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Unified Diff: third_party/WebKit/WebCore/platform/graphics/chromium/TransparencyWin.h

Issue 21201: Transparency (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 11 years, 10 months ago
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Index: third_party/WebKit/WebCore/platform/graphics/chromium/TransparencyWin.h
===================================================================
--- third_party/WebKit/WebCore/platform/graphics/chromium/TransparencyWin.h (revision 0)
+++ third_party/WebKit/WebCore/platform/graphics/chromium/TransparencyWin.h (revision 0)
@@ -0,0 +1,228 @@
+/*
+ * Copyright (C) 2009 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef TransparencyWin_h
+#define TransparencyWin_h
+
+#include <windows.h>
+
+#include "ImageBuffer.h"
+#include "Noncopyable.h"
+#include "TransformationMatrix.h"
+#include "wtf/OwnPtr.h"
+
+class SkBitmap;
+class SkCanvas;
+
+namespace WebCore {
+
+class GraphicsContext;
+class TransparencyWin_NoLayer_Test;
+class TransparencyWin_WhiteLayer_Test;
+class TransparencyWin_TextComposite_Test;
+class TransparencyWin_OpaqueCompositeLayer_Test;
+
+// Helper class that abstracts away drawing ClearType text and Windows form
+// controls either to the original context directly, or to an offscreen context
+// that is composited later manually. This is to get around Windows' inability
+// to handle the alpha channel, semitransparent text, and transformed form
+// controls.
+class TransparencyWin {
+public:
+ enum LayerMode {
+ // No extra layer is created. Drawing will happen to the source.
+ // Valid only with KeepTransform and ScaleTransform. The region being
+ // drawn onto must be opaque, since the modified region will be forced
+ // to opaque when drawing is complete.
+ NoLayer,
+
+ // Makes a temporary layer consisting of the composited layers below
+ // it. This result must be opaque. When complete, the result will be
+ // compared to the original, and the difference will be added to a thee
+ // destination layer.
+ //
+ // This mode only works if the lower layers are opque (normally the
+ // case for a web page) and layers are only drawn in the stack order,
+ // meaning you can never draw underneath a layer.
+ //
+ // This doesn't technically produce the correct answer in all cases. If
+ // you have an opaque base, a transparency layer, than a semitransparent
+ // drawing on top, the result will actually be blended in twice. But
+ // this isn't a very important case. This mode is used for form
+ // controls which are always opaque except for occationally some
+ // antialiasing. It means form control antialiasing will be too light in
+ // some cases, but only if you have extra layers.
+ OpaqueCompositeLayer,
+
+ // Allows semitransparent text to be drawn on any background (even if it
+ // is itself semitransparent), but disables ClearType.
+ //
+ // It makes a trmporary layer filled with white. This is composited with
+ // the lower layer with a custom color applied to produce the result.
+ // The caller must draw the text in black, and set the desired final
+ // text color by calling setTextCompositeColor().
+ //
+ // Only valid with KeepTransform, which is the only mode where drawing
+ // text in this fashion makes sense.
+ TextComposite,
+
+ // Makes a temporary layer filled with white. When complete, the layer
+ // will be forced to be opqaue (since Windows may have messed up the
+ // alpha channel) and composited down. Any areas not drawn into will
+ // remain white.
+ //
+ // This is the mode of last resort. If the opacity of the final image
+ // is unknown and we can't do the text trick (since we know its color),
+ // then we have to live with potential white halos. This is used for
+ // form control drawing, for example.
+ WhiteLayer,
+ };
+
+ enum TransformMode {
+ // There are no changes to the transform. Use this when drawing
+ // horizontal text. The current transform must not have rotation.
+ KeepTransform,
+
+ // Drawing happens in an Untransformed space, and then that bitmap is
+ // transformed according to the current context when it is copied down.
+ // Requires that a layer be created (layer mode is not NoLayer).
+ Untransform,
+
+ // When the current transform only has a scaling factor applied and
+ // you're drawing form elements, use this parameter. This will unscale
+ // the coordinate space, so the OS will just draw the form controls
+ // larger or smaller depending on the destination size.
+ ScaleTransform,
+ };
+
+ // You MUST call init() below.
