зеркало из https://github.com/mozilla/pjs.git
545 строки
18 KiB
C++
545 строки
18 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Robert O'Callahan <robert@ocallahan.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GFX_LAYERS_H
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#define GFX_LAYERS_H
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#include "gfxTypes.h"
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#include "gfxASurface.h"
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#include "nsRegion.h"
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#include "nsPoint.h"
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#include "nsRect.h"
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#include "nsISupportsImpl.h"
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#include "nsAutoPtr.h"
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#include "gfx3DMatrix.h"
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#include "gfxColor.h"
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#include "gfxPattern.h"
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class gfxContext;
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class nsPaintEvent;
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namespace mozilla {
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namespace gl {
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class GLContext;
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}
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namespace layers {
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class Layer;
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class ThebesLayer;
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class ContainerLayer;
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class ImageLayer;
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class ColorLayer;
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class ImageContainer;
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class CanvasLayer;
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/*
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* Motivation: For truly smooth animation and video playback, we need to
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* be able to compose frames and render them on a dedicated thread (i.e.
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* off the main thread where DOM manipulation, script execution and layout
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* induce difficult-to-bound latency). This requires Gecko to construct
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* some kind of persistent scene structure (graph or tree) that can be
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* safely transmitted across threads. We have other scenarios (e.g. mobile
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* browsing) where retaining some rendered data between paints is desired
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* for performance, so again we need a retained scene structure.
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*
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* Our retained scene structure is a layer tree. Each layer represents
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* content which can be composited onto a destination surface; the root
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* layer is usually composited into a window, and non-root layers are
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* composited into their parent layers. Layers have attributes (e.g.
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* opacity and clipping) that influence their compositing.
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*
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* We want to support a variety of layer implementations, including
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* a simple "immediate mode" implementation that doesn't retain any
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* rendered data between paints (i.e. uses cairo in just the way that
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* Gecko used it before layers were introduced). But we also don't want
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* to have bifurcated "layers"/"non-layers" rendering paths in Gecko.
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* Therefore the layers API is carefully designed to permit maximally
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* efficient implementation in an "immediate mode" style. See the
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* BasicLayerManager for such an implementation.
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*/
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/**
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* A LayerManager controls a tree of layers. All layers in the tree
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* must use the same LayerManager.
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*
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* All modifications to a layer tree must happen inside a transaction.
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* Only the state of the layer tree at the end of a transaction is
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* rendered. Transactions cannot be nested
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*
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* Each transaction has two phases:
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* 1) Construction: layers are created, inserted, removed and have
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* properties set on them in this phase.
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* BeginTransaction and BeginTransactionWithTarget start a transaction in
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* the Construction phase. When the client has finished constructing the layer
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* tree, it should call EndConstruction() to enter the drawing phase.
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* 2) Drawing: ThebesLayers are rendered into in this phase, in tree
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* order. When the client has finished drawing into the ThebesLayers, it should
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* call EndTransaction to complete the transaction.
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*
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* All layer API calls happen on the main thread.
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*
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* Layers are refcounted. The layer manager holds a reference to the
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* root layer, and each container layer holds a reference to its children.
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*/
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class THEBES_API LayerManager {
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NS_INLINE_DECL_REFCOUNTING(LayerManager)
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public:
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enum LayersBackend {
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LAYERS_BASIC = 0,
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LAYERS_OPENGL,
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LAYERS_D3D9
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};
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LayerManager() : mUserData(nsnull) {}
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virtual ~LayerManager() {}
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will update the state of the window from which
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* this LayerManager was obtained.
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*/
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virtual void BeginTransaction() = 0;
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/**
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* Start a new transaction. Nested transactions are not allowed so
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* there must be no transaction currently in progress.
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* This transaction will render the contents of the layer tree to
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* the given target context. The rendering will be complete when
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* EndTransaction returns.
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*/
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virtual void BeginTransactionWithTarget(gfxContext* aTarget) = 0;
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/**
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* Function called to draw the contents of each ThebesLayer.
