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/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef GraphicsLayer_h
#define GraphicsLayer_h
#if USE(ACCELERATED_COMPOSITING)
#include "Animation.h"
#include "Color.h"
#include "FloatPoint.h"
#include "FloatPoint3D.h"
#include "FloatSize.h"
#if ENABLE(3D_CANVAS)
#include "GraphicsContext3D.h"
#endif
#include "GraphicsLayerClient.h"
#include "IntRect.h"
#include "TransformationMatrix.h"
#include "TransformOperations.h"
#include <wtf/OwnPtr.h>
#include <wtf/PassOwnPtr.h>
#if PLATFORM(MAC)
#ifdef __OBJC__
@class WebLayer;
@class CALayer;
typedef CALayer PlatformLayer;
typedef CALayer* NativeLayer;
#else
typedef void* PlatformLayer;
typedef void* NativeLayer;
#endif
#elif PLATFORM(WIN)
namespace WebCore {
class WKCACFLayer;
typedef WKCACFLayer PlatformLayer;
typedef void* NativeLayer;
}
#elif PLATFORM(QT)
class QGraphicsItem;
typedef QGraphicsItem PlatformLayer;
typedef QGraphicsItem* NativeLayer;
#else
typedef void* PlatformLayer;
typedef void* NativeLayer;
#endif
namespace WebCore {
class FloatPoint3D;
class GraphicsContext;
class Image;
class TextStream;
class TimingFunction;
// Base class for animation values (also used for transitions). Here to
// represent values for properties being animated via the GraphicsLayer,
// without pulling in style-related data from outside of the platform directory.
class AnimationValue : public Noncopyable {
public:
AnimationValue(float keyTime, const TimingFunction* timingFunction = 0)
: m_keyTime(keyTime)
, m_timingFunction(0)
{
if (timingFunction)
m_timingFunction.set(new TimingFunction(*timingFunction));
}
virtual ~AnimationValue() { }
float keyTime() const { return m_keyTime; }
const TimingFunction* timingFunction() const { return m_timingFunction.get(); }
private:
float m_keyTime;
OwnPtr<TimingFunction> m_timingFunction;
};
// Used to store one float value of an animation.
class FloatAnimationValue : public AnimationValue {
public:
FloatAnimationValue(float keyTime, float value, const TimingFunction* timingFunction = 0)
: AnimationValue(keyTime, timingFunction)
, m_value(value)
{
}
float value() const { return m_value; }
private:
float m_value;
};
// Used to store one transform value in a keyframe list.
class TransformAnimationValue : public AnimationValue {
public:
TransformAnimationValue(float keyTime, const TransformOperations* value = 0, const TimingFunction* timingFunction = 0)
: AnimationValue(keyTime, timingFunction)
{
if (value)
m_value.set(new TransformOperations(*value));
}
const TransformOperations* value() const { return m_value.get(); }
private:
OwnPtr<TransformOperations> m_value;
};
// Used to store a series of values in a keyframe list. Values will all be of the same type,
// which can be inferred from the property.
class KeyframeValueList : public Noncopyable {
public:
KeyframeValueList(AnimatedPropertyID property)
: m_property(property)
{
}
~KeyframeValueList()
{
deleteAllValues(m_values);
}
AnimatedPropertyID property() const { return m_property; }
size_t size() const { return m_values.size(); }
const AnimationValue* at(size_t i) const { return m_values.at(i); }
// Insert, sorted by keyTime. Takes ownership of the pointer.
void insert(const AnimationValue*);
protected:
Vector<const AnimationValue*> m_values;
AnimatedPropertyID m_property;
};
// GraphicsLayer is an abstraction for a rendering surface with backing store,
// which may have associated transformation and animations.
class GraphicsLayer {
public:
static PassOwnPtr<GraphicsLayer> create(GraphicsLayerClient*);
virtual ~GraphicsLayer();
GraphicsLayerClient* client() const { return m_client; }
// Layer name. Only used to identify layers in debug output
const String& name() const { return m_name; }
virtual void setName(const String& name) { m_name = name; }
// For hosting this GraphicsLayer in a native layer hierarchy.
virtual NativeLayer nativeLayer() const { return 0; }
GraphicsLayer* parent() const { return m_parent; };
void setParent(GraphicsLayer* layer) { m_parent = layer; } // Internal use only.
