| /* |
| * Copyright (C) 2009 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #ifndef GraphicsLayer_h |
| #define GraphicsLayer_h |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| |
| #include "Animation.h" |
| #include "Color.h" |
| #include "FloatPoint.h" |
| #include "FloatPoint3D.h" |
| #include "FloatSize.h" |
| #include "GraphicsLayerClient.h" |
| #include "TransformationMatrix.h" |
| #include "TransformOperations.h" |
| #include <wtf/OwnPtr.h> |
| |
| #if PLATFORM(MAC) |
| #ifdef __OBJC__ |
| @class WebLayer; |
| @class CALayer; |
| typedef WebLayer PlatformLayer; |
| typedef CALayer* NativeLayer; |
| #else |
| typedef void* PlatformLayer; |
| typedef void* NativeLayer; |
| #endif |
| #else |
| typedef void* PlatformLayer; |
| typedef void* NativeLayer; |
| #endif |
| |
| namespace WebCore { |
| |
| class FloatPoint3D; |
| class GraphicsContext; |
| class Image; |
| class TextStream; |
| class TimingFunction; |
| |
| // GraphicsLayer is an abstraction for a rendering surface with backing store, |
| // which may have associated transformation and animations. |
| |
| class GraphicsLayer { |
| public: |
| // Used to store one float value of a keyframe animation. |
| class FloatValue { |
| public: |
| FloatValue(float key, float value, const TimingFunction* timingFunction = 0) |
| : m_key(key), m_value(value), m_timingFunction(0) |
| { |
| if (timingFunction) |
| m_timingFunction.set(new TimingFunction(*timingFunction)); |
| } |
| |
| FloatValue(const FloatValue& other) |
| : m_key(other.key()), m_value(other.value()), m_timingFunction(0) |
| { |
| if (other.timingFunction()) |
| m_timingFunction.set(new TimingFunction(*other.timingFunction())); |
| } |
| |
| const FloatValue& operator=(const FloatValue& other) |
| { |
| if (&other != this) |
| set(other.key(), other.value(), other.timingFunction()); |
| return *this; |
| } |
| |
| void set(float key, float value, const TimingFunction*); |
| |
| float key() const { return m_key; } |
| float value() const { return m_value; } |
| const TimingFunction* timingFunction() const { return m_timingFunction.get(); } |
| |
| private: |
| float m_key; |
| float m_value; |
| OwnPtr<TimingFunction> m_timingFunction; |
| }; |
| |
| |
| class FloatValueList { |
| public: |
| void insert(float key, float value, const TimingFunction* timingFunction); |
| |
| size_t size() const { return m_values.size(); } |
| const FloatValue& at(size_t i) const { return m_values.at(i); } |
| const Vector<FloatValue>& values() const { return m_values; } |
| |
| private: |
| Vector<FloatValue> m_values; |
| }; |
| |
| // Used to store one transform in a keyframe list. |
| class TransformValue { |
| public: |
| TransformValue(float key = NAN, const TransformOperations* value = 0, const TimingFunction* timingFunction = 0) |
| : m_key(key) |
| { |
| if (value) |
| m_value.set(new TransformOperations(*value)); |
| if (timingFunction) |
| m_timingFunction.set(new TimingFunction(*timingFunction)); |
| } |
| |
| TransformValue(const TransformValue& other) |
| : m_key(other.key()) |
| { |
| if (other.value()) |
| m_value.set(new TransformOperations(*other.value())); |
| if (other.timingFunction()) |
| m_timingFunction.set(new TimingFunction(*other.timingFunction())); |
| } |
| |
| const TransformValue& operator=(const TransformValue& other) |
| { |
| if (&other != this) |
| set(other.key(), other.value(), other.timingFunction()); |
| return *this; |
| } |
| |
| void set(float key, const TransformOperations* value, const TimingFunction* timingFunction); |
| |
| float key() const { return m_key; } |
| const TransformOperations* value() const { return m_value.get(); } |
| const TimingFunction* timingFunction() const { return m_timingFunction.get(); } |
| |
| private: |
| float m_key; |
| OwnPtr<TransformOperations> m_value; |
| OwnPtr<TimingFunction> m_timingFunction; |
| }; |
| |
| // Used to store a series of transforms in a keyframe list. |
| class TransformValueList { |
| public: |
| typedef Vector<TransformOperation::OperationType> FunctionList; |
| |
| size_t size() const { return m_values.size(); } |
| const TransformValue& at(size_t i) const { return m_values.at(i); } |
| const Vector<TransformValue>& values() const { return m_values; } |
| |
| void insert(float key, const TransformOperations* value, const TimingFunction* timingFunction); |
| |
| // return a list of the required functions. List is empty if keyframes are not valid |
| // If return value is true, functions contain rotations of >= 180 degrees |