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* aRegionToDraw contains the region that needs to be drawn.
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* This would normally be a subregion of the visible region. Drawing is
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* not necessarily clipped to aRegionToDraw.
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* The callee must draw all of aRegionToDraw.
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*
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* aContext must not be used after the call has returned.
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* We guarantee that buffered contents in the visible
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* region are valid once drawing is complete.
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*/
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typedef void (* DrawThebesLayerCallback)(ThebesLayer* aLayer,
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gfxContext* aContext,
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const nsIntRegion& aRegionToDraw,
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void* aCallbackData);
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/**
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* Finish the construction phase of the transaction, perform the
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* drawing phase, and end the transaction.
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* During the drawing phase, all ThebesLayers in the tree are
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* drawn in tree order, exactly once each, except for those layers
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* where it is known that the visible region is empty.
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*/
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the root layer.
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*/
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virtual void SetRoot(Layer* aLayer) = 0;
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/**
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* Can be called anytime
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*/
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Layer* GetRoot() { return mRoot; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ThebesLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ContainerLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create an ImageLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ImageLayer> CreateImageLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a ColorLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<ColorLayer> CreateColorLayer() = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Create a CanvasLayer for this manager's layer tree.
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*/
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer() = 0;
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/**
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* Can be called anytime
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*/
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virtual already_AddRefed<ImageContainer> CreateImageContainer() = 0;
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/**
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* Type of layer manager his is. This is to be used sparsely in order to
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* avoid a lot of Layers backend specific code. It should be used only when
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* Layers backend specific functionality is necessary.
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*/
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virtual LayersBackend GetBackendType() = 0;
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// This setter and getter can be used anytime. The user data is initially
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// null.
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void SetUserData(void* aData) { mUserData = aData; }
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void* GetUserData() { return mUserData; }
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protected:
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nsRefPtr<Layer> mRoot;
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void* mUserData;
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};
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class ThebesLayer;
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/**
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* A Layer represents anything that can be rendered onto a destination
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* surface.
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*/
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class THEBES_API Layer {
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NS_INLINE_DECL_REFCOUNTING(Layer)
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public:
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virtual ~Layer() {}
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/**
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* Returns the LayoutManager this Layer belongs to. Cannot be null.
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*/
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LayerManager* Manager() { return mManager; }
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/**
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* CONSTRUCTION PHASE ONLY
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* If this is called with aOpaque set to true, the caller is promising
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* that by the end of this transaction the entire visible region
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* (as specified by SetVisibleRegion) will be filled with opaque
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* content. This enables some internal quality and performance
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* optimizations.
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*/
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void SetIsOpaqueContent(PRBool aOpaque) { mIsOpaqueContent = aOpaque; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Tell this layer which region will be visible. It is the responsibility
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* of the caller to ensure that content outside this region does not
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* contribute to the final visible window. This can be an
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* overapproximation to the true visible region.
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*/
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virtual void SetVisibleRegion(const nsIntRegion& aRegion) { mVisibleRegion = aRegion; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the opacity which will be applied to this layer as it
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* is composited to the destination.
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*/
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void SetOpacity(float aOpacity) { mOpacity = aOpacity; }
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/**
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* CONSTRUCTION PHASE ONLY
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* Set a clip rect which will be applied to this layer as it is
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* composited to the destination. The coordinates are relative to
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* the parent layer (i.e. the contents of this layer
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* are transformed before this clip rect is applied).
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* For the root layer, the coordinates are relative to the widget,
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* in device pixels.
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* If aRect is null no clipping will be performed.
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*/
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void SetClipRect(const nsIntRect* aRect)
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{
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mUseClipRect = aRect != nsnull;
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if (aRect) {
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mClipRect = *aRect;
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}
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Set a clip rect which will be applied to this layer as it is
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* composited to the destination. The coordinates are relative to
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* the parent layer (i.e. the contents of this layer
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* are transformed before this clip rect is applied).
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* For the root layer, the coordinates are relative to the widget,
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* in device pixels.
