/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "Window.h" #include "SkSurface.h" #include "SkCanvas.h" #include "WindowContext.h" namespace sk_app { Window::Window() {} void Window::detach() { delete fWindowContext; fWindowContext = nullptr; } void Window::visitLayers(std::function visitor) { for (int i = 0; i < fLayers.count(); ++i) { if (fLayers[i]->fActive) { visitor(fLayers[i]); } } } bool Window::signalLayers(std::function visitor) { for (int i = fLayers.count() - 1; i >= 0; --i) { if (fLayers[i]->fActive && visitor(fLayers[i])) { return true; } } return false; } void Window::onBackendCreated() { this->visitLayers([](Layer* layer) { layer->onBackendCreated(); }); } bool Window::onChar(SkUnichar c, uint32_t modifiers) { return this->signalLayers([=](Layer* layer) { return layer->onChar(c, modifiers); }); } bool Window::onKey(Key key, InputState state, uint32_t modifiers) { return this->signalLayers([=](Layer* layer) { return layer->onKey(key, state, modifiers); }); } bool Window::onMouse(int x, int y, InputState state, uint32_t modifiers) { return this->signalLayers([=](Layer* layer) { return layer->onMouse(x, y, state, modifiers); }); } bool Window::onMouseWheel(float delta, uint32_t modifiers) { return this->signalLayers([=](Layer* layer) { return layer->onMouseWheel(delta, modifiers); }); } bool Window::onTouch(intptr_t owner, InputState state, float x, float y) { return this->signalLayers([=](Layer* layer) { return layer->onTouch(owner, state, x, y); }); } void Window::onUIStateChanged(const SkString& stateName, const SkString& stateValue) { this->visitLayers([=](Layer* layer) { layer->onUIStateChanged(stateName, stateValue); }); } void Window::onPaint() { if (!fWindowContext) { return; } markInvalProcessed(); sk_sp backbuffer = fWindowContext->getBackbufferSurface(); if (backbuffer) { // draw into the canvas of this surface SkCanvas* canvas = backbuffer->getCanvas(); this->visitLayers([](Layer* layer) { layer->onPrePaint(); }); this->visitLayers([=](Layer* layer) { layer->onPaint(canvas); }); canvas->flush(); fWindowContext->swapBuffers(); } else { printf("no backbuffer!?\n"); // try recreating testcontext } } void Window::onResize(int w, int h) { if (!fWindowContext) { return; } fWindowContext->resize(w, h); } int Window::width() { if (!fWindowContext) { return 0; } return fWindowContext->width(); } int Window::height() { if (!fWindowContext) { return 0; } return fWindowContext->height(); } void Window::setRequestedDisplayParams(const DisplayParams& params, bool /* allowReattach */) { fRequestedDisplayParams = params; if (fWindowContext) { fWindowContext->setDisplayParams(fRequestedDisplayParams); } } int Window::sampleCount() const { if (!fWindowContext) { return 0; } return fWindowContext->sampleCount(); } int Window::stencilBits() const { if (!fWindowContext) { return -1; } return fWindowContext->stencilBits(); } const GrContext* Window::getGrContext() const { if (!fWindowContext) { return nullptr; } return fWindowContext->getGrContext(); } void Window::inval() { if (!fWindowContext) { return; } if (!fIsContentInvalidated) { fIsContentInvalidated = true; onInval(); } } void Window::markInvalProcessed() { fIsContentInvalidated = false; } } // namespace sk_app