skia2/include/views/SkWindow.h
kkinnunen 973d92cf91 SampleApp: Remove SkWindow::setColorType
Remove SkWindow::setColorType, it is used wrong and inconsistently.

The color type is actually property of window backbuffer, used when the
window is painted with software. This is as opposed to a generic window
property that would affect all operation.

Similar to MSAA sample count for window GPU backbuffer, the bitmap
backbuffer color type should be a parameter of "attach" or "create
window" functions, should this property ever be added back.

The apps use the call wrong, setting the type as kRGBA_8888
or kBGRRA_8888 without no apparent rationale. These color types
are incorrect, as the raster surface can not work with these.

Reorganize the SkWindow::resize, since no change in SkWindow backbuffer size does not neccessarily mean that SkView would not need the call.

Do not show the sw backbuffer color type in SampleApp title, as
it does not really provide any information. On small screens,
kBGRA_8888_ColorType fills up the whole title.

BUG=skia:4733
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1595503002

Review URL: https://codereview.chromium.org/1595503002
2016-01-18 01:18:35 -08:00

131 lines
3.6 KiB
C++

/*
* Copyright 2006 The Android Open Source Project
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkWindow_DEFINED
#define SkWindow_DEFINED
#include "SkView.h"
#include "SkBitmap.h"
#include "SkMatrix.h"
#include "SkRegion.h"
#include "SkEvent.h"
#include "SkKey.h"
#include "SkSurfaceProps.h"
#include "SkTDArray.h"
class SkSurface;
class SkOSMenu;
#if SK_SUPPORT_GPU
struct GrGLInterface;
class GrContext;
class GrRenderTarget;
#endif
class SkWindow : public SkView {
public:
SkWindow();
virtual ~SkWindow();
struct AttachmentInfo {
int fSampleCount;
int fStencilBits;
};
SkSurfaceProps getSurfaceProps() const { return fSurfaceProps; }
void setSurfaceProps(const SkSurfaceProps& props) {
fSurfaceProps = props;
}
const SkBitmap& getBitmap() const { return fBitmap; }
void resize(int width, int height);
bool isDirty() const { return !fDirtyRgn.isEmpty(); }
bool update(SkIRect* updateArea);
// does not call through to onHandleInval(), but does force the fDirtyRgn
// to be wide open. Call before update() to ensure we redraw everything.
void forceInvalAll();
// return the bounds of the dirty/inval rgn, or [0,0,0,0] if none
const SkIRect& getDirtyBounds() const { return fDirtyRgn.getBounds(); }
bool handleClick(int x, int y, Click::State, void* owner, unsigned modi = 0);
bool handleChar(SkUnichar);
bool handleKey(SkKey);
bool handleKeyUp(SkKey);
void addMenu(SkOSMenu*);
const SkTDArray<SkOSMenu*>* getMenus() { return &fMenus; }
const char* getTitle() const { return fTitle.c_str(); }
void setTitle(const char title[]);
const SkMatrix& getMatrix() const { return fMatrix; }
void setMatrix(const SkMatrix&);
void preConcat(const SkMatrix&);
void postConcat(const SkMatrix&);
virtual SkSurface* createSurface();
protected:
virtual bool onEvent(const SkEvent&);
virtual bool onDispatchClick(int x, int y, Click::State, void* owner, unsigned modi);
// called if part of our bitmap is invalidated
virtual void onHandleInval(const SkIRect&);
virtual bool onHandleChar(SkUnichar);
virtual bool onHandleKey(SkKey);
virtual bool onHandleKeyUp(SkKey);
virtual void onAddMenu(const SkOSMenu*) {};
virtual void onUpdateMenu(const SkOSMenu*) {};
virtual void onSetTitle(const char title[]) {}
// overrides from SkView
virtual bool handleInval(const SkRect*);
virtual bool onGetFocusView(SkView** focus) const;
virtual bool onSetFocusView(SkView* focus);
#if SK_SUPPORT_GPU
GrRenderTarget* renderTarget(const AttachmentInfo& attachmentInfo,
const GrGLInterface* , GrContext* grContext);
#endif
private:
SkSurfaceProps fSurfaceProps;
SkBitmap fBitmap;
SkRegion fDirtyRgn;
SkTDArray<Click*> fClicks; // to track clicks
SkTDArray<SkOSMenu*> fMenus;
SkView* fFocusView;
bool fWaitingOnInval;
SkString fTitle;
SkMatrix fMatrix;
typedef SkView INHERITED;
};
////////////////////////////////////////////////////////////////////////////////
#if defined(SK_USE_SDL)
#include "SkOSWindow_SDL.h"
#elif defined(SK_BUILD_FOR_MAC)
#include "SkOSWindow_Mac.h"
#elif defined(SK_BUILD_FOR_WIN)
#include "SkOSWindow_Win.h"
#elif defined(SK_BUILD_FOR_ANDROID)
#include "SkOSWindow_Android.h"
#elif defined(SK_BUILD_FOR_UNIX)
#include "SkOSWindow_Unix.h"
#elif defined(SK_BUILD_FOR_IOS)
#include "SkOSWindow_iOS.h"
#endif
#endif