// 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. #ifndef UI_COMPOSITOR_LAYER_H_ #define UI_COMPOSITOR_LAYER_H_ #include <string> #include <vector> #include "base/compiler_specific.h" #include "base/memory/ref_counted.h" #include "base/memory/scoped_ptr.h" #include "base/message_loop/message_loop.h" #include "cc/animation/animation_events.h" #include "cc/animation/layer_animation_event_observer.h" #include "cc/base/scoped_ptr_vector.h" #include "cc/layers/content_layer_client.h" #include "cc/layers/layer_client.h" #include "cc/layers/texture_layer_client.h" #include "cc/resources/texture_mailbox.h" #include "third_party/skia/include/core/SkColor.h" #include "third_party/skia/include/core/SkRegion.h" #include "ui/compositor/compositor.h" #include "ui/compositor/layer_animation_delegate.h" #include "ui/compositor/layer_delegate.h" #include "ui/compositor/layer_type.h" #include "ui/gfx/rect.h" #include "ui/gfx/transform.h" class SkCanvas; namespace cc { class ContentLayer; class CopyOutputRequest; class DelegatedFrameProvider; class DelegatedRendererLayer; class Layer; class ResourceUpdateQueue; class SolidColorLayer; class TextureLayer; struct ReturnedResource; typedef std::vector<ReturnedResource> ReturnedResourceArray; } namespace ui { class Compositor; class LayerAnimator; class LayerOwner; // Layer manages a texture, transform and a set of child Layers. Any View that // has enabled layers ends up creating a Layer to manage the texture. // A Layer can also be created without a texture, in which case it renders // nothing and is simply used as a node in a hierarchy of layers. // Coordinate system used in layers is DIP (Density Independent Pixel) // coordinates unless explicitly mentioned as pixel coordinates. // // NOTE: Unlike Views, each Layer does *not* own its child Layers. If you // delete a Layer and it has children, the parent of each child Layer is set to // NULL, but the children are not deleted. class COMPOSITOR_EXPORT Layer : public LayerAnimationDelegate, NON_EXPORTED_BASE(public cc::ContentLayerClient), NON_EXPORTED_BASE(public cc::TextureLayerClient), NON_EXPORTED_BASE(public cc::LayerClient), NON_EXPORTED_BASE(public cc::LayerAnimationEventObserver) { public: Layer(); explicit Layer(LayerType type); virtual ~Layer(); static bool UsingPictureLayer(); // Retrieves the Layer's compositor. The Layer will walk up its parent chain // to locate it. Returns NULL if the Layer is not attached to a compositor. Compositor* GetCompositor(); // Called by the compositor when the Layer is set as its root Layer. This can // only ever be called on the root layer. void SetCompositor(Compositor* compositor); LayerDelegate* delegate() { return delegate_; } void set_delegate(LayerDelegate* delegate) { delegate_ = delegate; } LayerOwner* owner() { return owner_; } // Adds a new Layer to this Layer. void Add(Layer* child); // Removes a Layer from this Layer. void Remove(Layer* child); // Stacks |child| above all other children. void StackAtTop(Layer* child); // Stacks |child| directly above |other|. Both must be children of this // layer. Note that if |child| is initially stacked even higher, calling this // method will result in |child| being lowered in the stacking order. void StackAbove(Layer* child, Layer* other); // Stacks |child| below all other children. void StackAtBottom(Layer* child); // Stacks |child| directly below |other|. Both must be children of this // layer. void StackBelow(Layer* child, Layer* other); // Returns the child Layers. const std::vector<Layer*>& children() const { return children_; } // The parent. const Layer* parent() const { return parent_; } Layer* parent() { return parent_; } LayerType type() const { return type_; } // Returns true if this Layer contains |other| somewhere in its children. bool Contains(const Layer* other) const; // The layer's animator is responsible for causing automatic animations when // properties are set. It also manages a queue of pending animations and // handles blending of animations. The layer takes ownership of the animator. void SetAnimator(LayerAnimator* animator); // Returns the layer's animator. Creates a default animator of one has not // been set. Will not return NULL. LayerAnimator* GetAnimator(); // The transform, relative to the parent. void SetTransform(const