| // Copyright (c) 2006-2008 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 "base/gfx/vector_canvas.h" |
| |
| #include "base/gfx/vector_device.h" |
| #include "base/logging.h" |
| |
| namespace gfx { |
| |
| VectorCanvas::VectorCanvas() { |
| } |
| |
| VectorCanvas::VectorCanvas(HDC dc, int width, int height) { |
| initialize(dc, width, height); |
| } |
| |
| VectorCanvas::~VectorCanvas() { |
| } |
| |
| void VectorCanvas::initialize(HDC context, int width, int height) { |
| SkDevice* device = createPlatformDevice(width, height, true, context); |
| setDevice(device); |
| device->unref(); // was created with refcount 1, and setDevice also refs |
| } |
| |
| SkBounder* VectorCanvas::setBounder(SkBounder* bounder) { |
| if (!IsTopDeviceVectorial()) |
| return PlatformCanvasWin::setBounder(bounder); |
| |
| // This function isn't used in the code. Verify this assumption. |
| NOTREACHED(); |
| return NULL; |
| } |
| |
| SkDevice* VectorCanvas::createDevice(SkBitmap::Config config, |
| int width, int height, |
| bool is_opaque, bool isForLayer) { |
| DCHECK(config == SkBitmap::kARGB_8888_Config); |
| return createPlatformDevice(width, height, is_opaque, NULL); |
| } |
| |
| SkDrawFilter* VectorCanvas::setDrawFilter(SkDrawFilter* filter) { |
| // This function isn't used in the code. Verify this assumption. |
| NOTREACHED(); |
| return NULL; |
| } |
| |
| SkDevice* VectorCanvas::createPlatformDevice(int width, |
| int height, bool is_opaque, |
| HANDLE shared_section) { |
| if (!is_opaque) { |
| // TODO(maruel): http://b/1184002 1184002 When restoring a semi-transparent |
| // layer, i.e. merging it, we need to rasterize it because GDI doesn't |
| // support transparency except for AlphaBlend(). Right now, a |
| // BitmapPlatformDeviceWin is created when VectorCanvas think a saveLayers() |
| // call is being done. The way to save a layer would be to create an |
| // EMF-based VectorDevice and have this device registers the drawing. When |
| // playing back the device into a bitmap, do it at the printer's dpi instead |
| // of the layout's dpi (which is much lower). |
| return PlatformCanvasWin::createPlatformDevice(width, height, is_opaque, |
| shared_section); |
| } |
| |
| // TODO(maruel): http://b/1183870 Look if it would be worth to increase the |
| // resolution by ~10x (any worthy factor) to increase the rendering precision |
| // (think about printing) while using a relatively low dpi. This happens |
| // because we receive float as input but the GDI functions works with |
| // integers. The idea is to premultiply the matrix with this factor and |
| // multiply each SkScalar that are passed to SkScalarRound(value) as |
| // SkScalarRound(value * 10). Safari is already doing the same for text |
| // rendering. |
| DCHECK(shared_section); |
| PlatformDeviceWin* device = VectorDevice::create( |
| reinterpret_cast<HDC>(shared_section), width, height); |
| return device; |
| } |
| |
| bool VectorCanvas::IsTopDeviceVectorial() const { |
| return getTopPlatformDevice().IsVectorial(); |
| } |
| |
| } // namespace gfx |
| |