/* * 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" #include "GraphicsLayerClient.h" #include "TransformationMatrix.h" #include "TransformOperations.h" #include #if PLATFORM(MAC) #ifdef __OBJC__ @class WebLayer; @class CALayer; typedef WebLayer PlatformLayer; typedef CALayer* NativeLayer; #else typedef void* PlatformLayer; typedef void* NativeLayer; #endif #else typedef void* PlatformLayer; typedef void* NativeLayer; #endif namespace WebCore { class FloatPoint3D; class GraphicsContext; class Image; class TextStream; class TimingFunction; // GraphicsLayer is an abstraction for a rendering surface with backing store, // which may have associated transformation and animations. class GraphicsLayer { public: // Used to store one float value of a keyframe animation. class FloatValue { public: FloatValue(float key, float value, const TimingFunction* timingFunction = 0) : m_key(key), m_value(value), m_timingFunction(0) { if (timingFunction) m_timingFunction.set(new TimingFunction(*timingFunction)); } FloatValue(const FloatValue& other) : m_key(other.key()), m_value(other.value()), m_timingFunction(0) { if (other.timingFunction()) m_timingFunction.set(new TimingFunction(*other.timingFunction())); } const FloatValue& operator=(const FloatValue& other) { if (&other != this) set(other.key(), other.value(), other.timingFunction()); return *this; } void set(float key, float value, const TimingFunction*); float key() const { return m_key; } float value() const { return m_value; } const TimingFunction* timingFunction() const { return m_timingFunction.get(); } private: float m_key; float m_value; OwnPtr m_timingFunction; }; class FloatValueList { public: void insert(float key, float value, const TimingFunction* timingFunction); size_t size() const { return m_values.size(); } const FloatValue& at(size_t i) const { return m_values.at(i); } const Vector& values() const { return m_values; } private: Vector m_values; }; // Used to store one transform in a keyframe list. class TransformValue { public: TransformValue(float key = NAN, const TransformOperations* value = 0, const TimingFunction* timingFunction = 0) : m_key(key) { if (value) m_value.set(new TransformOperations(*value)); if (timingFunction) m_timingFunction.set(new TimingFunction(*timingFunction)); } TransformValue(const TransformValue& other) : m_key(other.key()) { if (other.value()) m_value.set(new TransformOperations(*other.value())); if (other.timingFunction()) m_timingFunction.set(new TimingFunction(*other.timingFunction())); } const TransformValue& operator=(const TransformValue& other) { if (&other != this) set(other.key(), other.value(), other.timingFunction()); return *this; } void set(float key, const TransformOperations* value, const TimingFunction* timingFunction); float key() const { return m_key; } const TransformOperations* value() const { return m_value.get(); } const TimingFunction* timingFunction() const { return m_timingFunction.get(); } private: float m_key; OwnPtr m_value; OwnPtr m_timingFunction; }; // Used to store a series of transforms in a keyframe list. class TransformValueList { public: typedef Vector FunctionList; size_t size() const { return m_values.size(); } const TransformValue& at(size_t i) const { return m_values.at(i); } const Vector& values() const { return m_values; } void insert(float key, const TransformOperations* value, const TimingFunction* timingFunction); // return a list of the required functions. List is empty if keyframes are not valid // If return value is true, functions contain rotations of >= 180 degrees void makeFunctionList(FunctionList& list, bool& isValid, bool& hasBigRotation) const; private: Vector m_values; }; static GraphicsLayer* createGraphicsLayer(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. const Vector& children() const { return m_children; } // 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(); // 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&, const Animation* = 0, double beginTime = 0); 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; } // return true if we started an animation virtual bool setOpacity(float o, const Animation* = 0, double beginTime = 0); // Some GraphicsLayers paint only the foreground or the background content GraphicsLayerPaintingPhase drawingPhase() const { return m_paintingPhase; } void setDrawingPhase(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; virtual bool animateTransform(const TransformValueList&, const IntSize&, const Animation*, double beginTime, bool isTransition) = 0; virtual bool animateFloat(AnimatedPropertyID, const FloatValueList&, const Animation*, double beginTime) = 0; void removeFinishedAnimations(const String& name, int index, bool reset); void removeFinishedTransitions(AnimatedPropertyID); void removeAllAnimations(); virtual void suspendAnimations(); virtual void resumeAnimations(); // Layer contents virtual void setContentsToImage(Image*) { } virtual void setContentsToVideo(PlatformLayer*) { } virtual void setContentsBackgroundColor(const Color&) { } virtual void clearContents() { } virtual void updateContentsRect() { } // Callback from the underlying graphics system to draw layer contents. void paintGraphicsLayerContents(GraphicsContext&, const IntRect& clip); virtual PlatformLayer* platformLayer() const { return 0; } void dumpLayer(TextStream&, int indent = 0) const; #ifndef NDEBUG int repaintCount() const { return m_repaintCount; } int incrementRepaintCount() { return ++m_repaintCount; } #endif // 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) { } virtual CompositingCoordinatesOrientation geometryOrientation() const { return CompositingCoordinatesTopDown; } // Flippedness of the contents of this layer. Does not affect sublayer geometry. virtual void setContentsOrientation(CompositingCoordinatesOrientation orientation) { m_contentsOrientation = orientation; } virtual CompositingCoordinatesOrientation contentsOrientation() const { return m_contentsOrientation; } #ifndef NDEBUG static bool showDebugBorders(); static bool showRepaintCounter(); 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); #endif static String propertyIdToString(AnimatedPropertyID); protected: GraphicsLayer(GraphicsLayerClient*); void dumpProperties(TextStream&, int indent) const; // returns -1 if not found int findAnimationEntry(AnimatedPropertyID, short index) const; void addAnimationEntry(AnimatedPropertyID, short index, bool isTransition, const Animation*); virtual void removeAnimation(int /*index*/, bool /*reset*/) {} void removeAllAnimationsForProperty(AnimatedPropertyID); 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; #ifndef NDEBUG float m_zPosition; #endif 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_contentsOrientation; Vector m_children; GraphicsLayer* m_parent; // AnimationEntry represents an animation of a property on this layer. // For transform only, there may be more than one, in which case 'index' // is an index into the list of transforms. class AnimationEntry { public: AnimationEntry(const Animation* animation, AnimatedPropertyID property, short index, bool isTransition) : m_animation(const_cast(animation)) , m_property(property) , m_index(index) , m_isCurrent(true) , m_isTransition(isTransition) { } const Animation* animation() const { return m_animation.get(); } AnimatedPropertyID property() const { return m_property; } int index() const { return m_index; } bool isCurrent() const { return m_isCurrent; } void setIsCurrent(bool b = true) { m_isCurrent = b; } bool isTransition() const { return m_isTransition; } bool matches(AnimatedPropertyID property, short index) const { return m_property == property && m_index == index; } void reset(const Animation* animation, bool isTransition) { m_animation = const_cast(animation); m_isTransition = isTransition; m_isCurrent = true; } private: RefPtr m_animation; AnimatedPropertyID m_property : 14; short m_index : 16; bool m_isCurrent : 1; bool m_isTransition : 1; }; Vector m_animations; // running animations/transitions #ifndef NDEBUG int m_repaintCount; #endif }; } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) #endif // GraphicsLayer_h