Adam Barth bc8f7a096e SceneBuilder should build a tree of layers
We now build a layer tree before squashing the draw command down to an
SkPicture.
2015-09-02 18:23:01 -07:00

112 lines
3.2 KiB
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.
#include "sky/engine/core/compositing/SceneBuilder.h"
#include "sky/engine/core/painting/Matrix.h"
#include "third_party/skia/include/core/SkColorFilter.h"
namespace blink {
SceneBuilder::SceneBuilder(const Rect& bounds)
: m_rootPaintBounds(bounds.sk_rect)
, m_currentLayer(nullptr)
{
}
SceneBuilder::~SceneBuilder()
{
}
void SceneBuilder::pushTransform(const Float32List& matrix4, ExceptionState& es)
{
SkMatrix sk_matrix = toSkMatrix(matrix4, es);
if (es.had_exception())
return;
std::unique_ptr<sky::TransformLayer> layer(new sky::TransformLayer());
layer->set_transform(sk_matrix);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRect(const Rect& rect)
{
std::unique_ptr<sky::ClipRectLayer> layer(new sky::ClipRectLayer());
layer->set_clip_rect(rect.sk_rect);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRRect(const RRect* rrect, const Rect& bounds)
{
std::unique_ptr<sky::ClipRRectLayer> layer(new sky::ClipRRectLayer());
layer->set_clip_rrect(rrect->rrect());
addLayer(std::move(layer));
}
void SceneBuilder::pushClipPath(const CanvasPath* path, const Rect& bounds)
{
std::unique_ptr<sky::ClipPathLayer> layer(new sky::ClipPathLayer());
layer->set_clip_path(path->path());
addLayer(std::move(layer));
}
void SceneBuilder::pushOpacity(int alpha, const Rect& bounds)
{
std::unique_ptr<sky::OpacityLayer> layer(new sky::OpacityLayer());
layer->set_paint_bounds(bounds.sk_rect);
layer->set_alpha(alpha);
addLayer(std::move(layer));
}
void SceneBuilder::pushColorFilter(SkColor color, SkXfermode::Mode transferMode, const Rect& bounds)
{
std::unique_ptr<sky::ColorFilterLayer> layer(new sky::ColorFilterLayer());
layer->set_paint_bounds(bounds.sk_rect);
layer->set_color(color);
layer->set_transfer_mode(transferMode);
addLayer(std::move(layer));
}
void SceneBuilder::addLayer(std::unique_ptr<sky::ContainerLayer> layer)
{
DCHECK(layer);
if (!m_rootLayer) {
DCHECK(!m_currentLayer);
m_rootLayer = std::move(layer);
m_rootLayer->set_paint_bounds(m_rootPaintBounds);
m_currentLayer = m_rootLayer.get();
return;
}
if (!m_currentLayer)
return;
sky::ContainerLayer* newLayer = layer.get();
m_currentLayer->Add(std::move(layer));
m_currentLayer = newLayer;
}
void SceneBuilder::pop()
{
if (!m_currentLayer)
return;
m_currentLayer = m_currentLayer->parent();
}
void SceneBuilder::addPicture(const Offset& offset, Picture* picture, const Rect& paintBounds)
{
if (!m_currentLayer)
return;
std::unique_ptr<sky::PictureLayer> layer(new sky::PictureLayer());
layer->set_offset(SkPoint::Make(offset.sk_size.width(), offset.sk_size.height()));
layer->set_picture(picture->toSkia());
layer->set_paint_bounds(paintBounds.sk_rect);
m_currentLayer->Add(std::move(layer));
}
PassRefPtr<Scene> SceneBuilder::build()
{
m_currentLayer = nullptr;
return Scene::create(std::move(m_rootLayer));
}
} // namespace blink