+ // |region| is expressed relative to the current transformation.
+ TransparencyWin();
+ ~TransparencyWin();
+
+ // Initializes the members if you use the 0-argument constructor. Don't call
+ // this if you use the multiple-argument constructor.
+ void init(GraphicsContext* dest,
+ LayerMode layerMode,
+ TransformMode transformMode,
+ const IntRect& region);
+
+ // Returns the context for drawing into, which may be the destination
+ // context, or a temporary one.
+ GraphicsContext* context() const { return m_drawContext; }
+
+ PlatformGraphicsContext* platformContext() const { return m_drawContext->platformContext(); }
+
+ // When the mode is TextComposite, this sets the color that the text will
+ // get. See the enum above for more.
+ void setTextCompositeColor(Color color);
+
+ // Returns the input bounds translated into the destination space. This is
+ // not necessary for KeepTransform since the rectangle will be unchanged.
+ const IntRect& drawRect() { return m_drawRect; }
+
+private:
+ friend TransparencyWin_NoLayer_Test;
+ friend TransparencyWin_WhiteLayer_Test;
+ friend TransparencyWin_TextComposite_Test;
+ friend TransparencyWin_OpaqueCompositeLayer_Test;
+
+ void setupLayer(const IntRect& region);
+ void setupTransform(const IntRect& region);
+
+ void initializeNewContext();
+
+ void compositeOpaqueComposite();
+ void compositeTextComposite();
+
+ // Fixes the alpha channel to make the region inside m_transformedRect
+ // opaque.
+ void makeLayerOpaque();
+
+ // The context our drawing will eventually end up in.
+ GraphicsContext* m_destContext;
+
+ // The original transform from the destination context.
+ TransformationMatrix m_orgTransform;
+
+ LayerMode m_layerMode;
+ TransformMode m_transformMode;
+
+ // The rectangle we're drawing in the destination's coordinate space
+ IntRect m_sourceRect;
+
+ // The source rectangle transformed into pixels in the final image. For
+ // Untransform this has no meaning, since the destination might not be a
+ // rectangle.
+ IntRect m_transformedSourceRect;
+
+ // The size of the layer we created. If there's no layer, this is the size
+ // of the region we're using in the source.
+ IntSize m_layerSize;
+
+ // The rectangle we're drawing to in the draw context's coordinate space.
+ // This will be the same as the source rectangle except for ScaleTransform
+ // where we create a new virtual coordinate space for the layer.
+ IntRect m_drawRect;
+
+ // Points to the graphics context to draw text to, which will either be
+ // the original context or the copy, depending on our mode.
+ GraphicsContext* m_drawContext;
+
+ // This flag is set when we call save() on the draw context during
+ // initialization. It allows us to avoid doing an extra save()/restore()
+ // when one is unnecessary.
+ bool m_savedOnDrawContext;
+
+ // Used only when m_mode = TextComposite, this is the color that the text
+ // will end up being once we figure out the transparency.
+ Color m_textCompositeColor;
+
+ // Layer we're drawing to.
+ ImageBuffer* m_layerBuffer;
+
+ // When the layer type is OpaqueCompositeLayer, this will contain a copy
+ // of the original contents of the m_layerBuffer before Windows drew on it.
+ // It allows us to re-create what Windows did to the layer. It is an
+ // SkBitmap instead of an ImageBuffer because an SkBitmap is lighter-weight
+ // (ImageBuffers are also GDI surfaces, which we don't need here).
+ SkBitmap* m_referenceBitmap;
+
+ // Don't access directly. If a buffer was too big to be cached, it will be
+ // created temporarily, and this member tracks its scope to make sure it
+ // gets deleted. Always use m_layerBuffer, which will either point to this
+ // object, or the statically cached one.
+ OwnPtr<ImageBuffer> m_ownedBuffer;
+ OwnPtr<SkBitmap> m_ownedReferenceBuffer;
+};
+
+} // namespace WebCore
+
+#endif // TransaprencyWin_h
Property changes on: third_party\WebKit\WebCore\platform\graphics\chromium\TransparencyWin.h
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Added: svn:mergeinfo

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