| void makeFunctionList(FunctionList& list, bool& isValid, bool& hasBigRotation) const; |
| private: |
| Vector<TransformValue> m_values; |
| }; |
| |
| static GraphicsLayer* createGraphicsLayer(GraphicsLayerClient*); |
| |
| virtual ~GraphicsLayer(); |
| |
| GraphicsLayerClient* client() const { return m_client; } |
| |
| // Layer name. Only used to identify layers in debug output |
| const String& name() const { return m_name; } |
| virtual void setName(const String& name) { m_name = name; } |
| |
| // For hosting this GraphicsLayer in a native layer hierarchy. |
| virtual NativeLayer nativeLayer() const { return 0; } |
| |
| GraphicsLayer* parent() const { return m_parent; }; |
| void setParent(GraphicsLayer* layer) { m_parent = layer; } // Internal use only. |
| |
| const Vector<GraphicsLayer*>& children() const { return m_children; } |
| |
| // Add child layers. If the child is already parented, it will be removed from its old parent. |
| virtual void addChild(GraphicsLayer*); |
| virtual void addChildAtIndex(GraphicsLayer*, int index); |
| virtual void addChildAbove(GraphicsLayer* layer, GraphicsLayer* sibling); |
| virtual void addChildBelow(GraphicsLayer* layer, GraphicsLayer* sibling); |
| virtual bool replaceChild(GraphicsLayer* oldChild, GraphicsLayer* newChild); |
| |
| void removeAllChildren(); |
| virtual void removeFromParent(); |
| |
| // Offset is origin of the renderer minus origin of the graphics layer (so either zero or negative). |
| IntSize offsetFromRenderer() const { return m_offsetFromRenderer; } |
| void setOffsetFromRenderer(const IntSize& offset) { m_offsetFromRenderer = offset; } |
| |
| // The position of the layer (the location of its top-left corner in its parent) |
| const FloatPoint& position() const { return m_position; } |
| virtual void setPosition(const FloatPoint& p) { m_position = p; } |
| |
| // Anchor point: (0, 0) is top left, (1, 1) is bottom right. The anchor point |
| // affects the origin of the transforms. |
| const FloatPoint3D& anchorPoint() const { return m_anchorPoint; } |
| virtual void setAnchorPoint(const FloatPoint3D& p) { m_anchorPoint = p; } |
| |
| // The bounds of the layer |
| const FloatSize& size() const { return m_size; } |
| virtual void setSize(const FloatSize& size) { m_size = size; } |
| |
| const TransformationMatrix& transform() const { return m_transform; } |
| virtual void setTransform(const TransformationMatrix& t) { m_transform = t; } |
| |
| const TransformationMatrix& childrenTransform() const { return m_childrenTransform; } |
| virtual void setChildrenTransform(const TransformationMatrix& t) { m_childrenTransform = t; } |
| |
| bool preserves3D() const { return m_preserves3D; } |
| virtual void setPreserves3D(bool b) { m_preserves3D = b; } |
| |
| bool masksToBounds() const { return m_masksToBounds; } |
| virtual void setMasksToBounds(bool b) { m_masksToBounds = b; } |
| |
| bool drawsContent() const { return m_drawsContent; } |
| virtual void setDrawsContent(bool b) { m_drawsContent = b; } |
| |
| // The color used to paint the layer backgrounds |
| const Color& backgroundColor() const { return m_backgroundColor; } |
| virtual void setBackgroundColor(const Color&, const Animation* = 0, double beginTime = 0); |
| virtual void clearBackgroundColor(); |
| bool backgroundColorSet() const { return m_backgroundColorSet; } |
| |
| // opaque means that we know the layer contents have no alpha |
| bool contentsOpaque() const { return m_contentsOpaque; } |
| virtual void setContentsOpaque(bool b) { m_contentsOpaque = b; } |
| |
| bool backfaceVisibility() const { return m_backfaceVisibility; } |
| virtual void setBackfaceVisibility(bool b) { m_backfaceVisibility = b; } |
| |
| float opacity() const { return m_opacity; } |
| // return true if we started an animation |
| virtual bool setOpacity(float o, const Animation* = 0, double beginTime = 0); |
| |
| // Some GraphicsLayers paint only the foreground or the background content |
| GraphicsLayerPaintingPhase drawingPhase() const { return m_paintingPhase; } |
| void setDrawingPhase(GraphicsLayerPaintingPhase phase) { m_paintingPhase = phase; } |
| |
| virtual void setNeedsDisplay() = 0; |
| // mark the given rect (in layer coords) as needing dispay. Never goes deep. |
| virtual void setNeedsDisplayInRect(const FloatRect&) = 0; |
| |
| virtual bool animateTransform(const TransformValueList&, const IntSize&, const Animation*, double beginTime, bool isTransition) = 0; |
| virtual bool animateFloat(AnimatedPropertyID, const FloatValueList&, const Animation*, double beginTime) = 0; |