// Returns true if the layer has the given layer as an ancestor (excluding self).
bool hasAncestor(GraphicsLayer*) const;
const Vector<GraphicsLayer*>& children() const { return m_children; }
// Returns true if the child list changed.
virtual bool setChildren(const Vector<GraphicsLayer*>&);
// Add child layers. If the child is already parented, it will be removed from its old parent.
virtual void addChild(GraphicsLayer*);
virtual void addChildAtIndex(GraphicsLayer*, int index);
virtual void addChildAbove(GraphicsLayer* layer, GraphicsLayer* sibling);
virtual void addChildBelow(GraphicsLayer* layer, GraphicsLayer* sibling);
virtual bool replaceChild(GraphicsLayer* oldChild, GraphicsLayer* newChild);
void removeAllChildren();
virtual void removeFromParent();
GraphicsLayer* maskLayer() const { return m_maskLayer; }
virtual void setMaskLayer(GraphicsLayer* layer) { m_maskLayer = layer; }
// The given layer will replicate this layer and its children; the replica renders behind this layer.
virtual void setReplicatedByLayer(GraphicsLayer*);
// Whether this layer is being replicated by another layer.
bool isReplicated() const { return m_replicaLayer; }
// The layer that replicates this layer (if any).
GraphicsLayer* replicaLayer() const { return m_replicaLayer; }
const FloatPoint& replicatedLayerPosition() const { return m_replicatedLayerPosition; }
void setReplicatedLayerPosition(const FloatPoint& p) { m_replicatedLayerPosition = p; }
// Offset is origin of the renderer minus origin of the graphics layer (so either zero or negative).
IntSize offsetFromRenderer() const { return m_offsetFromRenderer; }
void setOffsetFromRenderer(const IntSize& offset) { m_offsetFromRenderer = offset; }
// The position of the layer (the location of its top-left corner in its parent)
const FloatPoint& position() const { return m_position; }
virtual void setPosition(const FloatPoint& p) { m_position = p; }
// Anchor point: (0, 0) is top left, (1, 1) is bottom right. The anchor point
// affects the origin of the transforms.
const FloatPoint3D& anchorPoint() const { return m_anchorPoint; }
virtual void setAnchorPoint(const FloatPoint3D& p) { m_anchorPoint = p; }
// The bounds of the layer
const FloatSize& size() const { return m_size; }
virtual void setSize(const FloatSize& size) { m_size = size; }
const TransformationMatrix& transform() const { return m_transform; }
virtual void setTransform(const TransformationMatrix& t) { m_transform = t; }
const TransformationMatrix& childrenTransform() const { return m_childrenTransform; }
virtual void setChildrenTransform(const TransformationMatrix& t) { m_childrenTransform = t; }
bool preserves3D() const { return m_preserves3D; }
virtual void setPreserves3D(bool b) { m_preserves3D = b; }
bool masksToBounds() const { return m_masksToBounds; }
virtual void setMasksToBounds(bool b) { m_masksToBounds = b; }
bool drawsContent() const { return m_drawsContent; }
virtual void setDrawsContent(bool b) { m_drawsContent = b; }
// The color used to paint the layer backgrounds
const Color& backgroundColor() const { return m_backgroundColor; }
virtual void setBackgroundColor(const Color&);
virtual void clearBackgroundColor();
bool backgroundColorSet() const { return m_backgroundColorSet; }
// opaque means that we know the layer contents have no alpha
bool contentsOpaque() const { return m_contentsOpaque; }
virtual void setContentsOpaque(bool b) { m_contentsOpaque = b; }
bool backfaceVisibility() const { return m_backfaceVisibility; }
virtual void setBackfaceVisibility(bool b) { m_backfaceVisibility = b; }
float opacity() const { return m_opacity; }
virtual void setOpacity(float opacity) { m_opacity = opacity; }
// Some GraphicsLayers paint only the foreground or the background content
GraphicsLayerPaintingPhase paintingPhase() const { return m_paintingPhase; }
void setPaintingPhase(GraphicsLayerPaintingPhase phase) { m_paintingPhase = phase; }
virtual void setNeedsDisplay() = 0;
// mark the given rect (in layer coords) as needing dispay. Never goes deep.
virtual void setNeedsDisplayInRect(const FloatRect&) = 0;
// Set that the position/size of the contents (image or video).
IntRect contentsRect() const { return m_contentsRect; }
virtual void setContentsRect(const IntRect& r) { m_contentsRect = r; }
// Return true if the animation is handled by the compositing system. If this returns
// false, the animation will be run by AnimationController.
virtual bool addAnimation(const KeyframeValueList&, const IntSize& /*boxSize*/, const Animation*, const String& /*keyframesName*/, double /*timeOffset*/) { return false; }
virtual void removeAnimationsForProperty(AnimatedPropertyID) { }
virtual void removeAnimationsForKeyframes(const String& /* keyframesName */) { }
virtual void pauseAnimation(const String& /* keyframesName */, double /*timeOffset*/) { }
virtual void suspendAnimations(double time);
virtual void resumeAnimations();
// Layer contents
virtual void setContentsToImage(Image*) { }
virtual void setContentsToMedia(PlatformLayer*) { } // video or plug-in
virtual void setContentsBackgroundColor(const Color&) { }
#if ENABLE(3D_CANVAS)
virtual void setContentsToGraphicsContext3D(const GraphicsContext3D*) { }
virtual void setGraphicsContext3DNeedsDisplay() { }
#endif
// Callback from the underlying graphics system to draw layer contents.
