Adam Barth 96df6c373c Use sky.SceneBuilder to upload Layer tree to C++
We still use SkPicture as our rasterization backend, but now we're uploading
our layer tree to C++. A future patch will push the layer tree deeper into the
system and we'll eventually switch backends.
2015-08-25 13:41:37 -07:00

34 lines
997 B
C++

// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
#define SKY_ENGINE_CORE_COMPOSITING_SCENE_H_
#include "sky/engine/tonic/dart_wrappable.h"
#include "sky/engine/wtf/PassRefPtr.h"
#include "sky/engine/wtf/RefCounted.h"
#include "third_party/skia/include/core/SkPicture.h"
namespace blink {
class Scene : public RefCounted<Scene>, public DartWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
~Scene() override;
static PassRefPtr<Scene> create(PassRefPtr<SkPicture> skPicture);
SkPicture* toSkia() const { return m_picture.get(); }
private:
explicit Scene(PassRefPtr<SkPicture> skPicture);
// While bootstraping the compositing system, we use an SkPicture instead
// of a layer tree to back the scene.
RefPtr<SkPicture> m_picture;
};
} // namespace blink
#endif // SKY_ENGINE_CORE_COMPOSITING_SCENE_H_