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* The provided rect is intersected with any existing clip rect.
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*/
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void IntersectClipRect(const nsIntRect& aRect)
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{
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if (mUseClipRect) {
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mClipRect.IntersectRect(mClipRect, aRect);
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} else {
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mUseClipRect = PR_TRUE;
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mClipRect = aRect;
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}
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}
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/**
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* CONSTRUCTION PHASE ONLY
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* Tell this layer what its transform should be. The transformation
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* is applied when compositing the layer into its parent container.
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* XXX Currently only transformations corresponding to 2D affine transforms
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* are supported.
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*/
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void SetTransform(const gfx3DMatrix& aMatrix) { mTransform = aMatrix; }
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// These getters can be used anytime.
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float GetOpacity() { return mOpacity; }
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const nsIntRect* GetClipRect() { return mUseClipRect ? &mClipRect : nsnull; }
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PRBool IsOpaqueContent() { return mIsOpaqueContent; }
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const nsIntRegion& GetVisibleRegion() { return mVisibleRegion; }
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ContainerLayer* GetParent() { return mParent; }
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Layer* GetNextSibling() { return mNextSibling; }
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Layer* GetPrevSibling() { return mPrevSibling; }
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virtual Layer* GetFirstChild() { return nsnull; }
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const gfx3DMatrix& GetTransform() { return mTransform; }
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// This setter and getter can be used anytime. The user data is initially
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// null.
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void SetUserData(void* aData) { mUserData = aData; }
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void* GetUserData() { return mUserData; }
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/**
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* Dynamic downcast to a Thebes layer. Returns null if this is not
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* a ThebesLayer.
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*/
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virtual ThebesLayer* AsThebesLayer() { return nsnull; }
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/**
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* Only the implementation should call this. This is per-implementation
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* private data. Normally, all layers with a given layer manager
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* use the same type of ImplData.
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*/
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void* ImplData() { return mImplData; }
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/**
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* Only the implementation should use these methods.
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*/
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void SetParent(ContainerLayer* aParent) { mParent = aParent; }
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void SetNextSibling(Layer* aSibling) { mNextSibling = aSibling; }
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void SetPrevSibling(Layer* aSibling) { mPrevSibling = aSibling; }
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protected:
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Layer(LayerManager* aManager, void* aImplData) :
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mManager(aManager),
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mParent(nsnull),
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mNextSibling(nsnull),
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mPrevSibling(nsnull),
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mImplData(aImplData),
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mUserData(nsnull),
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mOpacity(1.0),
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mUseClipRect(PR_FALSE),
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mIsOpaqueContent(PR_FALSE)
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{}
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LayerManager* mManager;
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ContainerLayer* mParent;
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Layer* mNextSibling;
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Layer* mPrevSibling;
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void* mImplData;
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void* mUserData;
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nsIntRegion mVisibleRegion;
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gfx3DMatrix mTransform;
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float mOpacity;
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nsIntRect mClipRect;
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PRPackedBool mUseClipRect;
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PRPackedBool mIsOpaqueContent;
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};
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/**
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* A Layer which we can draw into using Thebes. It is a conceptually
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* infinite surface, but each ThebesLayer has an associated "valid region"
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* of contents that it is currently storing, which is finite. ThebesLayer
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* implementations can store content between paints.
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*
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* ThebesLayers are rendered into during the drawing phase of a transaction.
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*
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* Currently the contents of a ThebesLayer are in the device output color
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* space.
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*/
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class THEBES_API ThebesLayer : public Layer {
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public:
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/**
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* CONSTRUCTION PHASE ONLY
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* Tell this layer that the content in some region has changed and
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* will need to be repainted. This area is removed from the valid
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* region.
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*/
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virtual void InvalidateRegion(const nsIntRegion& aRegion) = 0;
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/**
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* Can be used anytime
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*/
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const nsIntRegion& GetValidRegion() { return mValidRegion; }
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virtual ThebesLayer* AsThebesLayer() { return this; }
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protected:
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ThebesLayer(LayerManager* aManager, void* aImplData)
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: Layer(aManager, aImplData) {}
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nsIntRegion mValidRegion;
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};
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/**
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* A Layer which other layers render into. It holds references to its
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* children.
