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/*
* Copyright (C) 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 LayerTile_h
#define LayerTile_h
#if USE(ACCELERATED_COMPOSITING)
#include "Texture.h"
#include <wtf/RefPtr.h>
class SkBitmap;
namespace WebCore {
class Color;
class IntRect;
class TileIndex;
class LayerTile {
WTF_MAKE_FAST_ALLOCATED;
public:
LayerTile();
~LayerTile();
Texture* texture() const { return m_texture.get(); }
bool isVisible() const { return m_visible; }
void setVisible(bool);
bool isDirty() const { return m_contentsDirty || !m_texture || m_texture->isDirty(); }
bool hasTexture() const { return m_texture && m_texture->hasTexture(); }
void setContents(const SkBitmap& contents, const IntRect& tileRect, const TileIndex&, bool isOpaque);
void setContentsToColor(const Color&);
void updateContents(const SkBitmap& contents, const IntRect& dirtyRect, const IntRect& tileRect, bool isOpaque);
void discardContents();
// The current texture is an accurate preview of this layer, but a more
// detailed texture could be obtained by repainting the layer. Used when
// zoom level changes.
void setContentsDirty() { m_contentsDirty = true; }
private:
void setTexture(PassRefPtr<Texture>);
// Never assign to m_texture directly, use setTexture() above.
RefPtr<Texture> m_texture;
bool m_contentsDirty : 1;
bool m_visible : 1;
};
}
#endif // USE(ACCELERATED_COMPOSITING)
#endif // Texture_h
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