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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 "TileIndex.h"
#include <BlackBerryPlatformIntRectRegion.h>
#include <BlackBerryPlatformPrimitives.h>
namespace BlackBerry {
namespace WebKit {
class BackingStorePrivate;
class BackingStoreGeometry;
enum SortDirection {
LeftToRight = 0,
RightToLeft,
TopToBottom,
BottomToTop,
NumSortDirections
};
class RenderQueue {
public:
enum JobType { VisibleZoom, VisibleScroll, RegularRender, NonVisibleScroll };
enum ClearJobsFlags {
ClearRegularRenderJobs = 1 << 0,
ClearIncompleteScrollJobs = 1 << 1,
ClearIncompleteZoomJobs = 1 << 2,
ClearCompletedJobs = 1 << 3,
ClearAnyJobs = 0xFFFFFFFF,
DontClearRegularRenderJobs = ClearAnyJobs & ~ClearRegularRenderJobs,
DontClearCompletedJobs = ClearAnyJobs & ~ClearCompletedJobs,
};
RenderQueue(BackingStorePrivate*);
void reset();
bool isEmpty(bool shouldPerformRegularRenderJobs = true) const;
bool hasCurrentRegularRenderJob() const;
bool hasCurrentVisibleZoomJob() const;
bool hasCurrentVisibleScrollJob() const;
bool isCurrentVisibleZoomJob(const TileIndex&) const;
bool isCurrentVisibleZoomJobCompleted(const TileIndex&) const;
bool isCurrentVisibleScrollJob(const TileIndex&) const;
bool isCurrentVisibleScrollJobCompleted(const TileIndex&) const;
bool isCurrentRegularRenderJob(const TileIndex&, BackingStoreGeometry*) const;
bool currentRegularRenderJobBatchUnderPressure() const;
void setCurrentRegularRenderJobBatchUnderPressure(bool);
void eventQueueCycled();
void addToQueue(JobType, const Platform::IntRectRegion&);
void updateSortDirection(int lastDeltaX, int lastDeltaY);
void visibleContentChanged(const Platform::IntRect&);
void backingStoreRectChanging(const Platform::IntRect& oldRect, const Platform::IntRect& newRect);
void clear(const TileIndexList&, BackingStoreGeometry*, ClearJobsFlags);
void clear(const Platform::IntRectRegion&, ClearJobsFlags);
bool regularRenderJobsPreviouslyAttemptedButNotRendered(const Platform::IntRect&);
Platform::IntRectRegion regularRenderJobsNotRenderedRegion() const { return m_regularRenderJobsNotRenderedRegion; }
void render(bool shouldPerformRegularRenderJobs = true);
private:
TileIndexList tileIndexesIntersectingRegion(const Platform::IntRectRegion&, BackingStoreGeometry*) const;
TileIndexList tileIndexesFullyContainedInRegion(const Platform::IntRectRegion&, BackingStoreGeometry*) const;
Platform::IntRectRegion tileRegion(const TileIndexList&, BackingStoreGeometry*) const;
void clearRegions(const Platform::IntRectRegion&, ClearJobsFlags);
void clearTileIndexes(const TileIndexList&, ClearJobsFlags);
// Render items from the queue.
void renderRegularRenderJobs(bool allAtOnceIfPossible);
void renderScrollZoomJobs(TileIndexList* outstandingJobs, TileIndexList* completedJobs, bool allAtOnceIfPossible, bool shouldBlitWhenCompleted);
void scrollZoomJobsCompleted(const TileIndexList& outstandingJobs, TileIndexList* completedJobs, bool shouldBlit);
// Internal method to add to the various queues.
void addToRegularQueue(const Platform::IntRectRegion&);
void addToScrollZoomQueue(const TileIndexList&, TileIndexList* queue);
void quickSort(TileIndexList*);
BackingStorePrivate* m_parent;
// The highest priority queue.
TileIndexList m_visibleZoomJobs;
TileIndexList m_visibleZoomJobsCompleted;
TileIndexList m_visibleScrollJobs;
TileIndexList m_visibleScrollJobsCompleted;
// The lowest priority queue.
TileIndexList m_nonVisibleScrollJobs;
TileIndexList m_nonVisibleScrollJobsCompleted;
// The regular render jobs are in the middle.
Platform::IntRectRegion m_regularRenderJobsRegion;
TileIndexList 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
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