gfx::Transform& transform); gfx::Transform transform() const; // Return the target transform if animator is running, or the current // transform otherwise. gfx::Transform GetTargetTransform() const; // The bounds, relative to the parent. void SetBounds(const gfx::Rect& bounds); const gfx::Rect& bounds() const { return bounds_; } // The offset from our parent (stored in bounds.origin()) is an integer but we // may need to be at a fractional pixel offset to align properly on screen. void SetSubpixelPositionOffset(const gfx::Vector2dF offset); // Return the target bounds if animator is running, or the current bounds // otherwise. gfx::Rect GetTargetBounds() const; // Sets/gets whether or not drawing of child layers should be clipped to the // bounds of this layer. void SetMasksToBounds(bool masks_to_bounds); bool GetMasksToBounds() const; // The opacity of the layer. The opacity is applied to each pixel of the // texture (resulting alpha = opacity * alpha). float opacity() const; void SetOpacity(float opacity); // Returns the actual opacity, which the opacity of this layer multipled by // the combined opacity of the parent. float GetCombinedOpacity() const; // Blur pixels by this amount in anything below the layer and visible through // the layer. int background_blur() const { return background_blur_radius_; } void SetBackgroundBlur(int blur_radius); // Saturate all pixels of this layer by this amount. // This effect will get "combined" with the inverted, // brightness and grayscale setting. float layer_saturation() const { return layer_saturation_; } void SetLayerSaturation(float saturation); // Change the brightness of all pixels from this layer by this amount. // This effect will get "combined" with the inverted, saturate // and grayscale setting. float layer_brightness() const { return layer_brightness_; } void SetLayerBrightness(float brightness); // Return the target brightness if animator is running, or the current // brightness otherwise. float GetTargetBrightness() const; // Change the grayscale of all pixels from this layer by this amount. // This effect will get "combined" with the inverted, saturate // and brightness setting. float layer_grayscale() const { return layer_grayscale_; } void SetLayerGrayscale(float grayscale); // Return the target grayscale if animator is running, or the current // grayscale otherwise. float GetTargetGrayscale() const; // Zoom the background by a factor of |zoom|. The effect is blended along the // edge across |inset| pixels. void SetBackgroundZoom(float zoom, int inset); // Set the shape of this layer. void SetAlphaShape(scoped_ptr<SkRegion> region); // Invert the layer. bool layer_inverted() const { return layer_inverted_; } void SetLayerInverted(bool inverted); // Return the target opacity if animator is running, or the current opacity // otherwise. float GetTargetOpacity() const; // Set a layer mask for a layer. // Note the provided layer mask can neither have a layer mask itself nor can // it have any children. The ownership of |layer_mask| will not be // transferred with this call. // Furthermore: A mask layer can only be set to one layer. void SetMaskLayer(Layer* layer_mask); Layer* layer_mask_layer() { return layer_mask_; } // Sets the visibility of the Layer. A Layer may be visible but not // drawn. This happens if any ancestor of a Layer is not visible. void SetVisible(bool visible); bool visible() const { return visible_; } // Returns the target visibility if the animator is running. Otherwise, it // returns the current visibility. bool GetTargetVisibility() const; // Returns true if this Layer is drawn. A Layer is drawn only if all ancestors // are visible. bool IsDrawn() const; // Returns true if this layer can have a texture (has_texture_ is true) // and is not completely obscured by a child. bool ShouldDraw() const; // Converts a point from the coordinates of |source| to the coordinates of // |target|. Necessarily, |source| and |target| must inhabit the same Layer // tree. static void ConvertPointToLayer(const Layer* source, const Layer* target, gfx::Point* point); // Converts a transform to be relative to the given |ancestor|. Returns // whether success (that is, whether the given ancestor was really an // ancestor of this layer). bool GetTargetTransformRelativeTo(const