/* * 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