// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_LAYERS_UI_RESOURCE_LAYER_H_ #define CC_LAYERS_UI_RESOURCE_LAYER_H_ #include #include "cc/cc_export.h" #include "cc/layers/layer.h" #include "cc/resources/ui_resource_client.h" #include "ui/gfx/geometry/rect.h" namespace cc { class LayerTreeHost; class CC_EXPORT UIResourceLayer : public Layer { public: static scoped_refptr Create(); UIResourceLayer(const UIResourceLayer&) = delete; UIResourceLayer& operator=(const UIResourceLayer&) = delete; void PushPropertiesTo(LayerImpl* layer) override; void SetLayerTreeHost(LayerTreeHost* host) override; // Sets the resource. If they don't exist already, the shared UI resource and // ID are generated and cached in a map in the associated UIResourceManager. // Currently, this resource will never be released by the UIResourceManager. void SetBitmap(const SkBitmap& skbitmap); // An alternative way of setting the resource where an ID is used directly. If // you use this method, you are responsible for updating the ID if the layer // moves between compositors. void SetUIResourceId(UIResourceId resource_id); // Sets a UV transform to be used at draw time. Defaults to (0, 0) and (1, 1). void SetUV(const gfx::PointF& top_left, const gfx::PointF& bottom_right); // Sets an opacity value per vertex. It will be multiplied by the layer // opacity value. void SetVertexOpacity(float bottom_left, float top_left, float top_right, float bottom_right); protected: UIResourceLayer(); ~UIResourceLayer() override; bool HasDrawableContent() const override; UIResourceId resource_id() const { return resource_id_; } private: std::unique_ptr CreateLayerImpl(LayerTreeImpl* tree_impl) override; void RecreateUIResourceIdFromBitmap(); void SetUIResourceIdInternal(UIResourceId resource_id); // The resource ID will be zero when it's unset or when there's no associated // LayerTreeHost. UIResourceId resource_id_ = 0; SkBitmap bitmap_; gfx::PointF uv_top_left_; gfx::PointF uv_bottom_right_; float vertex_opacity_[4]; }; } // namespace cc #endif // CC_LAYERS_UI_RESOURCE_LAYER_H_