Layer* ancestor, gfx::Transform* transform) const; // See description in View for details void SetFillsBoundsOpaquely(bool fills_bounds_opaquely); bool fills_bounds_opaquely() const { return fills_bounds_opaquely_; } // Set to true if this layer always paints completely within its bounds. If so // we can omit an unnecessary clear, even if the layer is transparent. void SetFillsBoundsCompletely(bool fills_bounds_completely); const std::string& name() const { return name_; } void set_name(const std::string& name) { name_ = name; } // Set new TextureMailbox for this layer. Note that |mailbox| may hold a // shared memory resource or an actual mailbox for a texture. void SetTextureMailbox(const cc::TextureMailbox& mailbox, scoped_ptr<cc::SingleReleaseCallback> release_callback, gfx::Size texture_size_in_dip); void SetTextureSize(gfx::Size texture_size_in_dip); // Begins showing delegated frames from the |frame_provider|. void SetShowDelegatedContent(cc::DelegatedFrameProvider* frame_provider, gfx::Size frame_size_in_dip); bool has_external_content() { return texture_layer_.get() || delegated_renderer_layer_.get(); } void SetShowPaintedContent(); // Sets the layer's fill color. May only be called for LAYER_SOLID_COLOR. void SetColor(SkColor color); // Adds |invalid_rect| to the Layer's pending invalid rect and calls // ScheduleDraw(). Returns false if the paint request is ignored. bool SchedulePaint(const gfx::Rect& invalid_rect); // Schedules a redraw of the layer tree at the compositor. // Note that this _does not_ invalidate any region of this layer; use // SchedulePaint() for that. void ScheduleDraw(); // Uses damaged rectangles recorded in |damaged_region_| to invalidate the // |cc_layer_|. void SendDamagedRects(); const SkRegion& damaged_region() const { return damaged_region_; } void CompleteAllAnimations(); // Suppresses painting the content by disconnecting |delegate_|. void SuppressPaint(); // Notifies the layer that the device scale factor has changed. void OnDeviceScaleFactorChanged(float device_scale_factor); // Requets a copy of the layer's output as a texture or bitmap. void RequestCopyOfOutput(scoped_ptr<cc::CopyOutputRequest> request); // ContentLayerClient virtual void PaintContents( SkCanvas* canvas, const gfx::Rect& clip, gfx::RectF* opaque, ContentLayerClient::GraphicsContextStatus gc_status) OVERRIDE; virtual void DidChangeLayerCanUseLCDText() OVERRIDE {} virtual bool FillsBoundsCompletely() const OVERRIDE; cc::Layer* cc_layer() { return cc_layer_; } // TextureLayerClient virtual bool PrepareTextureMailbox( cc::TextureMailbox* mailbox, scoped_ptr<cc::SingleReleaseCallback>* release_callback, bool use_shared_memory) OVERRIDE; float device_scale_factor() const { return device_scale_factor_; } // Forces a render surface to be used on this layer. This has no positive // impact, and is only used for benchmarking/testing purpose. void SetForceRenderSurface(bool force); bool force_render_surface() const { return force_render_surface_; } // LayerClient virtual scoped_refptr<base::debug::ConvertableToTraceFormat> TakeDebugInfo() OVERRIDE; // LayerAnimationEventObserver virtual void OnAnimationStarted(const cc::AnimationEvent& event) OVERRIDE; // Whether this layer has animations waiting to get sent to its cc::Layer. bool HasPendingThreadedAnimations() { return pending_threaded_animations_.size() != 0; } // Triggers a call to SwitchToLayer. void SwitchCCLayerForTest(); private: friend class LayerOwner; void CollectAnimators(std::vector<scoped_refptr<LayerAnimator> >* animators); // Stacks |child| above or below |other|. Helper method for StackAbove() and // StackBelow(). void StackRelativeTo(Layer* child, Layer* other, bool above); bool ConvertPointForAncestor(const Layer* ancestor, gfx::Point* point) const; bool ConvertPointFromAncestor(const Layer* ancestor, gfx::Point* point) const; // Implementation of LayerAnimatorDelegate virtual void SetBoundsFromAnimation(const gfx::Rect& bounds) OVERRIDE; virtual void SetTransformFromAnimation( const gfx::Transform& transform) OVERRIDE; virtual void SetOpacityFromAnimation(float opacity) OVERRIDE; virtual void SetVisibilityFromAnimation(bool visibility) OVERRIDE; virtual void SetBrightnessFromAnimation(float brightness) OVERRIDE; virtual void SetGrayscaleFromAnimation(float