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*/
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class THEBES_API ContainerLayer : public Layer {
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public:
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/**
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* CONSTRUCTION PHASE ONLY
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* Insert aChild into the child list of this container. aChild must
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* not be currently in any child list or the root for the layer manager.
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* If aAfter is non-null, it must be a child of this container and
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* we insert after that layer. If it's null we insert at the start.
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*/
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virtual void InsertAfter(Layer* aChild, Layer* aAfter) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Remove aChild from the child list of this container. aChild must
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* be a child of this container.
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*/
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virtual void RemoveChild(Layer* aChild) = 0;
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// This getter can be used anytime.
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virtual Layer* GetFirstChild() { return mFirstChild; }
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protected:
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ContainerLayer(LayerManager* aManager, void* aImplData)
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: Layer(aManager, aImplData),
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mFirstChild(nsnull)
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{}
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Layer* mFirstChild;
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};
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/**
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* A Layer which just renders a solid color in its visible region. It actually
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* can fill any area that contains the visible region, so if you need to
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* restrict the area filled, set a clip region on this layer.
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*/
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class THEBES_API ColorLayer : public Layer {
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public:
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the color of the layer.
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*/
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virtual void SetColor(const gfxRGBA& aColor)
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{
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mColor = aColor;
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}
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// This getter can be used anytime.
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virtual const gfxRGBA& GetColor() { return mColor; }
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protected:
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ColorLayer(LayerManager* aManager, void* aImplData)
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: Layer(aManager, aImplData),
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mColor(0.0, 0.0, 0.0, 0.0)
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{}
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gfxRGBA mColor;
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};
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/**
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* A Layer for HTML Canvas elements. It's backed by either a
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* gfxASurface or a GLContext (for WebGL layers), and has some control
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* for intelligent updating from the source if necessary (for example,
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* if hardware compositing is not available, for reading from the GL
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* buffer into an image surface that we can layer composite.)
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*
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* After Initialize is called, the underlying canvas Surface/GLContext
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* must not be modified during a layer transaction.
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*/
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class THEBES_API CanvasLayer : public Layer {
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public:
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struct Data {
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Data()
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: mSurface(nsnull), mGLContext(nsnull),
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mGLBufferIsPremultiplied(PR_FALSE)
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{ }
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/* One of these two must be specified, but never both */
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gfxASurface* mSurface; // a gfx Surface for the canvas contents
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mozilla::gl::GLContext* mGLContext; // a GL PBuffer Context
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/* The size of the canvas content */
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nsIntSize mSize;
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/* Whether the GLContext contains premultiplied alpha
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* values in the framebuffer or not. Defaults to FALSE.
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*/
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PRPackedBool mGLBufferIsPremultiplied;
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};
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/**
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* CONSTRUCTION PHASE ONLY
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* Initialize this CanvasLayer with the given data. The data must
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* have either mSurface or mGLContext initialized (but not both), as
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* well as mSize.
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*
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* This must only be called once.
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*/
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virtual void Initialize(const Data& aData) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Notify this CanvasLayer that the rectangle given by aRect
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* has been updated, and any work that needs to be done
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* to bring the contents from the Surface/GLContext to the
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* Layer in preparation for compositing should be performed.
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*/
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virtual void Updated(const nsIntRect& aRect) = 0;
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/**
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* CONSTRUCTION PHASE ONLY
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* Set the filter used to resample this image (if necessary).
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*/
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void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
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gfxPattern::GraphicsFilter GetFilter() const { return mFilter; }
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protected:
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CanvasLayer(LayerManager* aManager, void* aImplData)
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: Layer(aManager, aImplData), mFilter(gfxPattern::FILTER_GOOD) {}
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gfxPattern::GraphicsFilter mFilter;
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};
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}
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}
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#endif /* GFX_LAYERS_H */
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