| OLD | NEW |
| 1 | 1 |
| 2 /* | 2 /* |
| 3 * Copyright 2012 Google Inc. | 3 * Copyright 2012 Google Inc. |
| 4 * | 4 * |
| 5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
| 6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
| 7 */ | 7 */ |
| 8 | 8 |
| 9 #include "SkPictureStateTree.h" | 9 #include "SkPictureStateTree.h" |
| 10 #include "SkCanvas.h" | 10 #include "SkCanvas.h" |
| (...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 92 : fDraws(&draws) | 92 : fDraws(&draws) |
| 93 , fCanvas(canvas) | 93 , fCanvas(canvas) |
| 94 , fCurrentNode(root) | 94 , fCurrentNode(root) |
| 95 , fPlaybackMatrix(canvas->getTotalMatrix()) | 95 , fPlaybackMatrix(canvas->getTotalMatrix()) |
| 96 , fCurrentMatrix(NULL) | 96 , fCurrentMatrix(NULL) |
| 97 , fPlaybackIndex(0) | 97 , fPlaybackIndex(0) |
| 98 , fSave(false) | 98 , fSave(false) |
| 99 , fValid(true) { | 99 , fValid(true) { |
| 100 } | 100 } |
| 101 | 101 |
| 102 uint32_t SkPictureStateTree::Iterator::draw() { | 102 void SkPictureStateTree::Iterator::setCurrentMatrix(const SkMatrix* matrix) { |
| 103 SkASSERT(NULL != matrix); |
| 104 |
| 105 if (matrix == fCurrentMatrix) { |
| 106 return; |
| 107 } |
| 108 |
| 109 // The matrix is in recording space, but we also inherit |
| 110 // a playback matrix from out target canvas. |
| 111 SkMatrix m = *matrix; |
| 112 m.postConcat(fPlaybackMatrix); |
| 113 fCanvas->setMatrix(m); |
| 114 fCurrentMatrix = matrix; |
| 115 } |
| 116 |
| 117 uint32_t SkPictureStateTree::Iterator::nextDraw() { |
| 103 SkASSERT(this->isValid()); | 118 SkASSERT(this->isValid()); |
| 104 if (fPlaybackIndex >= fDraws->count()) { | 119 if (fPlaybackIndex >= fDraws->count()) { |
| 105 // restore back to where we started | |
| 106 fCanvas->setMatrix(fPlaybackMatrix); | |
| 107 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { | 120 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { |
| 108 fCanvas->restore(); | 121 fCanvas->restore(); |
| 109 } | 122 } |
| 110 fCurrentNode = fCurrentNode->fParent; | 123 |
| 111 while (NULL != fCurrentNode) { | 124 for (fCurrentNode = fCurrentNode->fParent; fCurrentNode; |
| 125 fCurrentNode = fCurrentNode->fParent) { |
| 126 // Note: we call restore() twice when both flags are set. |
| 112 if (fCurrentNode->fFlags & Node::kSave_Flag) { | 127 if (fCurrentNode->fFlags & Node::kSave_Flag) { |
| 113 fCanvas->restore(); | 128 fCanvas->restore(); |
| 114 } | 129 } |
| 115 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { | 130 if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) { |
| 116 fCanvas->restore(); | 131 fCanvas->restore(); |
| 117 } | 132 } |
| 118 fCurrentNode = fCurrentNode->fParent; | |
| 119 } | 133 } |
| 134 |
| 135 fCanvas->setMatrix(fPlaybackMatrix); |
| 136 fCurrentMatrix = NULL; |
| 120 return kDrawComplete; | 137 return kDrawComplete; |
| 121 } | 138 } |
| 122 | 139 |
| 123 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]); | 140 Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]); |
| 124 Node* targetNode = draw->fNode; | 141 Node* targetNode = draw->fNode; |
| 125 | 142 |
| 126 if (fSave) { | 143 if (fSave) { |
| 127 // FIXME: the save below depends on soon-to-be-deprecated | 144 fCanvas->save(); |
| 128 // SaveFlags behavior: it relies on matrix changes persisting | |
| 129 // after restore. | |
| 130 fCanvas->save(SkCanvas::kClip_SaveFlag); | |
| 131 fSave = false; | 145 fSave = false; |
| 132 } | 146 } |
| 133 | 147 |
| 134 if (fCurrentNode != targetNode) { | 148 if (fCurrentNode != targetNode) { |
| 135 // If we're not at the target and we don't have a list of nodes to get t
here, we need to | 149 // If we're not at the target and we don't have a list of nodes to get t
here, we need to |
| 136 // figure out the path from our current node, to the target | 150 // figure out the path from our current node, to the target |
| 137 if (fNodes.count() == 0) { | 151 if (fNodes.count() == 0) { |
| 138 // Trace back up to a common ancestor, restoring to get our current
state to match that | 152 // Trace back up to a common ancestor, restoring to get our current
state to match that |
| 139 // of the ancestor, and saving a list of nodes whose state we need t
o apply to get to | 153 // of the ancestor, and saving a list of nodes whose state we need t
o apply to get to |
| 140 // the target (we can restore up to the ancestor immediately, but we
'll need to return | 154 // the target (we can restore up to the ancestor immediately, but we
'll need to return |
