diff --git a/include/core/SkPicture.h b/include/core/SkPicture.h index 1bf3171496..ca26eb4496 100644 --- a/include/core/SkPicture.h +++ b/include/core/SkPicture.h @@ -123,7 +123,6 @@ public: * SkPictures. */ void clone(SkPicture* pictures, int count) const; - void clone(SkPicture* pictures[], int count) const; #endif /** Replays the drawing commands on the specified canvas. diff --git a/src/core/SkPicture.cpp b/src/core/SkPicture.cpp index 03a18ab8f8..9261664717 100644 --- a/src/core/SkPicture.cpp +++ b/src/core/SkPicture.cpp @@ -191,8 +191,8 @@ SkPicture::~SkPicture() {} #ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE // fRecord TODO, fix by deleting this method SkPicture* SkPicture::clone() const { - SkPicture* clonedPicture; - this->clone(&clonedPicture, 1); + SkPicture* clonedPicture = SkNEW(SkPicture); + this->clone(clonedPicture, 1); return clonedPicture; } @@ -261,72 +261,6 @@ void SkPicture::clone(SkPicture* pictures, int count) const { } } } - -// fRecord TODO, fix by deleting this method -void SkPicture::clone(SkPicture* pictures[], int count) const { - SkPictCopyInfo copyInfo; - - for (int i = 0; i < count; i++) { - SkPicture* clone = pictures[i] = SkNEW(SkPicture); - - clone->needsNewGenID(); - clone->fWidth = fWidth; - clone->fHeight = fHeight; - clone->fData.reset(NULL); - clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps; - - /* We want to copy the src's playback. However, if that hasn't been built - yet, we need to fake a call to endRecording() without actually calling - it (since it is destructive, and we don't want to change src). - */ - if (fData.get()) { - if (!copyInfo.initialized) { - int paintCount = SafeCount(fData->fPaints); - - /* The alternative to doing this is to have a clone method on the paint and have it - * make the deep copy of its internal structures as needed. The holdup to doing - * that is at this point we would need to pass the SkBitmapHeap so that we don't - * unnecessarily flatten the pixels in a bitmap shader. - */ - copyInfo.paintData.setCount(paintCount); - - /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is - * one, use it. If this SkPictureData was created from a stream, fBitmapHeap - * will be NULL, so create a new one. - */ - if (fData->fBitmapHeap.get() == NULL) { - // FIXME: Put this on the stack inside SkPicture::clone. - SkBitmapHeap* heap = SkNEW(SkBitmapHeap); - copyInfo.controller.setBitmapStorage(heap); - heap->unref(); - } else { - copyInfo.controller.setBitmapStorage(fData->fBitmapHeap); - } - - SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());) - for (int i = 0; i < paintCount; i++) { - if (NeedsDeepCopy(fData->fPaints->at(i))) { - copyInfo.paintData[i] = - SkFlatData::Create(©Info.controller, - fData->fPaints->at(i), 0); - - } else { - // this is our sentinel, which we use in the unflatten loop - copyInfo.paintData[i] = NULL; - } - } - SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize); - - // needed to create typeface playback - copyInfo.controller.setupPlaybacks(); - copyInfo.initialized = true; - } - - clone->fData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info))); - clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0 - } - } -} #endif//SK_SUPPORT_LEGACY_PICTURE_CLONE // fRecord OK