// 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_