// Copyright 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. #ifndef CC_QUADS_DRAW_QUAD_H_ #define CC_QUADS_DRAW_QUAD_H_ #include "base/callback.h" #include "cc/base/cc_export.h" #include "cc/quads/shared_quad_state.h" #include "cc/resources/resource_provider.h" namespace base { class Value; class DictionaryValue; } namespace cc { // DrawQuad is a bag of data used for drawing a quad. Because different // materials need different bits of per-quad data to render, classes that derive // from DrawQuad store additional data in their derived instance. The Material // enum is used to "safely" downcast to the derived class. // Note: quads contain rects and sizes, which live in different spaces. There is // the "content space", which is the arbitrary space in which the quad's // geometry is defined (generally related to the layer that produced the quad, // e.g. the content space for TiledLayerImpls, or the geometry space for // PictureLayerImpls). There is also the "target space", which is the space, in // "physical" pixels, of the render target where the quads is drawn. The quad's // transform maps the content space to the target space. class CC_EXPORT DrawQuad { public: enum Material { INVALID, CHECKERBOARD, DEBUG_BORDER, IO_SURFACE_CONTENT, PICTURE_CONTENT, RENDER_PASS, SOLID_COLOR, STREAM_VIDEO_CONTENT, SURFACE_CONTENT, TEXTURE_CONTENT, TILED_CONTENT, YUV_VIDEO_CONTENT, MATERIAL_LAST = YUV_VIDEO_CONTENT }; virtual ~DrawQuad(); scoped_ptr<DrawQuad> Copy( const SharedQuadState* copied_shared_quad_state) const; // TODO(danakj): Chromify or remove these SharedQuadState helpers. const gfx::Transform& quadTransform() const { return shared_quad_state->content_to_target_transform; } gfx::Rect visibleContentRect() const { return shared_quad_state->visible_content_rect; } gfx::Rect clipRect() const { return shared_quad_state->clip_rect; } bool isClipped() const { return shared_quad_state->is_clipped; } float opacity() const { return shared_quad_state->opacity; } Material material; // This rect, after applying the quad_transform(), gives the geometry that // this quad should draw to. This rect lives in content space. gfx::Rect rect; // This specifies the region of the quad that is opaque. This rect lives in // content space. gfx::Rect opaque_rect; // Allows changing the rect that gets drawn to make it smaller. This value // should be clipped to |rect|. This rect lives in content space. gfx::Rect visible_rect; // By default blending is used when some part of the quad is not opaque. // With this setting, it is possible to force blending on regardless of the // opaque area. bool needs_blending; // Stores state common to a large bundle of quads; kept separate for memory // efficiency. There is special treatment to reconstruct these pointers // during serialization. const SharedQuadState* shared_quad_state; bool IsDebugQuad() const { return material == DEBUG_BORDER; } bool ShouldDrawWithBlending() const { if (needs_blending || shared_quad_state->opacity < 1.0f) return true; if (visible_rect.IsEmpty()) return false; return !opaque_rect.Contains(visible_rect); } typedef ResourceProvider::ResourceId ResourceId; typedef base::Callback<ResourceId(ResourceId)> ResourceIteratorCallback; virtual void IterateResources(const ResourceIteratorCallback& callback) = 0; // Is the left edge of this tile aligned with the originating layer's // left edge? bool IsLeftEdge() const { return !rect.x(); } // Is the top edge of this tile aligned with the originating layer's // top edge? bool IsTopEdge() const { return !rect.y(); } // Is the right edge of this tile aligned with the originating layer's // right edge? bool IsRightEdge() const { return rect.right() == shared_quad_state->content_bounds.width(); } // Is the bottom edge of this tile aligned with the originating layer's // bottom edge? bool IsBottomEdge() const { return rect.bottom() == shared_quad_state->content_bounds.height(); } // Is any edge of this tile aligned with the originating layer's // corresponding edge? bool IsEdge() const { return IsLeftEdge() || IsTopEdge() || IsRightEdge() || IsBottomEdge(); } scoped_ptr<base::Value> AsValue() const; protected: DrawQuad(); void SetAll(const SharedQuadState* shared_quad_state, Material material, const gfx::Rect& rect, const gfx::Rect& opaque_rect, const gfx::Rect& visible_rect, bool needs_blending); virtual void ExtendValue(base::DictionaryValue* value) const = 0; }; } // namespace cc #endif // CC_QUADS_DRAW_QUAD_H_