grayscale) OVERRIDE; virtual void SetColorFromAnimation(SkColor color) OVERRIDE; virtual void ScheduleDrawForAnimation() OVERRIDE; virtual const gfx::Rect& GetBoundsForAnimation() const OVERRIDE; virtual gfx::Transform GetTransformForAnimation() const OVERRIDE; virtual float GetOpacityForAnimation() const OVERRIDE; virtual bool GetVisibilityForAnimation() const OVERRIDE; virtual float GetBrightnessForAnimation() const OVERRIDE; virtual float GetGrayscaleForAnimation() const OVERRIDE; virtual SkColor GetColorForAnimation() const OVERRIDE; virtual float GetDeviceScaleFactor() const OVERRIDE; virtual void AddThreadedAnimation( scoped_ptr<cc::Animation> animation) OVERRIDE; virtual void RemoveThreadedAnimation(int animation_id) OVERRIDE; virtual LayerAnimatorCollection* GetLayerAnimatorCollection() OVERRIDE; // Creates a corresponding composited layer for |type_|. void CreateWebLayer(); // Recomputes and sets to |cc_layer_|. void RecomputeDrawsContentAndUVRect(); void RecomputePosition(); // Set all filters which got applied to the layer. void SetLayerFilters(); // Set all filters which got applied to the layer background. void SetLayerBackgroundFilters(); // Cleanup |cc_layer_| and replaces it with |new_layer|. void SwitchToLayer(scoped_refptr<cc::Layer> new_layer); // We cannot send animations to our cc_layer_ until we have been added to a // layer tree. Instead, we hold on to these animations in // pending_threaded_animations_, and expect SendPendingThreadedAnimations to // be called once we have been added to a tree. void SendPendingThreadedAnimations(); void AddAnimatorsInTreeToCollection(LayerAnimatorCollection* collection); void RemoveAnimatorsInTreeFromCollection(LayerAnimatorCollection* collection); // Returns whether the layer has an animating LayerAnimator. bool IsAnimating() const; const LayerType type_; Compositor* compositor_; Layer* parent_; // This layer's children, in bottom-to-top stacking order. std::vector<Layer*> children_; gfx::Rect bounds_; gfx::Vector2dF subpixel_position_offset_; // Visibility of this layer. See SetVisible/IsDrawn for more details. bool visible_; bool force_render_surface_; bool fills_bounds_opaquely_; bool fills_bounds_completely_; // Union of damaged rects, in pixel coordinates, to be used when // compositor is ready to paint the content. SkRegion damaged_region_; int background_blur_radius_; // Several variables which will change the visible representation of // the layer. float layer_saturation_; float layer_brightness_; float layer_grayscale_; bool layer_inverted_; // The associated mask layer with this layer. Layer* layer_mask_; // The back link from the mask layer to it's associated masked layer. // We keep this reference for the case that if the mask layer gets deleted // while attached to the main layer before the main layer is deleted. Layer* layer_mask_back_link_; // The zoom factor to scale the layer by. Zooming is disabled when this is // set to 1. float zoom_; // Width of the border in pixels, where the scaling is blended. int zoom_inset_; // Shape of the window. scoped_ptr<SkRegion> alpha_shape_; std::string name_; LayerDelegate* delegate_; LayerOwner* owner_; scoped_refptr<LayerAnimator> animator_; // Animations that are passed to AddThreadedAnimation before this layer is // added to a tree. cc::ScopedPtrVector<cc::Animation> pending_threaded_animations_; // Ownership of the layer is held through one of the strongly typed layer // pointers, depending on which sort of layer this is. scoped_refptr<cc::Layer> content_layer_; scoped_refptr<cc::TextureLayer> texture_layer_; scoped_refptr<cc::SolidColorLayer> solid_color_layer_; scoped_refptr<cc::DelegatedRendererLayer> delegated_renderer_layer_; cc::Layer* cc_layer_; // A cached copy of |Compositor::device_scale_factor()|. float device_scale_factor_; // The mailbox used by texture_layer_. cc::TextureMailbox mailbox_; // The callback to release the mailbox. This is only set after // SetTextureMailbox is called, before we give it to the TextureLayer. scoped_ptr<cc::SingleReleaseCallback> mailbox_release_callback_; // The size of the frame or texture in DIP, set when SetShowDelegatedContent // or SetTextureMailbox was called. gfx::Size frame_size_in_dip_; DISALLOW_COPY_AND_ASSIGN(Layer); }; } // namespace ui #endif // UI_COMPOSITOR_LAYER_H_