Index: src/core/SkPicture.cpp |
diff --git a/src/core/SkPicture.cpp b/src/core/SkPicture.cpp |
index b96caf908c95dca0503dab5c5ea34df15ff7e15a..d57de97d78c5f67a3c3da1c9a0087b9497e7a052 100644 |
--- a/src/core/SkPicture.cpp |
+++ b/src/core/SkPicture.cpp |
@@ -111,6 +111,7 @@ const char* DrawTypeToString(DrawType drawType) { |
/////////////////////////////////////////////////////////////////////////////// |
+#ifdef SK_SUPPORT_LEGACY_DEFAULT_PICTURE_CTOR |
// fRecord OK |
SkPicture::SkPicture() |
: fWidth(0) |
@@ -118,6 +119,7 @@ SkPicture::SkPicture() |
, fRecordWillPlayBackBitmaps(false) { |
this->needsNewGenID(); |
} |
+#endif |
// fRecord OK |
SkPicture::SkPicture(int width, int height, |
@@ -147,75 +149,59 @@ SkPicture::~SkPicture() {} |
#ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE |
// fRecord TODO, fix by deleting this method |
SkPicture* SkPicture::clone() const { |
- SkPicture* clonedPicture = SkNEW(SkPicture); |
- this->clone(clonedPicture, 1); |
- return clonedPicture; |
-} |
-// fRecord TODO, fix by deleting this method |
-void SkPicture::clone(SkPicture* pictures, int count) const { |
- SkPictCopyInfo copyInfo; |
+ SkAutoTDelete<SkPictureData> newData; |
- for (int i = 0; i < count; i++) { |
- SkPicture* clone = &pictures[i]; |
+ if (fData.get()) { |
+ SkPictCopyInfo copyInfo; |
- clone->needsNewGenID(); |
- clone->fWidth = fWidth; |
- clone->fHeight = fHeight; |
- clone->fData.reset(NULL); |
- clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps; |
+ int paintCount = SafeCount(fData->fPaints); |
- /* We want to copy the src's playback. However, if that hasn't been built |
- yet, we need to fake a call to endRecording() without actually calling |
- it (since it is destructive, and we don't want to change src). |
+ /* The alternative to doing this is to have a clone method on the paint and have it |
+ * make the deep copy of its internal structures as needed. The holdup to doing |
+ * that is at this point we would need to pass the SkBitmapHeap so that we don't |
+ * unnecessarily flatten the pixels in a bitmap shader. |
*/ |
- if (fData.get()) { |
- if (!copyInfo.initialized) { |
- int paintCount = SafeCount(fData->fPaints); |
- |
- /* The alternative to doing this is to have a clone method on the paint and have it |
- * make the deep copy of its internal structures as needed. The holdup to doing |
- * that is at this point we would need to pass the SkBitmapHeap so that we don't |
- * unnecessarily flatten the pixels in a bitmap shader. |
- */ |
- copyInfo.paintData.setCount(paintCount); |
- |
- /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is |
- * one, use it. If this SkPictureData was created from a stream, fBitmapHeap |
- * will be NULL, so create a new one. |
- */ |
- if (fData->fBitmapHeap.get() == NULL) { |
- // FIXME: Put this on the stack inside SkPicture::clone. |
- SkBitmapHeap* heap = SkNEW(SkBitmapHeap); |
- copyInfo.controller.setBitmapStorage(heap); |
- heap->unref(); |
- } else { |
- copyInfo.controller.setBitmapStorage(fData->fBitmapHeap); |
- } |
- |
- SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());) |
- for (int i = 0; i < paintCount; i++) { |
- if (NeedsDeepCopy(fData->fPaints->at(i))) { |
- copyInfo.paintData[i] = |
- SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller, |
- fData->fPaints->at(i), 0); |
- |
- } else { |
- // this is our sentinel, which we use in the unflatten loop |
- copyInfo.paintData[i] = NULL; |
- } |
- } |
- SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize); |
- |
- // needed to create typeface playback |
- copyInfo.controller.setupPlaybacks(); |
- copyInfo.initialized = true; |
- } |
+ copyInfo.paintData.setCount(paintCount); |
- clone->fData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info))); |
- clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0 |
+ /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is |
+ * one, use it. If this SkPictureData was created from a stream, fBitmapHeap |
+ * will be NULL, so create a new one. |
+ */ |
+ if (fData->fBitmapHeap.get() == NULL) { |
+ // FIXME: Put this on the stack inside SkPicture::clone. |
+ SkBitmapHeap* heap = SkNEW(SkBitmapHeap); |
+ copyInfo.controller.setBitmapStorage(heap); |
+ heap->unref(); |
+ } else { |
+ copyInfo.controller.setBitmapStorage(fData->fBitmapHeap); |
} |
+ |
+ SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());) |
+ for (int i = 0; i < paintCount; i++) { |
+ if (NeedsDeepCopy(fData->fPaints->at(i))) { |
+ copyInfo.paintData[i] = |
+ SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller, |
+ fData->fPaints->at(i), 0); |
+ |
+ } else { |
+ // this is our sentinel, which we use in the unflatten loop |
+ copyInfo.paintData[i] = NULL; |
+ } |
+ } |
+ SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize); |
+ |
+ // needed to create typeface playback |
+ copyInfo.controller.setupPlaybacks(); |
+ |
+ newData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info))); |
} |
+ |
+ SkPicture* clone = SkNEW_ARGS(SkPicture, (newData.detach(), fWidth, fHeight)); |
+ clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps; |
+ clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0 |
+ |
+ return clone; |
} |
#endif//SK_SUPPORT_LEGACY_PICTURE_CLONE |