| |
| void removeFinishedAnimations(const String& name, int index, bool reset); |
| void removeFinishedTransitions(AnimatedPropertyID); |
| void removeAllAnimations(); |
| |
| virtual void suspendAnimations(); |
| virtual void resumeAnimations(); |
| |
| // Layer contents |
| virtual void setContentsToImage(Image*) { } |
| virtual void setContentsToVideo(PlatformLayer*) { } |
| virtual void setContentsBackgroundColor(const Color&) { } |
| virtual void clearContents() { } |
| |
| virtual void updateContentsRect() { } |
| |
| // Callback from the underlying graphics system to draw layer contents. |
| void paintGraphicsLayerContents(GraphicsContext&, const IntRect& clip); |
| |
| virtual PlatformLayer* platformLayer() const { return 0; } |
| |
| void dumpLayer(TextStream&, int indent = 0) const; |
| |
| #ifndef NDEBUG |
| int repaintCount() const { return m_repaintCount; } |
| int incrementRepaintCount() { return ++m_repaintCount; } |
| #endif |
| |
| // Platform behaviors |
| static bool graphicsContextsFlipped(); |
| |
| #ifndef NDEBUG |
| static bool showDebugBorders(); |
| static bool showRepaintCounter(); |
| |
| void updateDebugIndicators(); |
| |
| virtual void setDebugBackgroundColor(const Color&) { } |
| virtual void setDebugBorder(const Color&, float /*borderWidth*/) { } |
| // z-position is the z-equivalent of position(). It's only used for debugging purposes. |
| virtual float zPosition() const { return m_zPosition; } |
| virtual void setZPosition(float); |
| #endif |
| |
| static String propertyIdToString(AnimatedPropertyID); |
| |
| protected: |
| GraphicsLayer(GraphicsLayerClient*); |
| |
| void dumpProperties(TextStream&, int indent) const; |
| |
| // returns -1 if not found |
| int findAnimationEntry(AnimatedPropertyID, short index) const; |
| void addAnimationEntry(AnimatedPropertyID, short index, bool isTransition, const Animation*); |
| |
| virtual void removeAnimation(int /*index*/, bool /*reset*/) {} |
| void removeAllAnimationsForProperty(AnimatedPropertyID); |
| |
| GraphicsLayerClient* m_client; |
| String m_name; |
| |
| // Offset from the owning renderer |
| IntSize m_offsetFromRenderer; |
| |
| // Position is relative to the parent GraphicsLayer |
| FloatPoint m_position; |
| FloatPoint3D m_anchorPoint; |
| FloatSize m_size; |
| TransformationMatrix m_transform; |
| TransformationMatrix m_childrenTransform; |
| |
| Color m_backgroundColor; |
| float m_opacity; |
| #ifndef NDEBUG |
| float m_zPosition; |
| #endif |
| |
| bool m_backgroundColorSet : 1; |
| bool m_contentsOpaque : 1; |
| bool m_preserves3D: 1; |
| bool m_backfaceVisibility : 1; |
| bool m_usingTiledLayer : 1; |
| bool m_masksToBounds : 1; |
| bool m_drawsContent : 1; |
| |
| GraphicsLayerPaintingPhase m_paintingPhase; |
| |
| Vector<GraphicsLayer*> m_children; |
| GraphicsLayer* m_parent; |
| |
| // AnimationEntry represents an animation of a property on this layer. |
| // For transform only, there may be more than one, in which case 'index' |
| // is an index into the list of transforms. |
| class AnimationEntry { |
| public: |
| AnimationEntry(const Animation* animation, AnimatedPropertyID property, short index, bool isTransition) |
| : m_animation(const_cast<Animation*>(animation)) |
| , m_property(property) |
| , m_index(index) |
| , m_isCurrent(true) |
| , m_isTransition(isTransition) |
| { |
| } |
| |
| const Animation* animation() const { return m_animation.get(); } |
| AnimatedPropertyID property() const { return m_property; } |
| int index() const { return m_index; } |
| bool isCurrent() const { return m_isCurrent; } |
| void setIsCurrent(bool b = true) { m_isCurrent = b; } |
| bool isTransition() const { return m_isTransition; } |
| |
| bool matches(AnimatedPropertyID property, short index) const |
| { |
| return m_property == property && m_index == index; |
| } |
| |
| void reset(const Animation* animation, bool isTransition) |
| { |
| m_animation = const_cast<Animation*>(animation); |
| m_isTransition = isTransition; |
| m_isCurrent = true; |
| } |
| |
| private: |
| RefPtr<Animation> m_animation; |
| AnimatedPropertyID m_property : 14; |
| short m_index : 16; |
| bool m_isCurrent : 1; |
| bool m_isTransition : 1; |
| }; |
| |
| Vector<AnimationEntry> m_animations; // running animations/transitions |
| |
| #ifndef NDEBUG |
| int m_repaintCount; |
| #endif |
| }; |
| |
| |
| } // namespace WebCore |
| |
| #endif // USE(ACCELERATED_COMPOSITING) |
| |
| #endif // GraphicsLayer_h |
| |