Index: skia/ext/platform_device_win.h |
=================================================================== |
--- skia/ext/platform_device_win.h (revision 86706) |
+++ skia/ext/platform_device_win.h (working copy) |
@@ -18,6 +18,9 @@ |
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. |
@@ -40,10 +43,11 @@ |
// 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; |
+ virtual void DrawToNativeContext(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; |
@@ -51,9 +55,6 @@ |
// 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); |