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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef PPAPI_CPP_GRAPHICS_2D_H_
6 #define PPAPI_CPP_GRAPHICS_2D_H_
7 
8 #include "ppapi/c/pp_stdint.h"
9 #include "ppapi/cpp/resource.h"
10 #include "ppapi/cpp/size.h"
11 
12 
13 /// @file
14 /// This file defines the API to create a 2D graphics context in the browser.
15 namespace pp {
16 
17 class CompletionCallback;
18 class ImageData;
19 class InstanceHandle;
20 class Point;
21 class Rect;
22 
23 class Graphics2D : public Resource {
24  public:
25   /// Default constructor for creating an is_null() <code>Graphics2D</code>
26   /// object.
27   Graphics2D();
28 
29   /// The copy constructor for Graphics2D. The underlying 2D context is not
30   /// copied; this constructor creates another reference to the original 2D
31   /// context.
32   ///
33   /// @param[in] other A pointer to a <code>Graphics2D</code> context.
34   Graphics2D(const Graphics2D& other);
35 
36   /// A constructor allocating a new 2D graphics context with the given size
37   /// in the browser, resulting object will be is_null() if the allocation
38   /// failed.
39   ///
40   /// @param[in] instance The instance with which this resource will be
41   /// associated.
42   ///
43   /// @param[in] size The size of the 2D graphics context in the browser,
44   /// measured in pixels. See <code>SetScale()</code> for more information.
45   ///
46   /// @param[in] is_always_opaque Set the <code>is_always_opaque</code> flag
47   /// to true if you know that you will be painting only opaque data to this
48   /// context. This option will disable blending when compositing the module
49   /// with the web page, which might give higher performance on some computers.
50   ///
51   /// If you set <code>is_always_opaque</code>, your alpha channel should
52   /// always be set to 0xFF or there may be painting artifacts. The alpha values
53   /// overwrite the destination alpha values without blending when
54   /// <code>is_always_opaque</code> is true.
55   Graphics2D(const InstanceHandle& instance,
56              const Size& size,
57              bool is_always_opaque);
58 
59   /// A destructor that decrements the reference count of a
60   /// <code>Graphics2D</code> object made using the previous copy constructor.
61   /// It is possible that the destructor does not totally destroy the underlying
62   /// 2D context if there are outstanding references to it.
63   virtual ~Graphics2D();
64 
65   /// This function assigns one 2D graphics context to this 2D graphics
66   /// context. This function increases the reference count of the 2D resource
67   /// of the other 2D graphics context while decrementing the reference counter
68   /// of this 2D graphics context.
69   ///
70   /// @param[in] other An other 2D graphics context.
71   ///
72   /// @return A new Graphics2D context.
73   Graphics2D& operator=(const Graphics2D& other);
74 
75   /// Getter function for returning size of the 2D graphics context.
76   ///
77   /// @return The size of the 2D graphics context measured in pixels.
size()78   const Size& size() const { return size_; }
79 
80   /// PaintImageData() enqueues a paint command of the given image into
81   /// the context. This command has no effect until you call Flush(). As a
82   /// result, what counts is the contents of the bitmap when you call Flush,
83   /// not when you call this function.
84   ///
85   /// The provided image will be placed at <code>top_left</code> from the top
86   /// left of the context's internal backing store. This version of
87   /// PaintImageData paints the entire image. Refer to the other version of
88   /// this function to paint only part of the area.
89   ///
90   /// The painted area of the source bitmap must fall entirely within the
91   /// context. Attempting to paint outside of the context will result in an
92   /// error.
93   ///
94   /// There are two methods most modules will use for painting. The first
95   /// method is to generate a new <code>ImageData</code> and then paint it.
96   /// In this case, you'll set the location of your painting to
97   /// <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>.
98   /// The second is that you're generating small invalid regions out of a larger
99   /// bitmap representing your entire module's image.
100   ///
101   /// @param[in] image The <code>ImageData</code> to be painted.
102   /// @param[in] top_left A <code>Point</code> representing the
103   /// <code>top_left</code> location where the <code>ImageData</code> will be
104   /// painted.
105   void PaintImageData(const ImageData& image,
106                       const Point& top_left);
107 
108   /// PaintImageData() enqueues a paint command of the given image into
109   /// the context. This command has no effect until you call Flush(). As a
110   /// result, what counts is the contents of the bitmap when you call Flush(),
111   /// not when you call this function.