void paintGraphicsLayerContents(GraphicsContext&, const IntRect& clip);
// Callback from the underlying graphics system when the layer has been displayed
virtual void didDisplay(PlatformLayer*) { }
virtual PlatformLayer* platformLayer() const { return 0; }
void dumpLayer(TextStream&, int indent = 0) const;
int repaintCount() const { return m_repaintCount; }
int incrementRepaintCount() { return ++m_repaintCount; }
// Report whether the underlying compositing system uses a top-down
// or a bottom-up coordinate system.
enum CompositingCoordinatesOrientation { CompositingCoordinatesTopDown, CompositingCoordinatesBottomUp };
static CompositingCoordinatesOrientation compositingCoordinatesOrientation();
// Set the geometry orientation (top-down, or bottom-up) for this layer, which also controls sublayer geometry.
virtual void setGeometryOrientation(CompositingCoordinatesOrientation orientation) { m_geometryOrientation = orientation; }
CompositingCoordinatesOrientation geometryOrientation() const { return m_geometryOrientation; }
// Flippedness of the contents of this layer. Does not affect sublayer geometry.
virtual void setContentsOrientation(CompositingCoordinatesOrientation orientation) { m_contentsOrientation = orientation; }
CompositingCoordinatesOrientation contentsOrientation() const { return m_contentsOrientation; }
bool showDebugBorders() { return m_client ? m_client->showDebugBorders() : false; }
bool showRepaintCounter() { return m_client ? m_client->showRepaintCounter() : false; }
void updateDebugIndicators();
virtual void setDebugBackgroundColor(const Color&) { }
virtual void setDebugBorder(const Color&, float /*borderWidth*/) { }
// z-position is the z-equivalent of position(). It's only used for debugging purposes.
virtual float zPosition() const { return m_zPosition; }
virtual void setZPosition(float);
virtual void distributeOpacity(float);
virtual float accumulatedOpacity() const;
// Some compositing systems may do internal batching to synchronize compositing updates
// with updates drawn into the window. This is a signal to flush any internal batched state.
virtual void syncCompositingState() { }
protected:
typedef Vector<TransformOperation::OperationType> TransformOperationList;
// Given a list of TransformAnimationValues, return an array of transform operations.
// On return, if hasBigRotation is true, functions contain rotations of >= 180 degrees
static void fetchTransformOperationList(const KeyframeValueList&, TransformOperationList&, bool& isValid, bool& hasBigRotation);
virtual void setOpacityInternal(float) { }
// The layer being replicated.
GraphicsLayer* replicatedLayer() const { return m_replicatedLayer; }
virtual void setReplicatedLayer(GraphicsLayer* layer) { m_replicatedLayer = layer; }
GraphicsLayer(GraphicsLayerClient*);
void dumpProperties(TextStream&, int indent) const;
GraphicsLayerClient* m_client;
String m_name;
// Offset from the owning renderer
IntSize m_offsetFromRenderer;
// Position is relative to the parent GraphicsLayer
FloatPoint m_position;
FloatPoint3D m_anchorPoint;
FloatSize m_size;
TransformationMatrix m_transform;
TransformationMatrix m_childrenTransform;
Color m_backgroundColor;
float m_opacity;
float m_zPosition;
bool m_backgroundColorSet : 1;
bool m_contentsOpaque : 1;
bool m_preserves3D: 1;
bool m_backfaceVisibility : 1;
bool m_usingTiledLayer : 1;
bool m_masksToBounds : 1;
bool m_drawsContent : 1;
GraphicsLayerPaintingPhase m_paintingPhase;
CompositingCoordinatesOrientation m_geometryOrientation; // affects geometry of layer positions
CompositingCoordinatesOrientation m_contentsOrientation; // affects orientation of layer contents
Vector<GraphicsLayer*> m_children;
GraphicsLayer* m_parent;
GraphicsLayer* m_maskLayer; // Reference to mask layer. We don't own this.
GraphicsLayer* m_replicaLayer; // A layer that replicates this layer. We only allow one, for now.
// The replica is not parented; this is the primary reference to it.
GraphicsLayer* m_replicatedLayer; // For a replica layer, a reference to the original layer.
FloatPoint m_replicatedLayerPosition; // For a replica layer, the position of the replica.
IntRect m_contentsRect;
int m_repaintCount;
};
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)
#endif // GraphicsLayer_h