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// 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.
#ifndef BASE_GFX_VECTOR_DEVICE_H__
#define BASE_GFX_VECTOR_DEVICE_H__
#include "base/basictypes.h"
#include "base/gfx/platform_device_win.h"
#include "SkMatrix.h"
#include "SkRegion.h"
namespace gfx {
// A device is basically a wrapper around SkBitmap that provides a surface for
// SkCanvas to draw into. This specific device is not not backed by a surface
// and is thus unreadable. This is because the backend is completely vectorial.
// This device is a simple wrapper over a Windows device context (HDC) handle.
class VectorDevice : public PlatformDeviceWin {
public:
// Factory function. The DC is kept as the output context.
static VectorDevice* create(HDC dc, int width, int height);
VectorDevice(HDC dc, const SkBitmap& bitmap);
virtual ~VectorDevice();
virtual HDC getBitmapDC() {
return hdc_;
}
virtual void drawPaint(const SkDraw& draw, const SkPaint& paint);
virtual void drawPoints(const SkDraw& draw, SkCanvas::PointMode mode, size_t count,
const SkPoint[], const SkPaint& paint);
virtual void drawRect(const SkDraw& draw, const SkRect& r,
const SkPaint& paint);
virtual void drawPath(const SkDraw& draw, const SkPath& path,
const SkPaint& paint);
virtual void drawBitmap(const SkDraw& draw, const SkBitmap& bitmap,
const SkMatrix& matrix, const SkPaint& paint);
virtual void drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
int x, int y, const SkPaint& paint);
virtual void drawText(const SkDraw& draw, const void* text, size_t len,
SkScalar x, SkScalar y, const SkPaint& paint);
virtual void drawPosText(const SkDraw& draw, const void* text, size_t len,
const SkScalar pos[], SkScalar constY,
int scalarsPerPos, const SkPaint& paint);
virtual void drawTextOnPath(const SkDraw& draw, const void* text, size_t len,
const SkPath& path, const SkMatrix* matrix,
const SkPaint& paint);
virtual void drawVertices(const SkDraw& draw, SkCanvas::VertexMode, int vertexCount,
const SkPoint verts[], const SkPoint texs[],
const SkColor colors[], SkXfermode* xmode,
const uint16_t indices[], int indexCount,
const SkPaint& paint);
virtual void drawDevice(const SkDraw& draw, SkDevice*, int x, int y,
const SkPaint&);
virtual void setMatrixClip(const SkMatrix& transform, const SkRegion& region);
virtual void setDeviceOffset(int x, int y);
virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect);
virtual bool IsVectorial() { return true; }
void LoadClipRegion();
private:
// Applies the SkPaint's painting properties in the current GDI context, if
// possible. If GDI can't support all paint's properties, returns false. It
// doesn't execute the "commands" in SkPaint.
bool ApplyPaint(const SkPaint& paint);
// Selects a new object in the device context. It can be a pen, a brush, a
// clipping region, a bitmap or a font. Returns the old selected object.
HGDIOBJ SelectObject(HGDIOBJ object);
// Creates a brush according to SkPaint's properties.
bool CreateBrush(bool use_brush, const SkPaint& paint);
// Creates a pen according to SkPaint's properties.
bool CreatePen(bool use_pen, const SkPaint& paint);
// Restores back the previous objects (pen, brush, etc) after a paint command.
void Cleanup();
// Creates a brush according to SkPaint's properties.
bool CreateBrush(bool use_brush, COLORREF color);
// Creates a pen according to SkPaint's properties.
bool CreatePen(bool use_pen, COLORREF color, int stroke_width,
float stroke_miter, DWORD pen_style);
// Draws a bitmap in the the device, using the currently loaded matrix.
void InternalDrawBitmap(const SkBitmap& bitmap, int x, int y,
const SkPaint& paint);
// The Windows Device Context handle. It is the backend used with GDI drawing.
// This backend is write-only and vectorial.
HDC hdc_;
// Translation assigned to the DC: we need to keep track of this separately
// so it can be updated even if the DC isn't created yet.
SkMatrix transform_;
// The current clipping
SkRegion clip_region_;
// Previously selected brush before the current drawing.
HGDIOBJ previous_brush_;
// Previously selected pen before the current drawing.
HGDIOBJ previous_pen_;
int offset_x_;
int offset_y_;
DISALLOW_EVIL_CONSTRUCTORS(VectorDevice);
};
} // namespace gfx
#endif // BASE_GFX_VECTOR_DEVICE_H__