#ifndef CC_TREES_LAYER_TREE_SETTINGS_H_
#define CC_TREES_LAYER_TREE_SETTINGS_H_
#include "base/basictypes.h"
#include "cc/base/cc_export.h"
#include "cc/debug/layer_tree_debug_state.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/gfx/size.h"
namespace cc {
class CC_EXPORT LayerTreeSettings {
public:
LayerTreeSettings();
~LayerTreeSettings();
bool impl_side_painting;
bool allow_antialiasing;
bool throttle_frame_production;
bool begin_impl_frame_scheduling_enabled;
bool main_frame_before_draw_enabled;
bool main_frame_before_activation_enabled;
bool using_synchronous_renderer_compositor;
bool per_tile_painting_enabled;
bool partial_swap_enabled;
bool accelerated_animation_enabled;
bool can_use_lcd_text;
bool should_clear_root_render_pass;
enum RasterizationSite {
CpuRasterization,
HybridRasterization,
GpuRasterization,
};
RasterizationSite rasterization_site;
bool create_low_res_tiling;
enum ScrollbarAnimator {
NoAnimator,
LinearFade,
Thinning,
};
ScrollbarAnimator scrollbar_animator;
int scrollbar_linear_fade_delay_ms;
int scrollbar_linear_fade_length_ms;
SkColor solid_color_scrollbar_color;
bool calculate_top_controls_position;
bool timeout_and_draw_when_animation_checkerboards;
int maximum_number_of_failed_draws_before_draw_is_forced_;
bool layer_transforms_should_scale_layer_contents;
float minimum_contents_scale;
float low_res_contents_scale_factor;
float top_controls_height;
float top_controls_show_threshold;
float top_controls_hide_threshold;
double refresh_rate;
size_t max_partial_texture_updates;
gfx::Size default_tile_size;
gfx::Size max_untiled_layer_size;
gfx::Size minimum_occlusion_tracking_size;
bool use_pinch_zoom_scrollbars;
bool use_pinch_virtual_viewport;
size_t max_tiles_for_interest_area;
float skewport_target_time_in_seconds;
int skewport_extrapolation_limit_in_content_pixels;
size_t max_unused_resource_memory_percentage;
size_t max_memory_for_prepaint_percentage;
int highp_threshold_min;
bool strict_layer_property_change_checking;
bool use_map_image;
bool ignore_root_layer_flings;
bool use_rgba_4444_textures;
bool touch_hit_testing;
size_t texture_id_allocation_chunk_size;
LayerTreeDebugState initial_debug_state;
};
}
#endif