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Issue 11293194: ui: Prefer +/- operators to apply offsets. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: floats Created 8 years, 1 month ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/gfx/blit.h" 5 #include "ui/gfx/blit.h"
6 6
7 #include "base/logging.h" 7 #include "base/logging.h"
8 #include "build/build_config.h" 8 #include "build/build_config.h"
9 #include "skia/ext/platform_canvas.h" 9 #include "skia/ext/platform_canvas.h"
10 #include "ui/gfx/point.h" 10 #include "ui/gfx/point.h"
(...skipping 111 matching lines...) Expand 10 before | Expand all | Expand 10 after
122 DCHECK(skia::SupportsPlatformPaint(dst_canvas)); 122 DCHECK(skia::SupportsPlatformPaint(dst_canvas));
123 DCHECK(skia::SupportsPlatformPaint(src_canvas)); 123 DCHECK(skia::SupportsPlatformPaint(src_canvas));
124 BlitContextToContext(skia::BeginPlatformPaint(dst_canvas), dst_rect, 124 BlitContextToContext(skia::BeginPlatformPaint(dst_canvas), dst_rect,
125 skia::BeginPlatformPaint(src_canvas), src_origin); 125 skia::BeginPlatformPaint(src_canvas), src_origin);
126 skia::EndPlatformPaint(src_canvas); 126 skia::EndPlatformPaint(src_canvas);
127 skia::EndPlatformPaint(dst_canvas); 127 skia::EndPlatformPaint(dst_canvas);
128 } 128 }
129 129
130 void ScrollCanvas(SkCanvas* canvas, 130 void ScrollCanvas(SkCanvas* canvas,
131 const gfx::Rect& in_clip, 131 const gfx::Rect& in_clip,
132 const gfx::Vector2d& amount) { 132 const gfx::Vector2d& offset) {
133 DCHECK(!HasClipOrTransform(*canvas)); // Don't support special stuff. 133 DCHECK(!HasClipOrTransform(*canvas)); // Don't support special stuff.
134 #if defined(OS_WIN) 134 #if defined(OS_WIN)
135 // If we have a PlatformCanvas, we should use ScrollDC. Otherwise, fall 135 // If we have a PlatformCanvas, we should use ScrollDC. Otherwise, fall
136 // through to the software implementation. 136 // through to the software implementation.
137 if (skia::SupportsPlatformPaint(canvas)) { 137 if (skia::SupportsPlatformPaint(canvas)) {
138 skia::ScopedPlatformPaint scoped_platform_paint(canvas); 138 skia::ScopedPlatformPaint scoped_platform_paint(canvas);
139 HDC hdc = scoped_platform_paint.GetPlatformSurface(); 139 HDC hdc = scoped_platform_paint.GetPlatformSurface();
140 140
141 RECT damaged_rect; 141 RECT damaged_rect;
142 RECT r = in_clip.ToRECT(); 142 RECT r = in_clip.ToRECT();
143 ScrollDC(hdc, amount.x(), amount.y(), NULL, &r, NULL, &damaged_rect); 143 ScrollDC(hdc, offset.x(), offset.y(), NULL, &r, NULL, &damaged_rect);
144 return; 144 return;
145 } 145 }
146 #endif // defined(OS_WIN) 146 #endif // defined(OS_WIN)
147 // For non-windows, always do scrolling in software. 147 // For non-windows, always do scrolling in software.
148 // Cairo has no nice scroll function so we do our own. On Mac it's possible to 148 // Cairo has no nice scroll function so we do our own. On Mac it's possible to
149 // use platform scroll code, but it's complex so we just use the same path 149 // use platform scroll code, but it's complex so we just use the same path
150 // here. Either way it will be software-only, so it shouldn't matter much. 150 // here. Either way it will be software-only, so it shouldn't matter much.
