skia2/include/core/SkSurface.h

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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSurface_DEFINED
#define SkSurface_DEFINED
#include "SkRefCnt.h"
#include "SkImage.h"
#include "SkSurfaceProps.h"
class SkCanvas;
class SkPaint;
class GrContext;
class GrRenderTarget;
/**
* SkSurface represents the backend/results of drawing to a canvas. For raster
* drawing, the surface will be pixels, but (for example) when drawing into
* a PDF or Picture canvas, the surface stores the recorded commands.
*
* To draw into a canvas, first create the appropriate type of Surface, and
* then request the canvas from the surface.
*/
class SK_API SkSurface : public SkRefCnt {
public:
SK_DECLARE_INST_COUNT(SkSurface)
/**
* Create a new surface, using the specified pixels/rowbytes as its
* backend.
*
* If the requested surface cannot be created, or the request is not a
* supported configuration, NULL will be returned.
*/
static SkSurface* NewRasterDirect(const SkImageInfo&, void* pixels, size_t rowBytes,
const SkSurfaceProps* = NULL);
/**
* The same as NewRasterDirect, but also accepts a call-back routine, which is invoked
* when the surface is deleted, and is passed the pixel memory and the specified context.
*/
static SkSurface* NewRasterDirectReleaseProc(const SkImageInfo&, void* pixels, size_t rowBytes,
void (*releaseProc)(void* pixels, void* context),
void* context, const SkSurfaceProps* = NULL);
/**
* Return a new surface, with the memory for the pixels automatically
* allocated.
*
* If the requested surface cannot be created, or the request is not a
* supported configuration, NULL will be returned.
*/
static SkSurface* NewRaster(const SkImageInfo&, const SkSurfaceProps* = NULL);
/**
* Helper version of NewRaster. It creates a SkImageInfo with the
* specified width and height, and populates the rest of info to match
* pixels in SkPMColor format.
*/
static SkSurface* NewRasterPMColor(int width, int height, const SkSurfaceProps* props = NULL) {
return NewRaster(SkImageInfo::MakeN32Premul(width, height), props);
}
/**
* Return a new surface using the specified render target.
*/
static SkSurface* NewRenderTargetDirect(GrRenderTarget*, const SkSurfaceProps*);
static SkSurface* NewRenderTargetDirect(GrRenderTarget* target) {
return NewRenderTargetDirect(target, NULL);
}
/**
* Return a new surface whose contents will be drawn to an offscreen
* render target, allocated by the surface.
*/
static SkSurface* NewRenderTarget(GrContext*, const SkImageInfo&, int sampleCount,
const SkSurfaceProps* = NULL);
static SkSurface* NewRenderTarget(GrContext* gr, const SkImageInfo& info) {
return NewRenderTarget(gr, info, 0, NULL);
}
/**
* Return a new surface whose contents will be drawn to an offscreen
* render target, allocated by the surface from the scratch texture pool
* managed by the GrContext. The scratch texture pool serves the purpose
* of retaining textures after they are no longer in use in order to
* re-use them later without having to re-allocate. Scratch textures
* should be used in cases where high turnover is expected. This allows,
* for example, the copy on write to recycle a texture from a recently
* released SkImage snapshot of the surface.
* Note: Scratch textures count against the GrContext's cached resource
* budget.
*/
static SkSurface* NewScratchRenderTarget(GrContext*, const SkImageInfo&, int sampleCount,
const SkSurfaceProps* = NULL);
static SkSurface* NewScratchRenderTarget(GrContext* gr, const SkImageInfo& info) {
return NewScratchRenderTarget(gr, info, 0, NULL);
}
#ifdef SK_SUPPORT_LEGACY_TEXTRENDERMODE
/**
* Text rendering modes that can be passed to NewRenderTarget*
*/
enum TextRenderMode {
/**
* This will use the standard text rendering method
*/
kStandard_TextRenderMode,
/**
* This will use signed distance fields for text rendering when possible
*/
kDistanceField_TextRenderMode,
};
static SkSurface* NewRenderTargetDirect(GrRenderTarget*, TextRenderMode);
static SkSurface* NewRenderTarget(GrContext*, const SkImageInfo&, int sampleCount,
TextRenderMode);
static SkSurface* NewScratchRenderTarget(GrContext*, const SkImageInfo&, int sampleCount,
TextRenderMode);
#endif
int width() const { return fWidth; }
int height() const { return fHeight; }
/**
* Returns a unique non-zero, unique value identifying the content of this
* surface. Each time the content is changed changed, either by drawing
* into this surface, or explicitly calling notifyContentChanged()) this
* method will return a new value.
*
* If this surface is empty (i.e. has a zero-dimention), this will return
* 0.
*/
uint32_t generationID();
/**
* Modes that can be passed to notifyContentWillChange
*/
enum ContentChangeMode {
/**
* Use this mode if it is known that the upcoming content changes will
* clear or overwrite prior contents, thus making them discardable.
*/
kDiscard_ContentChangeMode,
/**
* Use this mode if prior surface contents need to be preserved or
* if in doubt.
*/
kRetain_ContentChangeMode,
};
/**
* Call this if the contents are about to change. This will (lazily) force a new
* value to be returned from generationID() when it is called next.
*/
void notifyContentWillChange(ContentChangeMode mode);
/**
* Return a canvas that will draw into this surface. This will always
* return the same canvas for a given surface, and is manged/owned by the
* surface. It should not be used when its parent surface has gone out of
* scope.
*/
SkCanvas* getCanvas();
/**
* Return a new surface that is "compatible" with this one, in that it will
* efficiently be able to be drawn into this surface. Typical calling
* pattern:
*
* SkSurface* A = SkSurface::New...();
* SkCanvas* canvasA = surfaceA->newCanvas();
* ...
* SkSurface* surfaceB = surfaceA->newSurface(...);
* SkCanvas* canvasB = surfaceB->newCanvas();
* ... // draw using canvasB
* canvasA->drawSurface(surfaceB); // <--- this will always be optimal!
*/
SkSurface* newSurface(const SkImageInfo&);
/**
* Returns an image of the current state of the surface pixels up to this
* point. Subsequent changes to the surface (by drawing into its canvas)
* will not be reflected in this image.
*/
SkImage* newImageSnapshot();
/**
* Thought the caller could get a snapshot image explicitly, and draw that,
* it seems that directly drawing a surface into another canvas might be
* a common pattern, and that we could possibly be more efficient, since
* we'd know that the "snapshot" need only live until we've handed it off
* to the canvas.
*/
void draw(SkCanvas*, SkScalar x, SkScalar y, const SkPaint*);
/**
* If the surface has direct access to its pixels (i.e. they are in local
* RAM) return the const-address of those pixels, and if not null, return
* the ImageInfo and rowBytes. The returned address is only valid while
* the surface object is in scope, and no API call is made on the surface
* or its canvas.
*
* On failure, returns NULL and the info and rowBytes parameters are
* ignored.
*/
const void* peekPixels(SkImageInfo* info, size_t* rowBytes);
const SkSurfaceProps& props() const { return fProps; }
protected:
SkSurface(int width, int height, const SkSurfaceProps*);
SkSurface(const SkImageInfo&, const SkSurfaceProps*);
// called by subclass if their contents have changed
void dirtyGenerationID() {
fGenerationID = 0;
}
private:
const SkSurfaceProps fProps;
const int fWidth;
const int fHeight;
uint32_t fGenerationID;
typedef SkRefCnt INHERITED;
};
#endif