112   ///
113   /// The provided image will be placed at <code>top_left</code> from the top
114   /// left of the context's internal backing store. Then the pixels contained
115   /// in <code>src_rect</code> will be copied into the backing store. This
116   /// means that the rectangle being painted will be at <code>src_rect</code>
117   /// offset by <code>top_left</code>.
118   ///
119   /// The <code>src_rect</code> is specified in the coordinate system of the
120   /// image being painted, not the context. For the common case of copying the
121   /// entire image, you may specify an empty <code>src_rect</code>.
122   ///
123   /// The painted area of the source bitmap must fall entirely within the
124   /// context. Attempting to paint outside of the context will result in an
125   /// error. However, the source bitmap may fall outside the context, as long
126   /// as the <code>src_rect</code> subset of it falls entirely within the
127   /// context.
128   ///
129   /// There are two methods most modules will use for painting. The first
130   /// method is to generate a new <code>ImageData</code> and then paint it. In
131   /// this case, you'll set the location of your painting to
132   /// <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>.
133   /// The second is that you're generating small invalid regions out of a larger
134   /// bitmap representing your entire module. In this case, you would set the
135   /// location of your image to (0,0) and then set <code>src_rect</code> to the
136   /// pixels you changed.
137   ///
138   /// @param[in] image The <code>ImageData</code> to be painted.
139   /// @param[in] top_left A <code>Point</code> representing the
140   /// <code>top_left</code> location where the <code>ImageData</code> will be
141   /// painted.
142   /// @param[in] src_rect The rectangular area where the <code>ImageData</code>
143   /// will be painted.
144   void PaintImageData(const ImageData& image,
145                       const Point& top_left,
146                       const Rect& src_rect);
147 
148   /// Scroll() enqueues a scroll of the context's backing store. This
149   /// function has no effect until you call Flush(). The data within the
150   /// provided clipping rectangle will be shifted by (dx, dy) pixels.
151   ///
152   /// This function will result in some exposed region which will have
153   /// undefined contents. The module should call PaintImageData() on
154   /// these exposed regions to give the correct contents.
155   ///
156   /// The scroll can be larger than the area of the clipping rectangle, which
157   /// means the current image will be scrolled out of the rectangle. This
158   /// scenario is not an error but will result in a no-op.
159   ///
160   /// @param[in] clip The clipping rectangle.
161   /// @param[in] amount The amount the area in the clipping rectangle will
162   /// shifted.
163   void Scroll(const Rect& clip, const Point& amount);
164 
165   /// ReplaceContents() provides a slightly more efficient way to paint the
166   /// entire module's image. Normally, calling PaintImageData() requires that
167   /// the browser copy the pixels out of the image and into the graphics
168   /// context's backing store. This function replaces the graphics context's
169   /// backing store with the given image, avoiding the copy.
170   ///
171   /// The new image must be the exact same size as this graphics context. If
172   /// the new image uses a different image format than the browser's native
173   /// bitmap format (use ImageData::GetNativeImageDataFormat() to retrieve the
174   /// format), then a conversion will be done inside the browser which may slow
175   /// the performance a little bit.
176   ///
177   /// <strong>Note:</strong> The new image will not be painted until you call
178   /// Flush().
179   ///
180   /// After this call, you should take care to release your references to the
181   /// image. If you paint to the image after ReplaceContents(), there is the
182   /// possibility of significant painting artifacts because the page might use
183   /// partially-rendered data when copying out of the backing store.
184   ///
185   /// In the case of an animation, you will want to allocate a new image for
186   /// the next frame. It is best if you wait until the flush callback has
187   /// executed before allocating this bitmap. This gives the browser the option
188   /// of caching the previous backing store and handing it back to you
189   /// (assuming the sizes match). In the optimal case, this means no bitmaps are
190   /// allocated during the animation, and the backing store and "front buffer"
191   /// (which the module is painting into) are just being swapped back and forth.
192   ///
193   /// @param[in] image The <code>ImageData</code> to be painted.
194   void ReplaceContents(ImageData* image);
195 
196   /// Flush() flushes any enqueued paint, scroll, and replace commands
197   /// to the backing store. This actually executes the updates, and causes a
198   /// repaint of the webpage, assuming this graphics context is bound to a
199   /// module instance.
