/* Copyright (c) 2012 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. */ /** * Defines the <code>PPB_Graphics2D</code> struct representing a 2D graphics * context within the browser. */ [generate_thunk] label Chrome { M14 = 1.0, M27 = 1.1 }; /** * <code>PPB_Graphics2D</code> defines the interface for a 2D graphics context. */ [macro="PPB_GRAPHICS_2D_INTERFACE"] interface PPB_Graphics2D { /** * Create() creates a 2D graphics context. The returned graphics context will * not be bound to the module instance on creation (call BindGraphics() on * the module instance to bind the returned graphics context to the module * instance). * * @param[in] instance The module instance. * @param[in] size The size of the graphic context. * @param[in] is_always_opaque Set the <code>is_always_opaque</code> flag to * <code>PP_TRUE</code> if you know that you will be painting only opaque * data to this context. This option will disable blending when compositing * the module with the web page, which might give higher performance on some * computers. * * If you set <code>is_always_opaque</code>, your alpha channel should always * be set to 0xFF or there may be painting artifacts. The alpha values * overwrite the destination alpha values without blending when * <code>is_always_opaque</code> is true. * * @return A <code>PP_Resource</code> containing the 2D graphics context if * successful or 0 if unsuccessful. */ PP_Resource Create( [in] PP_Instance instance, [in] PP_Size size, [in] PP_Bool is_always_opaque); /** * IsGraphics2D() determines if the given resource is a valid * <code>Graphics2D</code>. * * @param[in] resource A <code>Graphics2D</code> context resource. * * @return PP_TRUE if the given resource is a valid <code>Graphics2D</code>, * <code>PP_FALSE</code> if it is an invalid resource or is a resource of * another type. */ PP_Bool IsGraphics2D( [in] PP_Resource resource); /** * Describe() retrieves the configuration for the given graphics context, * filling the given values (which must not be <code>NULL</code>). * * @param[in] resource The 2D Graphics resource. * @param[in,out] size The size of the 2D graphics context in the browser. * @param[in,out] is_always_opaque Identifies whether only opaque data * will be painted. * * @return Returns <code>PP_TRUE</code> on success or <code>PP_FALSE</code> if * the resource is invalid. The output parameters will be set to 0 on a * <code>PP_FALSE</code>. */ [always_set_output_parameters] PP_Bool Describe( [in] PP_Resource graphics_2d, [out] PP_Size size, [out] PP_Bool is_always_opaque); /** * PaintImageData() enqueues a paint of the given image into the context. * This function has no effect until you call Flush() As a result, what * counts is the contents of the bitmap when you call Flush(), not when * you call this function. * * The provided image will be placed at <code>top_left</code> from the top * left of the context's internal backing store. Then the pixels contained * in <code>src_rect</code> will be copied into the backing store. This * means that the rectangle being painted will be at <code>src_rect</code> * offset by <code>top_left</code>. * * The <code>src_rect</code> is specified in the coordinate system of the * image being painted, not the context. For the common case of copying the * entire image, you may specify an empty <code>src_rect</code>. * * The painted area of the source bitmap must fall entirely within the * context. Attempting to paint outside of the context will result in an * error. However, the source bitmap may fall outside the context, as long * as the <code>src_rect</code> subset of it falls entirely within the * context. * * There are two methods most modules will use for painting. The first * method is to generate a new <code>ImageData</code> and then paint it. In * this case, you'll set the location of your painting to * <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>. * The second is that you're generating small invalid regions out of a larger * bitmap representing your entire instance. In this case, you would set the * location of your image to (0,0) and then set <code>src_rect</code> to the * pixels you changed. * * @param[in] resource The 2D Graphics resource. * @param[in] image The <code>ImageData</code> to be painted. * @param[in] top_left A <code>Point</code> representing the * <code>top_left</code> location where the <code>ImageData</code> will be * painted. * @param[in] src_rect The rectangular area where the <code>ImageData</code> * will be painted. */ void PaintImageData( [in] PP_Resource graphics_2d, [in] PP_Resource image_data, [in] PP_Point top_left, [in] PP_Rect src_rect); /** * Scroll() enqueues a scroll of the context's backing store. This * function has no effect until you call Flush(). The data within the * provided clipping rectangle will be shifted by (dx, dy) pixels. * * This function will result in some exposed region which will have undefined * contents. The module should call PaintImageData() on these exposed regions * to give the correct contents. * * The scroll can be larger than the area of the clipping rectangle, which * means the current image will be scrolled out of the rectangle. This * scenario is not an error but will result in a no-op. * * @param[in] graphics_2d The 2D Graphics resource. * @param[in] clip The clipping rectangle. * @param[in] amount The amount the area in the clipping rectangle will * shifted. */ void Scroll( [in] PP_Resource graphics_2d, [in] PP_Rect clip_rect, [in] PP_Point amount); /** * ReplaceContents() provides a slightly more efficient way to paint the * entire module's image. Normally, calling PaintImageData() requires that * the browser copy the pixels out of the image and into the graphics * context's backing store. This function replaces the graphics context's * backing store with the given image, avoiding the copy. * * The new