will put the values into what
|
| - // Skia expects, so it can be composited onto other layers.
|
| - //
|
| - // After this call, no more drawing can be done because the
|
| - // alpha channels will be "correct", which, if this function is called again
|
| - // will make them wrong. See the implementation for more discussion.
|
| - virtual void fixupAlphaBeforeCompositing() { }
|
| -
|
| - // Returns if the preferred rendering engine is vectorial or bitmap based.
|
| - virtual bool IsVectorial() = 0;
|
| -
|
| - // Initializes the default settings and colors in a device context.
|
| - static void InitializeDC(HDC context);
|
| -
|
| - // Loads a SkPath into the GDI context. The path can there after be used for
|
| - // clipping or as a stroke.
|
| - static void LoadPathToDC(HDC context, const SkPath& path);
|
| -
|
| - // Loads a SkRegion into the GDI context.
|
| - static void LoadClippingRegionToDC(HDC context, const SkRegion& region,
|
| - const SkMatrix& transformation);
|
| -
|
| - protected:
|
| - // Arrays must be inside structures.
|
| - struct CubicPoints {
|
| - SkPoint p[4];
|
| - };
|
| - typedef std::vector<CubicPoints> CubicPath;
|
| - typedef std::vector<CubicPath> CubicPaths;
|
| -
|
| - // Forwards |bitmap| to SkDevice's constructor.
|
| - PlatformDeviceWin(const SkBitmap& bitmap);
|
| -
|
| - // Loads the specified Skia transform into the device context, excluding
|
| - // perspective (which GDI doesn't support).
|
| - static void LoadTransformToDC(HDC dc, const SkMatrix& matrix);
|
| -
|
| - // Transforms SkPath's paths into a series of cubic path.
|
| - static bool SkPathToCubicPaths(CubicPaths* paths, const SkPath& skpath);
|
| -};
|
| -
|
| -} // namespace gfx
|
| -
|
| #endif // BASE_GFX_PLATFORM_DEVICE_WIN_H__
|
|
|
|
|