200   ///
201   /// Flush() runs in asynchronous mode. Specify a callback function and
202   /// the argument for that callback function. The callback function will be
203   /// executed on the calling thread when the image has been painted to the
204   /// screen. While you are waiting for a <code>Flush</code> callback,
205   /// additional calls to Flush() will fail.
206   ///
207   /// Because the callback is executed (or thread unblocked) only when the
208   /// module's image is actually on the screen, this function provides
209   /// a way to rate limit animations. By waiting until the image is on the
210   /// screen before painting the next frame, you can ensure you're not
211   /// flushing 2D graphics faster than the screen can be updated.
212   ///
213   /// <strong>Unbound contexts</strong>
214   /// If the context is not bound to a module instance, you will
215   /// still get a callback. The callback will execute after Flush() returns
216   /// to avoid reentrancy. The callback will not wait until anything is
217   /// painted to the screen because there will be nothing on the screen. The
218   /// timing of this callback is not guaranteed and may be deprioritized by
219   /// the browser because it is not affecting the user experience.
220   ///
221   /// <strong>Off-screen instances</strong>
222   /// If the context is bound to an instance that is
223   /// currently not visible (for example, scrolled out of view) it will
224   /// behave like the "unbound context" case.
225   ///
226   /// <strong>Detaching a context</strong>
227   /// If you detach a context from a module instance, any
228   /// pending flush callbacks will be converted into the "unbound context"
229   /// case.
230   ///
231   /// <strong>Released contexts</strong>
232   /// A callback may or may not still get called even if you have released all
233   /// of your references to the context. This can occur if there are internal
234   /// references to the context that means it has not been internally
235   /// destroyed (for example, if it is still bound to an instance) or due to
236   /// other implementation details. As a result, you should be careful to
237   /// check that flush callbacks are for the context you expect and that
238   /// you're capable of handling callbacks for context that you may have
239   /// released your reference to.
240   ///
241   /// <strong>Shutdown</strong>
242   /// If a module instance is removed when a Flush is pending, the
243   /// callback will not be executed.
244   ///
245   /// @param[in] cc A <code>CompletionCallback</code> to be called when the
246   /// image has been painted on the screen.
247   ///
248   /// @return Returns <code>PP_OK</code> on success or
249   /// <code>PP_ERROR_BADRESOURCE</code> if the graphics context is invalid,
250   /// <code>PP_ERROR_BADARGUMENT</code> if the callback is null and
251   /// flush is being called from the main thread of the module, or
252   /// <code>PP_ERROR_INPROGRESS</code> if a flush is already pending that has
253   /// not issued its callback yet.  In the failure case, nothing will be
254   /// updated and no callback will be scheduled.
255 
256   // TODO(darin): We should ensure that the completion callback always runs, so
257   // that it is easier for consumers to manage memory referenced by a callback.
258 
259   // TODO(): Add back in the synchronous mode description once we have support
260   // for it.
261   int32_t Flush(const CompletionCallback& cc);
262 
263   /// SetScale() sets the scale factor that will be applied when painting the
264   /// graphics context onto the output device. Typically, if rendering at device
265   /// resolution is desired, the context would be created with the width and
266   /// height scaled up by the view's GetDeviceScale and SetScale called with a
267   /// scale of 1.0 / GetDeviceScale(). For example, if the view resource passed
268   /// to DidChangeView has a rectangle of (w=200, h=100) and a device scale of
269   /// 2.0, one would call Create with a size of (w=400, h=200) and then call
270   /// SetScale with 0.5. One would then treat each pixel in the context as a
271   /// single device pixel.
272   ///
273   /// @param[in] scale The scale to apply when painting.
274   ///
275   /// @return Returns <code>true</code> on success or <code>false</code>
276   /// if the resource is invalid or the scale factor is 0 or less.
277   bool SetScale(float scale);
278 
279   /// GetScale() gets the scale factor that will be applied when painting the
280   /// graphics context onto the output device.
281   ///
282   /// @return Returns the scale factor for the graphics context. If the resource
283   /// is invalid, 0.0 will be returned. The default scale for a graphics context
284   /// is 1.0.
285   float GetScale();
286 
287  private:
288   Size size_;
289 };
290 
291 }  // namespace pp
292 
293 #endif  // PPAPI_CPP_GRAPHICS_2D_H_
294