image must be the exact same size as this graphics context. If the * new image uses a different image format than the browser's native bitmap * format (use <code>PPB_ImageData.GetNativeImageDataFormat()</code> to * retrieve the format), then a conversion will be done inside the browser * which may slow the performance a little bit. * * <strong>Note:</strong> The new image will not be painted until you call * Flush(). * * After this call, you should take care to release your references to the * image. If you paint to the image after ReplaceContents(), there is the * possibility of significant painting artifacts because the page might use * partially-rendered data when copying out of the backing store. * * In the case of an animation, you will want to allocate a new image for the * next frame. It is best if you wait until the flush callback has executed * before allocating this bitmap. This gives the browser the option of * caching the previous backing store and handing it back to you (assuming * the sizes match). In the optimal case, this means no bitmaps are allocated * during the animation, and the backing store and "front buffer" (which the * plugin is painting into) are just being swapped back and forth. * * @param[in] graphics_2d The 2D Graphics resource. * @param[in] image The <code>ImageData</code> to be painted. */ void ReplaceContents( [in] PP_Resource graphics_2d, [in] PP_Resource image_data); /** * Flush() flushes any enqueued paint, scroll, and replace commands to the * backing store. This function actually executes the updates, and causes a * repaint of the webpage, assuming this graphics context is bound to a module * instance. * * Flush() runs in asynchronous mode. Specify a callback function and the * argument for that callback function. The callback function will be * executed on the calling thread when the image has been painted to the * screen. While you are waiting for a flush callback, additional calls to * Flush() will fail. * * Because the callback is executed (or thread unblocked) only when the * instance's image is actually on the screen, this function provides * a way to rate limit animations. By waiting until the image is on the * screen before painting the next frame, you can ensure you're not * flushing 2D graphics faster than the screen can be updated. * * <strong>Unbound contexts</strong> * If the context is not bound to a module instance, you will * still get a callback. The callback will execute after Flush() returns * to avoid reentrancy. The callback will not wait until anything is * painted to the screen because there will be nothing on the screen. The * timing of this callback is not guaranteed and may be deprioritized by * the browser because it is not affecting the user experience. * * <strong>Off-screen instances</strong> * If the context is bound to an instance that is currently not visible (for * example, scrolled out of view) it will behave like the "unbound context" * case. * * <strong>Detaching a context</strong> * If you detach a context from a module instance, any pending flush * callbacks will be converted into the "unbound context" case. * * <strong>Released contexts</strong> * A callback may or may not get called even if you have released all * of your references to the context. This scenario can occur if there are * internal references to the context suggesting it has not been internally * destroyed (for example, if it is still bound to an instance) or due to * other implementation details. As a result, you should be careful to * check that flush callbacks are for the context you expect and that * you're capable of handling callbacks for unreferenced contexts. * * <strong>Shutdown</strong> * If a module instance is removed when a flush is pending, the * callback will not be executed. * * @param[in] graphics_2d The 2D Graphics resource. * @param[in] callback A <code>CompletionCallback</code> to be called when * the image has been painted on the screen. * * @return Returns <code>PP_OK</code> on success or * <code>PP_ERROR_BADRESOURCE</code> if the graphics context is invalid, * <code>PP_ERROR_BADARGUMENT</code> if the callback is null and flush is * being called from the main thread of the module, or * <code>PP_ERROR_INPROGRESS</code> if a flush is already pending that has * not issued its callback yet. In the failure case, nothing will be updated * and no callback will be scheduled. */ int32_t Flush( [in] PP_Resource graphics_2d, [in] PP_CompletionCallback callback); /** * SetScale() sets the scale factor that will be applied when painting the * graphics context onto the output device. Typically, if rendering at device * resolution is desired, the context would be created with the width and * height scaled up by the view's GetDeviceScale and SetScale called with a * scale of 1.0 / GetDeviceScale(). For example, if the view resource passed * to DidChangeView has a rectangle of (w=200, h=100) and a device scale of * 2.0, one would call Create with a size of (w=400, h=200) and then call * SetScale with 0.5. One would then treat each pixel in the context as a * single device pixel. * * @param[in] resource A <code>Graphics2D</code> context resource. * @param[in] scale The scale to apply when painting. * * @return Returns <code>PP_TRUE</code> on success or <code>PP_FALSE</code> if * the resource is invalid or the scale factor is 0 or less. */ [version=1.1] PP_Bool SetScale( [in] PP_Resource resource, [in] float_t scale); /*** * GetScale() gets the scale factor that will be applied when painting the * graphics context onto the output device. * * @param[in] resource A <code>Graphics2D</code> context resource. * * @return Returns the scale factor for the graphics context. If the resource * is not a valid <code>Graphics2D</code> context, this will return 0.0. */ [version=1.1] float_t GetScale( [in] PP_Resource resource); };