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/*
* Copyright (C) 2009, 2010, 2011, 2012 Research In Motion Limited. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef RenderQueue_h
#define RenderQueue_h
#include <BlackBerryPlatformIntRectRegion.h>
#include <BlackBerryPlatformPrimitives.h>
#include <vector>
namespace BlackBerry {
namespace WebKit {
class BackingStorePrivate;
typedef std::vector<Platform::IntRect> IntRectList;
enum SortDirection {
LeftToRight = 0,
RightToLeft,
TopToBottom,
BottomToTop,
NumSortDirections
};
class RenderRect : public Platform::IntRect {
public:
RenderRect() { }
RenderRect(const Platform::IntPoint& location, const Platform::IntSize&, int splittingFactor);
RenderRect(int x, int y, int width, int height, int splittingFactor);
RenderRect(const Platform::IntRect&);
Platform::IntRect rectForRendering();
bool isCompleted() const { return !m_subRects.size(); }
const IntRectList& subRects() const { return m_subRects; }
void updateSortDirection(SortDirection primary, SortDirection secondary);
private:
void initialize(int splittingFactor);
void split();
void quickSort();
int m_splittingFactor;
IntRectList m_subRects;
SortDirection m_primarySortDirection;
SortDirection m_secondarySortDirection;
};
typedef std::vector<RenderRect> RenderRectList;
class RenderQueue {
public:
enum JobType { VisibleZoom, VisibleScroll, RegularRender, NonVisibleScroll };
RenderQueue(BackingStorePrivate*);
void reset();
RenderRect convertToRenderRect(const Platform::IntRect&) const;
bool isEmpty(bool shouldPerformRegularRenderJobs = true) const;
bool hasCurrentRegularRenderJob() const;
bool hasCurrentVisibleZoomJob() const;
bool hasCurrentVisibleScrollJob() const;
bool isCurrentVisibleScrollJob(const Platform::IntRect&) const;
bool isCurrentVisibleScrollJobCompleted(const Platform::IntRect&) const;
bool isCurrentRegularRenderJob(const Platform::IntRect&) const;
bool currentRegularRenderJobBatchUnderPressure() const;
void setCurrentRegularRenderJobBatchUnderPressure(bool);
void eventQueueCycled();
void addToQueue(JobType, const Platform::IntRect&);
void addToQueue(JobType, const IntRectList&);
void updateSortDirection(int lastDeltaX, int lastDeltaY);
void visibleContentChanged(const Platform::IntRect&);
void clear(const Platform::IntRectRegion&, bool clearRegularRenderJobs);
void clear(const Platform::IntRect&, bool clearRegularRenderJobs);
void clearRegularRenderJobs(const Platform::IntRect&);
void clearVisibleZoom();
bool regularRenderJobsPreviouslyAttemptedButNotRendered(const Platform::IntRect&);
Platform::IntRectRegion regularRenderJobsNotRenderedRegion() const { return m_regularRenderJobsNotRenderedRegion; }
void render(bool shouldPerformRegularRenderJobs = true);
void renderAllCurrentRegularRenderJobs();
private:
void startRegularRenderJobBatchIfNeeded();
// Render an item from the queue.
void renderVisibleZoomJob();
void renderVisibleScrollJob();
void renderRegularRenderJob();
void renderNonVisibleScrollJob();
// Methods to handle a completed set of scroll jobs.
void visibleScrollJobsCompleted(bool shouldBlit);
void nonVisibleScrollJobsCompleted();
// Internal method to add to the various queues.
void addToRegularQueue(const Platform::IntRect&);
void addToScrollZoomQueue(const RenderRect&, RenderRectList* queue);
void quickSort(RenderRectList*);
// The splitting factor for render rects.
int splittingFactor(const Platform::IntRect&) const;
BackingStorePrivate* m_parent;
// The highest priority queue.
RenderRectList m_visibleZoomJobs;
RenderRectList m_visibleScrollJobs;
RenderRectList m_visibleScrollJobsCompleted;
// The lowest priority queue.
RenderRectList m_nonVisibleScrollJobs;
RenderRectList m_nonVisibleScrollJobsCompleted;
// The regular render jobs are in the middle.
Platform::IntRectRegion m_regularRenderJobsRegion;
IntRectList m_currentRegularRenderJobsBatch;
Platform::IntRectRegion m_currentRegularRenderJobsBatchRegion;
bool m_rectsAddedToRegularRenderJobsInCurrentCycle;
bool m_currentRegularRenderJobsBatchUnderPressure;
// Holds the region of the page that we attempt to render, but the
// backingstore was not in the right place at the time. This will
// be checked before we try to restore a tile to it's last rendered
// place.
Platform::IntRectRegion m_regularRenderJobsNotRenderedRegion;
SortDirection m_primarySortDirection;
SortDirection m_secondarySortDirection;
};
} // namespace WebKit
} // namespace BlackBerry
#endif // RenderQueue_h