pjs/gfx/thebes/gfxWindowsNativeDrawing.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Thebes gfx.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2007
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef _GFXWINDOWSNATIVEDRAWING_H_
#define _GFXWINDOWSNATIVEDRAWING_H_
#include <windows.h>
#include "gfxContext.h"
#include "gfxWindowsSurface.h"
class THEBES_API gfxWindowsNativeDrawing {
public:
/* Flags for notifying this class what kind of operations the native
* drawing supports
*/
enum {
/* Whether the native drawing can draw to a surface of content COLOR_ALPHA */
CAN_DRAW_TO_COLOR_ALPHA = 1 << 0,
CANNOT_DRAW_TO_COLOR_ALPHA = 0 << 0,
/* Whether the native drawing can be scaled using SetWorldTransform */
CAN_AXIS_ALIGNED_SCALE = 1 << 1,
CANNOT_AXIS_ALIGNED_SCALE = 0 << 1,
/* Whether the native drawing can be both scaled and rotated arbitrarily using SetWorldTransform */
CAN_COMPLEX_TRANSFORM = 1 << 2,
CANNOT_COMPLEX_TRANSFORM = 0 << 2,
/* If we have to do transforms with cairo, should we use nearest-neighbour filtering? */
DO_NEAREST_NEIGHBOR_FILTERING = 1 << 3,
DO_BILINEAR_FILTERING = 0 << 3
};
/* Create native win32 drawing for a rectangle bounded by
* nativeRect.
*
* Typical usage looks like:
*
* gfxWindowsNativeDrawing nativeDraw(ctx, destGfxRect, capabilities);
* do {
* HDC dc = nativeDraw.BeginNativeDrawing();
* if (!dc)
* return NS_ERROR_FAILURE;
*
* RECT winRect;
* nativeDraw.TransformToNativeRect(rect, winRect);
*
* ... call win32 operations on HDC to draw to winRect ...
*
* nativeDraw.EndNativeDrawing();
* } while (nativeDraw.ShouldRenderAgain());
* nativeDraw.PaintToContext();
*/
gfxWindowsNativeDrawing(gfxContext *ctx,
const gfxRect& nativeRect,
PRUint32 nativeDrawFlags = CANNOT_DRAW_TO_COLOR_ALPHA |
CANNOT_AXIS_ALIGNED_SCALE |
CANNOT_COMPLEX_TRANSFORM |
DO_BILINEAR_FILTERING);
/* Returns a HDC which may be used for native drawing. This HDC is valid
* until EndNativeDrawing is called; if it is used for drawing after that time,
* the result is undefined. */
HDC BeginNativeDrawing();
/* Transform the native rect into something valid for rendering
* to the HDC. This may or may not change RECT, depending on
* whether SetWorldTransform is used or not. */
void TransformToNativeRect(const gfxRect& r, RECT& rout);
/* Marks the end of native drawing */
void EndNativeDrawing();
/* Returns true if the native drawing should be executed again */
bool ShouldRenderAgain();
/* Returns true if double pass alpha extraction is taking place. */
bool IsDoublePass();
/* Places the result to the context, if necessary */
void PaintToContext();
private:
nsRefPtr<gfxContext> mContext;
gfxRect mNativeRect;
PRUint32 mNativeDrawFlags;
// what state the rendering is in
PRUint8 mRenderState;
gfxPoint mDeviceOffset;
nsRefPtr<gfxPattern> mBlackPattern, mWhitePattern;
enum TransformType {
TRANSLATION_ONLY,
AXIS_ALIGNED_SCALE,
COMPLEX
};
TransformType mTransformType;
gfxPoint mTranslation;
gfxSize mScale;
XFORM mWorldTransform;
// saved state
nsRefPtr<gfxWindowsSurface> mWinSurface, mBlackSurface, mWhiteSurface;
HDC mDC;
XFORM mOldWorldTransform;
POINT mOrigViewportOrigin;
gfxIntSize mTempSurfaceSize;
};
#endif