// Copyright (c) 2010 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 PDF_PAINT_MANAGER_H_ #define PDF_PAINT_MANAGER_H_ #include <vector> #include "pdf/paint_aggregator.h" #include "ppapi/cpp/graphics_2d.h" #include "ppapi/utility/completion_callback_factory.h" namespace pp { class Graphics2D; class Instance; class Point; class Rect; }; // Custom PaintManager for the PDF plugin. This is branched from the Pepper // version. The difference is that this supports progressive rendering of dirty // rects, where multiple calls to the rendering engine are needed. It also // supports having higher-priority rects flushing right away, i.e. the // scrollbars. // // The client's OnPaint class PaintManager { public: // Like PaintAggregator's version, but allows the plugin to tell us whether // it should be flushed to the screen immediately or when the rest of the // plugin viewport is ready. struct ReadyRect { pp::Point offset; pp::Rect rect; pp::ImageData image_data; bool flush_now; ReadyRect(const pp::Rect& r, const pp::ImageData& i, bool f) : rect(r), image_data(i), flush_now(f) {} operator PaintAggregator::ReadyRect() const { PaintAggregator::ReadyRect rv; rv.offset = offset; rv.rect = rect; rv.image_data = image_data; return rv; } }; class Client { public: // Paints the given invalid area of the plugin to the given graphics // device. Returns true if anything was painted. // // You are given the list of rects to paint in |paint_rects|. You can // combine painting into less rectangles if it's more efficient. When a // rect is painted, information about that paint should be inserted into // |ready|. Otherwise if a paint needs more work, add the rect to // |pending|. If |pending| is not empty, your OnPaint function will get // called again. Once OnPaint is called and it returns no pending rects, // all the previously ready rects will be flushed on screen. The exception // is for ready rects that have |flush_now| set to true. These will be // flushed right away. // // Do not call Flush() on the graphics device, this will be done // automatically if you return true from this function since the // PaintManager needs to handle the callback. // // Calling Invalidate/Scroll is not allowed while inside an OnPaint virtual void OnPaint(const std::vector<pp::Rect>& paint_rects, std::vector<ReadyRect>* ready, std::vector<pp::Rect>* pending) = 0; protected: // You shouldn't be doing deleting through this interface. virtual ~Client() {} }; // The instance is the plugin instance using this paint manager to do its // painting. Painting will automatically go to this instance and you don't // have to manually bind any device context (this is all handled by the // paint manager). // // The Client is a non-owning pointer and must remain valid (normally the // object implementing the Client interface will own the paint manager). // // The is_always_opaque flag will be passed to the device contexts that this // class creates. Set this to true if your plugin always draws an opaque // image to the device. This is used as a hint to the browser that it does // not need to do alpha blending, which speeds up painting. If you generate // non-opqaue pixels or aren't sure, set this to false for more general // blending. // // If you set is_always_opaque, your alpha channel should always be set to // 0xFF or there may be painting artifacts. Being opaque will allow the // browser to do a memcpy rather than a blend to paint the plugin, and this // means your alpha values will get set on the page backing store. If these // values are incorrect, it could mess up future blending. If you aren't // sure, it is always correct to specify that it it not opaque. // // You will need to call SetSize before this class will do anything. Normally // you do this from the ViewChanged method of your plugin instance. PaintManager(pp::Instance* instance, Client* client, bool is_always_opaque); ~PaintManager(); // Returns the size of the graphics context to allocate for a given plugin // size. We may allocated a slightly larger buffer than required so that we // don't have to resize the context when scrollbars appear/dissapear due to // zooming (which can result in flickering). static pp::Size GetNewContextSize(const pp::Size& current_context_size, const pp::Size& plugin_size); // You must call this function before using if you use the 0-arg constructor. // See the constructor for what these arguments mean. void Initialize(pp::Instance* instance, Client* client, bool is_always_opaque); // Sets the size of the plugin. If the size is the same as the previous call, // this will be a NOP. If the size has changed, a new device will be // allocated to the given size and a paint to that device will be scheduled. // // This is intended to be called from ViewChanged with the size of the // plugin. Since it tracks the old size and only allocates when the size // changes, you can always call this function without worrying about whether // the size changed or ViewChanged is called for another reason (like the // position changed). void SetSize(const pp::Size& new_size, float new_device_scale); // Invalidate the entire plugin. void Invalidate(); // Invalidate the given rect. void InvalidateRect(const pp::Rect& rect); // The given rect should be scrolled by the given amounts. void ScrollRect(const pp::Rect& clip_rect, const pp::Point& amount); // Returns the size of the graphics context for the next paint operation. // This is the pending size if a resize is pending (the plugin has called // SetSize but we haven't actually painted it yet), or the current size of // no resize is pending. pp::Size GetEffectiveSize() const; float GetEffectiveDeviceScale() const; private: // Disallow copy and assign (these are unimplemented). PaintManager(const PaintManager&); PaintManager& operator=(const PaintManager&); // Makes sure there is a callback that will trigger a paint at a later time. // This will be either a Flush callback telling us we're allowed to generate // more data, or, if there's no flush callback pending, a manual call back // to the message loop via ExecuteOnMainThread. void EnsureCallbackPending(); // Does the client paint and executes a Flush if necessary. void DoPaint(); // Callback for asynchronous completion of Flush. void OnFlushComplete(int32_t); // Callback for manual scheduling of paints when there is no flush callback // pending. void OnManualCallbackComplete(int32_t); pp::Instance* instance_; // Non-owning pointer. See the constructor. Client* client_; bool is_always_opaque_; pp::CompletionCallbackFactory<PaintManager> callback_factory_; // This graphics device will be is_null() if no graphics has been manually // set yet. pp::Graphics2D graphics_; PaintAggregator aggregator_; // See comment for EnsureCallbackPending for more on how these work. bool manual_callback_pending_; bool flush_pending_; // When we get a resize, we don't bind right away (see SetSize). The // has_pending_resize_ tells us that we need to do a resize for the next // paint operation. When true, the new size is in pending_size_. bool has_pending_resize_; bool graphics_need_to_be_bound_; pp::Size pending_size_; pp::Size plugin_size_; float pending_device_scale_; float device_scale_; // True iff we're in the middle of a paint. bool in_paint_; // True if we haven't painted the plugin viewport yet. bool first_paint_; // True when the view size just changed and we're waiting for a paint. bool view_size_changed_waiting_for_paint_; }; #endif // PDF_PAINT_MANAGER_H_