| Index: skia/ext/platform_device_win.h
|
| ===================================================================
|
| --- skia/ext/platform_device_win.h (revision 86628)
|
| +++ skia/ext/platform_device_win.h (working copy)
|
| @@ -18,9 +18,6 @@
|
|
|
| namespace skia {
|
|
|
| -// Initializes the default settings and colors in a device context.
|
| -SK_API void InitializeDC(HDC context);
|
| -
|
| // 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.
|
| @@ -43,11 +40,10 @@
|
| // 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 DrawToNativeContext(HDC dc, int x, int y,
|
| - const RECT* src_rect) = 0;
|
| + virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect) = 0;
|
|
|
| // Sets the opacity of each pixel in the specified region to be opaque.
|
| - virtual void MakeOpaque(int x, int y, int width, int height) { }
|
| + virtual void makeOpaque(int x, int y, int width, int height) { }
|
|
|
| // Returns if the preferred rendering engine is vectorial or bitmap based.
|
| virtual bool IsVectorial() = 0;
|
| @@ -55,6 +51,9 @@
|
| // Returns if GDI is allowed to render text to this device.
|
| virtual bool IsNativeFontRenderingAllowed() { return true; }
|
|
|
| + // 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);
|
|
|