151 SkBitmap& bitmap = const_cast<SkBitmap&>( 151 SkBitmap& bitmap = const_cast<SkBitmap&>(
152 skia::GetTopDevice(*canvas)->accessBitmap(true)); 152 skia::GetTopDevice(*canvas)->accessBitmap(true));
153 SkAutoLockPixels lock(bitmap); 153 SkAutoLockPixels lock(bitmap);
154 154
155 // We expect all coords to be inside the canvas, so clip here. 155 // We expect all coords to be inside the canvas, so clip here.
156 gfx::Rect clip = gfx::IntersectRects( 156 gfx::Rect clip = gfx::IntersectRects(
157 in_clip, gfx::Rect(0, 0, bitmap.width(), bitmap.height())); 157 in_clip, gfx::Rect(0, 0, bitmap.width(), bitmap.height()));
158 158
159 // Compute the set of pixels we'll actually end up painting. 159 // Compute the set of pixels we'll actually end up painting.
160 gfx::Rect dest_rect = clip; 160 gfx::Rect dest_rect = gfx::IntersectRects(clip + offset, clip);
161 dest_rect.Offset(amount); 161 if (dest_rect.size().IsEmpty())
162 dest_rect.Intersect(clip);
163 if (dest_rect.size() == gfx::Size())
164 return; // Nothing to do. 162 return; // Nothing to do.
165 163
166 // Compute the source pixels that will map to the dest_rect 164 // Compute the source pixels that will map to the dest_rect
167 gfx::Rect src_rect = dest_rect; 165 gfx::Rect src_rect = dest_rect - offset;
168 src_rect.Offset(-amount.x(), -amount.y());
169 166
170 size_t row_bytes = dest_rect.width() * 4; 167 size_t row_bytes = dest_rect.width() * 4;
171 if (amount.y() > 0) { 168 if (offset.y() > 0) {
172 // Data is moving down, copy from the bottom up. 169 // Data is moving down, copy from the bottom up.
173 for (int y = dest_rect.height() - 1; y >= 0; y--) { 170 for (int y = dest_rect.height() - 1; y >= 0; y--) {
174 memcpy(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y), 171 memcpy(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y),
175 bitmap.getAddr32(src_rect.x(), src_rect.y() + y), 172 bitmap.getAddr32(src_rect.x(), src_rect.y() + y),
176 row_bytes); 173 row_bytes);
177 } 174 }
178 } else if (amount.y() < 0) { 175 } else if (offset.y() < 0) {
179 // Data is moving up, copy from the top down. 176 // Data is moving up, copy from the top down.
180 for (int y = 0; y < dest_rect.height(); y++) { 177 for (int y = 0; y < dest_rect.height(); y++) {
181 memcpy(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y), 178 memcpy(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y),
182 bitmap.getAddr32(src_rect.x(), src_rect.y() + y), 179 bitmap.getAddr32(src_rect.x(), src_rect.y() + y),
183 row_bytes); 180 row_bytes);
184 } 181 }
185 } else if (amount.x() != 0) { 182 } else if (offset.x() != 0) {
186 // Horizontal-only scroll. We can do it in either top-to-bottom or bottom- 183 // Horizontal-only scroll. We can do it in either top-to-bottom or bottom-
187 // to-top, but have to be careful about the order for copying each row. 184 // to-top, but have to be careful about the order for copying each row.
188 // Fortunately, memmove already handles this for us. 185 // Fortunately, memmove already handles this for us.
189 for (int y = 0; y < dest_rect.height(); y++) { 186 for (int y = 0; y < dest_rect.height(); y++) {
190 memmove(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y), 187 memmove(bitmap.getAddr32(dest_rect.x(), dest_rect.y() + y),
191 bitmap.getAddr32(src_rect.x(), src_rect.y() + y), 188 bitmap.getAddr32(src_rect.x(), src_rect.y() + y),
192 row_bytes); 189 row_bytes);
193 } 190 }
194 } 191 }
195 } 192 }
196 193
197 } // namespace gfx 194 } // namespace gfx
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