| 141 // an offset for each node on the way down to the target, to apply t
he desired clips and | 155 // an offset for each node on the way down to the target, to apply t
he desired clips and |
| 142 // saveLayers, so it may take several draw() calls before the next d
raw actually occurs) | 156 // saveLayers, so it may take several draw() calls before the next d
raw actually occurs) |
| 143 Node* tmp = fCurrentNode; | 157 Node* tmp = fCurrentNode; |
| 144 Node* ancestor = targetNode; | 158 Node* ancestor = targetNode; |
| 145 while (tmp != ancestor) { | 159 while (tmp != ancestor) { |
| 146 uint16_t currentLevel = tmp->fLevel; | 160 uint16_t currentLevel = tmp->fLevel; |
| 147 uint16_t targetLevel = ancestor->fLevel; | 161 uint16_t targetLevel = ancestor->fLevel; |
| 148 if (currentLevel >= targetLevel) { | 162 if (currentLevel >= targetLevel) { |
| 149 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) { | 163 if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) { |
| 150 fCanvas->restore(); | 164 fCanvas->restore(); |
| 165 // restore() may change the matrix, so we need to reappl
y. |
| 166 fCurrentMatrix = NULL; |
| 151 } | 167 } |
| 152 if (tmp->fFlags & Node::kSaveLayer_Flag) { | 168 if (tmp->fFlags & Node::kSaveLayer_Flag) { |
| 153 fCanvas->restore(); | 169 fCanvas->restore(); |
| 170 // restore() may change the matrix, so we need to reappl
y. |
| 171 fCurrentMatrix = NULL; |
| 154 } | 172 } |
| 155 tmp = tmp->fParent; | 173 tmp = tmp->fParent; |
| 156 } | 174 } |
| 157 if (currentLevel <= targetLevel) { | 175 if (currentLevel <= targetLevel) { |
| 158 fNodes.push(ancestor); | 176 fNodes.push(ancestor); |
| 159 ancestor = ancestor->fParent; | 177 ancestor = ancestor->fParent; |
| 160 } | 178 } |
| 161 } | 179 } |
| 162 | 180 |
| 163 if (ancestor->fFlags & Node::kSave_Flag) { | 181 if (ancestor->fFlags & Node::kSave_Flag) { |
| 164 if (fCurrentNode != ancestor) { | 182 if (fCurrentNode != ancestor) { |
| 165 fCanvas->restore(); | 183 fCanvas->restore(); |
| 184 // restore() may change the matrix, so we need to reapply. |
| 185 fCurrentMatrix = NULL; |
| 166 } | 186 } |
| 167 if (targetNode != ancestor) { | 187 if (targetNode != ancestor) { |
| 168 // FIXME: the save below depends on soon-to-be-deprecated | 188 fCanvas->save(); |
| 169 // SaveFlags behavior: it relies on matrix changes persistin
g | |
| 170 // after restore. | |
| 171 fCanvas->save(SkCanvas::kClip_SaveFlag); | |
| 172 } | 189 } |
| 173 } | 190 } |
| 174 fCurrentNode = ancestor; | 191 fCurrentNode = ancestor; |
| 175 } | 192 } |
| 176 | 193 |
| 177 // If we're not at the target node yet, we'll need to return an offset t
o make the caller | 194 // If we're not at the target node yet, we'll need to return an offset t
o make the caller |
| 178 // apply the next clip or saveLayer. | 195 // apply the next clip or saveLayer. |
| 179 if (fCurrentNode != targetNode) { | 196 if (fCurrentNode != targetNode) { |
| 180 if (fCurrentMatrix != fNodes.top()->fMatrix) { | |
| 181 fCurrentMatrix = fNodes.top()->fMatrix; | |
| 182 SkMatrix tmp = *fNodes.top()->fMatrix; | |
| 183 tmp.postConcat(fPlaybackMatrix); | |
| 184 fCanvas->setMatrix(tmp); | |
| 185 } | |
| 186 uint32_t offset = fNodes.top()->fOffset; | 197 uint32_t offset = fNodes.top()->fOffset; |
| 187 fCurrentNode = fNodes.top(); | 198 fCurrentNode = fNodes.top(); |
| 188 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k
Save_Flag; | 199 fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::k
Save_Flag; |
| 189 fNodes.pop(); | 200 fNodes.pop(); |
| 201 this->setCurrentMatrix(fCurrentNode->fMatrix); |
| 190 return offset; | 202 return offset; |
| 191 } | 203 } |
| 192 } | 204 } |
| 193 | 205 |
| 194 // If we got this far, the clip/saveLayer state is all set, so we can procee
d to set the matrix | 206 // If we got this far, the clip/saveLayer state is all set, so we can procee
d to set the matrix |
| 195 // for the draw, and return its offset. | 207 // for the draw, and return its offset. |
| 196 | 208 this->setCurrentMatrix(draw->fMatrix); |
| 197 if (fCurrentMatrix != draw->fMatrix) { | |
| 198 SkMatrix tmp = *draw->fMatrix; | |
| 199 tmp.postConcat(fPlaybackMatrix); | |
| 200 fCanvas->setMatrix(tmp); | |
| 201 fCurrentMatrix = draw->fMatrix; | |
| 202 } | |
| 203 | 209 |
| 204 ++fPlaybackIndex; | 210 ++fPlaybackIndex; |
| 205 return draw->fOffset; | 211 return draw->fOffset; |
| 206 } | 212 } |
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