This source file includes following definitions.
- Create
- id
- Create
- id
- Create
- uv_bottom_right_
- CreateLayerImpl
- SetUV
- SetVertexOpacity
- SetLayerTreeHost
- RecreateUIResourceHolder
- SetBitmap
- SetUIResourceId
- DrawsContent
- PushPropertiesTo
#include "cc/layers/ui_resource_layer.h"
#include "cc/layers/ui_resource_layer_impl.h"
#include "cc/resources/prioritized_resource.h"
#include "cc/resources/resource_update.h"
#include "cc/resources/resource_update_queue.h"
#include "cc/resources/scoped_ui_resource.h"
#include "cc/resources/ui_resource_bitmap.h"
#include "cc/trees/layer_tree_host.h"
namespace cc {
namespace {
class ScopedUIResourceHolder : public UIResourceLayer::UIResourceHolder {
public:
static scoped_ptr<ScopedUIResourceHolder> Create(LayerTreeHost* host,
const SkBitmap& skbitmap) {
return make_scoped_ptr(new ScopedUIResourceHolder(host, skbitmap));
}
virtual UIResourceId id() OVERRIDE { return resource_->id(); }
private:
ScopedUIResourceHolder(LayerTreeHost* host, const SkBitmap& skbitmap) {
resource_ = ScopedUIResource::Create(host, UIResourceBitmap(skbitmap));
}
scoped_ptr<ScopedUIResource> resource_;
};
class SharedUIResourceHolder : public UIResourceLayer::UIResourceHolder {
public:
static scoped_ptr<SharedUIResourceHolder> Create(UIResourceId id) {
return make_scoped_ptr(new SharedUIResourceHolder(id));
}
virtual UIResourceId id() OVERRIDE { return id_; }
private:
explicit SharedUIResourceHolder(UIResourceId id) : id_(id) {}
UIResourceId id_;
};
}
UIResourceLayer::UIResourceHolder::~UIResourceHolder() {}
scoped_refptr<UIResourceLayer> UIResourceLayer::Create() {
return make_scoped_refptr(new UIResourceLayer());
}
UIResourceLayer::UIResourceLayer()
: Layer(),
uv_top_left_(0.f, 0.f),
uv_bottom_right_(1.f, 1.f) {
vertex_opacity_[0] = 1.0f;
vertex_opacity_[1] = 1.0f;
vertex_opacity_[2] = 1.0f;
vertex_opacity_[3] = 1.0f;
}
UIResourceLayer::~UIResourceLayer() {}
scoped_ptr<LayerImpl> UIResourceLayer::CreateLayerImpl(
LayerTreeImpl* tree_impl) {
return UIResourceLayerImpl::Create(tree_impl, id()).PassAs<LayerImpl>();
}
void UIResourceLayer::SetUV(const gfx::PointF& top_left,
const gfx::PointF& bottom_right) {
if (uv_top_left_ == top_left && uv_bottom_right_ == bottom_right)
return;
uv_top_left_ = top_left;
uv_bottom_right_ = bottom_right;
SetNeedsCommit();
}
void UIResourceLayer::SetVertexOpacity(float bottom_left,
float top_left,
float top_right,
float bottom_right) {
if (vertex_opacity_[0] == bottom_left &&
vertex_opacity_[1] == top_left &&
vertex_opacity_[2] == top_right &&
vertex_opacity_[3] == bottom_right)
return;
vertex_opacity_[0] = bottom_left;
vertex_opacity_[1] = top_left;
vertex_opacity_[2] = top_right;
vertex_opacity_[3] = bottom_right;
SetNeedsCommit();
}
void UIResourceLayer::SetLayerTreeHost(LayerTreeHost* host) {
if (host == layer_tree_host())
return;
Layer::SetLayerTreeHost(host);
RecreateUIResourceHolder();
}
void UIResourceLayer::RecreateUIResourceHolder() {
ui_resource_holder_.reset();
if (!layer_tree_host() || bitmap_.empty())
return;
ui_resource_holder_ =
ScopedUIResourceHolder::Create(layer_tree_host(), bitmap_);
}
void UIResourceLayer::SetBitmap(const SkBitmap& skbitmap) {
bitmap_ = skbitmap;
RecreateUIResourceHolder();
SetNeedsCommit();
}
void UIResourceLayer::SetUIResourceId(UIResourceId resource_id) {
if (ui_resource_holder_ && ui_resource_holder_->id() == resource_id)
return;
if (resource_id) {
ui_resource_holder_ = SharedUIResourceHolder::Create(resource_id);
} else {
ui_resource_holder_.reset();
}
SetNeedsCommit();
}
bool UIResourceLayer::DrawsContent() const {
return ui_resource_holder_ && ui_resource_holder_->id() &&
Layer::DrawsContent();
}
void UIResourceLayer::PushPropertiesTo(LayerImpl* layer) {
Layer::PushPropertiesTo(layer);
UIResourceLayerImpl* layer_impl = static_cast<UIResourceLayerImpl*>(layer);
if (!ui_resource_holder_) {
layer_impl->SetUIResourceId(0);
} else {
DCHECK(layer_tree_host());
gfx::Size image_size =
layer_tree_host()->GetUIResourceSize(ui_resource_holder_->id());
layer_impl->SetUIResourceId(ui_resource_holder_->id());
layer_impl->SetImageBounds(image_size);
layer_impl->SetUV(uv_top_left_, uv_bottom_right_);
layer_impl->SetVertexOpacity(vertex_opacity_);
}
}
}