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Side by Side Diff: src/core/SkPictureStateTree.h

Issue 246893005: Refactor SkPictureStateTree::Iterator to avoid use of kClip_SaveFlag. (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Updated per comments. Created 6 years, 7 months ago
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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 #ifndef SkPictureStateTree_DEFINED 9 #ifndef SkPictureStateTree_DEFINED
10 #define SkPictureStateTree_DEFINED 10 #define SkPictureStateTree_DEFINED
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68 * due to a command pattern optimization in SkPicture. 68 * due to a command pattern optimization in SkPicture.
69 */ 69 */
70 void saveCollapsed(); 70 void saveCollapsed();
71 71
72 /** 72 /**
73 * Playback helper 73 * Playback helper
74 */ 74 */
75 class Iterator { 75 class Iterator {
76 public: 76 public:
77 /** Returns the next offset into the picture stream, or kDrawComplete if complete. */ 77 /** Returns the next offset into the picture stream, or kDrawComplete if complete. */
78 uint32_t draw(); 78 uint32_t nextDraw();
79 static const uint32_t kDrawComplete = SK_MaxU32; 79 static const uint32_t kDrawComplete = SK_MaxU32;
80 Iterator() : fPlaybackMatrix(), fValid(false) { } 80 Iterator() : fPlaybackMatrix(), fValid(false) { }
81 bool isValid() const { return fValid; } 81 bool isValid() const { return fValid; }
82
82 private: 83 private:
83 Iterator(const SkTDArray<void*>& draws, SkCanvas* canvas, Node* root); 84 Iterator(const SkTDArray<void*>& draws, SkCanvas* canvas, Node* root);
85
86 void setCurrentMatrix(const SkMatrix*);
87
84 // The draws this iterator is associated with 88 // The draws this iterator is associated with
85 const SkTDArray<void*>* fDraws; 89 const SkTDArray<void*>* fDraws;
86 90
87 // canvas this is playing into (so we can insert saves/restores as neces sary) 91 // canvas this is playing into (so we can insert saves/restores as neces sary)
88 SkCanvas* fCanvas; 92 SkCanvas* fCanvas;
89 93
90 // current state node 94 // current state node
91 Node* fCurrentNode; 95 Node* fCurrentNode;
92 96
93 // List of nodes whose state we need to apply to reach TargetNode 97 // List of nodes whose state we need to apply to reach TargetNode
94 SkTDArray<Node*> fNodes; 98 SkTDArray<Node*> fNodes;
95 99
96 // The matrix of the canvas we're playing back into 100 // The matrix of the canvas we're playing back into
97 const SkMatrix fPlaybackMatrix; 101 const SkMatrix fPlaybackMatrix;
98 102
99 // Cache of current matrix, so we can avoid redundantly setting it 103 // Cache of current matrix, so we can avoid redundantly setting it
100 SkMatrix* fCurrentMatrix; 104 const SkMatrix* fCurrentMatrix;
101 105
102 // current position in the array of draws 106 // current position in the array of draws
103 int fPlaybackIndex; 107 int fPlaybackIndex;
104 // Whether or not we need to do a save next iteration 108 // Whether or not we need to do a save next iteration
105 bool fSave; 109 bool fSave;
106 110
107 // Whether or not this is a valid iterator (the default public construct or sets this false) 111 // Whether or not this is a valid iterator (the default public construct or sets this false)
108 bool fValid; 112 bool fValid;
109 113
110 friend class SkPictureStateTree; 114 friend class SkPictureStateTree;
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139 }; 143 };
140 }; 144 };
141 145
142 Node fRoot; 146 Node fRoot;
143 SkMatrix fRootMatrix; 147 SkMatrix fRootMatrix;
144 148
145 typedef SkRefCnt INHERITED; 149 typedef SkRefCnt INHERITED;
146 }; 150 };
147 151
148 #endif 152 #endif
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