Adam Barth 0b629d419f Move //sky/compositor to //flow
Now that the compositor doesn't have any tricky deps, we can make it a
top-level project, which saves a bunch of typing.
2016-01-12 22:39:51 -08:00

191 lines
5.7 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 "third_party/skia/include/core/SkColorFilter.h"
#include "sky/engine/core/painting/Matrix.h"
#include "sky/engine/core/painting/Shader.h"
#include "flow/clip_path_layer.h"
#include "flow/clip_rect_layer.h"
#include "flow/clip_rrect_layer.h"
#include "flow/color_filter_layer.h"
#include "flow/container_layer.h"
#include "flow/opacity_layer.h"
#include "flow/picture_layer.h"
#include "flow/performance_overlay_layer.h"
#include "flow/shader_mask_layer.h"
#include "flow/transform_layer.h"
#include "sky/engine/tonic/dart_args.h"
#include "sky/engine/tonic/dart_binding_macros.h"
#include "sky/engine/tonic/dart_converter.h"
#include "sky/engine/tonic/dart_library_natives.h"
namespace blink {
static void SceneBuilder_constructor(Dart_NativeArguments args) {
DartCallConstructor(&SceneBuilder::create, args);
}
static void SceneBuilder_pushTransform(Dart_NativeArguments args) {
DartArgIterator it(args);
Float64List matrix4 = it.GetNext<Float64List>();
if (it.had_exception())
return;
ExceptionState es;
GetReceiver<SceneBuilder>(args)->pushTransform(matrix4, es);
if (es.had_exception())
Dart_ThrowException(es.GetDartException(args, true));
}
IMPLEMENT_WRAPPERTYPEINFO(ui, SceneBuilder);
#define FOR_EACH_BINDING(V) \
V(SceneBuilder, pushClipRect) \
V(SceneBuilder, pushClipRRect) \
V(SceneBuilder, pushClipPath) \
V(SceneBuilder, pushOpacity) \
V(SceneBuilder, pushColorFilter) \
V(SceneBuilder, pushShaderMask) \
V(SceneBuilder, pop) \
V(SceneBuilder, addPicture) \
V(SceneBuilder, addPerformanceOverlay) \
V(SceneBuilder, setRasterizerTracingThreshold) \
V(SceneBuilder, build)
FOR_EACH_BINDING(DART_NATIVE_CALLBACK)
void SceneBuilder::RegisterNatives(DartLibraryNatives* natives) {
natives->Register({
{ "SceneBuilder_constructor", SceneBuilder_constructor, 2, true },
{ "SceneBuilder_pushTransform", SceneBuilder_pushTransform, 2, true },
FOR_EACH_BINDING(DART_REGISTER_NATIVE)
});
}
SceneBuilder::SceneBuilder(const Rect& bounds)
: m_currentLayer(nullptr)
, m_currentRasterizerTracingThreshold(0)
{
}
SceneBuilder::~SceneBuilder()
{
}
void SceneBuilder::pushTransform(const Float64List& matrix4, ExceptionState& es)
{
SkMatrix sk_matrix = toSkMatrix(matrix4, es);
if (es.had_exception())
return;
std::unique_ptr<flow::TransformLayer> layer(new flow::TransformLayer());
layer->set_transform(sk_matrix);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRect(const Rect& rect)
{
std::unique_ptr<flow::ClipRectLayer> layer(new flow::ClipRectLayer());
layer->set_clip_rect(rect.sk_rect);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipRRect(const RRect& rrect)
{
std::unique_ptr<flow::ClipRRectLayer> layer(new flow::ClipRRectLayer());
layer->set_clip_rrect(rrect.sk_rrect);
addLayer(std::move(layer));
}
void SceneBuilder::pushClipPath(const CanvasPath* path)
{
std::unique_ptr<flow::ClipPathLayer> layer(new flow::ClipPathLayer());
layer->set_clip_path(path->path());
addLayer(std::move(layer));
}
void SceneBuilder::pushOpacity(int alpha)
{
std::unique_ptr<flow::OpacityLayer> layer(new flow::OpacityLayer());
layer->set_alpha(alpha);
addLayer(std::move(layer));
}
void SceneBuilder::pushColorFilter(CanvasColor color, TransferMode transferMode)
{
std::unique_ptr<flow::ColorFilterLayer> layer(new flow::ColorFilterLayer());
layer->set_color(color);
layer->set_transfer_mode(transferMode);
addLayer(std::move(layer));
}
void SceneBuilder::pushShaderMask(Shader* shader, const Rect& maskRect, TransferMode transferMode)
{
std::unique_ptr<flow::ShaderMaskLayer> layer(new flow::ShaderMaskLayer());
layer->set_shader(shader->shader());
layer->set_mask_rect(maskRect.sk_rect);
layer->set_transfer_mode(transferMode);
addLayer(std::move(layer));
}
void SceneBuilder::addLayer(std::unique_ptr<flow::ContainerLayer> layer)
{
DCHECK(layer);
if (!m_rootLayer) {
DCHECK(!m_currentLayer);
m_rootLayer = std::move(layer);
m_currentLayer = m_rootLayer.get();
return;
}
if (!m_currentLayer)
return;
flow::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)
{
if (!m_currentLayer)
return;
std::unique_ptr<flow::PictureLayer> layer(new flow::PictureLayer());
layer->set_offset(SkPoint::Make(offset.sk_size.width(), offset.sk_size.height()));
layer->set_picture(picture->toSkia());
m_currentLayer->Add(std::move(layer));
}
void SceneBuilder::addPerformanceOverlay(uint64_t enabledOptions, const Rect& bounds)
{
if (!m_currentLayer)
return;
std::unique_ptr<flow::PerformanceOverlayLayer> layer(new flow::PerformanceOverlayLayer(enabledOptions));
if (!bounds.is_null)
layer->set_paint_bounds(bounds.sk_rect);
m_currentLayer->Add(std::move(layer));
}
void SceneBuilder::setRasterizerTracingThreshold(uint32_t frameInterval)
{
m_currentRasterizerTracingThreshold = frameInterval;
}
PassRefPtr<Scene> SceneBuilder::build()
{
m_currentLayer = nullptr;
int32_t threshold = m_currentRasterizerTracingThreshold;
m_currentRasterizerTracingThreshold = 0;
RefPtr<Scene> scene = Scene::create(std::move(m_rootLayer), threshold);
ClearDartWrapper();
return scene.release();
}
} // namespace blink