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📄 transparencywin.h

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
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/* * Copyright (C) 2009 Google Inc. All rights reserved. *  * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: *  *     * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. *     * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. *     * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. *  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */#ifndef TransparencyWin_h#define TransparencyWin_h#include <windows.h>#include "ImageBuffer.h"#include "Noncopyable.h"#include "TransformationMatrix.h"#include "wtf/OwnPtr.h"class SkBitmap;class SkCanvas;namespace WebCore {class GraphicsContext;class TransparencyWin_NoLayer_Test;class TransparencyWin_WhiteLayer_Test;class TransparencyWin_TextComposite_Test;class TransparencyWin_OpaqueCompositeLayer_Test;// Helper class that abstracts away drawing ClearType text and Windows form// controls either to the original context directly, or to an offscreen context// that is composited later manually. This is to get around Windows' inability// to handle the alpha channel, semitransparent text, and transformed form// controls.class TransparencyWin : public Noncopyable {public:    enum LayerMode {        // No extra layer is created. Drawing will happen to the source.        // Valid only with KeepTransform and ScaleTransform. The region being        // drawn onto must be opaque, since the modified region will be forced        // to opaque when drawing is complete.        NoLayer,        // Makes a temporary layer consisting of the composited layers below        // it. This result must be opaque. When complete, the result will be        // compared to the original, and the difference will be added to a thee        // destination layer.        //        // This mode only works if the lower layers are opque (normally the        // case for a web page) and layers are only drawn in the stack order,        // meaning you can never draw underneath a layer.        //        // This doesn't technically produce the correct answer in all cases. If        // you have an opaque base, a transparency layer, than a semitransparent        // drawing on top, the result will actually be blended in twice. But        // this isn't a very important case. This mode is used for form        // controls which are always opaque except for occationally some        // antialiasing. It means form control antialiasing will be too light in        // some cases, but only if you have extra layers.        OpaqueCompositeLayer,        // Allows semitransparent text to be drawn on any background (even if it        // is itself semitransparent), but disables ClearType.        //        // It makes a trmporary layer filled with white. This is composited with        // the lower layer with a custom color applied to produce the result.        // The caller must draw the text in black, and set the desired final        // text color by calling setTextCompositeColor().        //        // Only valid with KeepTransform, which is the only mode where drawing        // text in this fashion makes sense.        TextComposite,        // Makes a temporary layer filled with white. When complete, the layer        // will be forced to be opqaue (since Windows may have messed up the        // alpha channel) and composited down. Any areas not drawn into will        // remain white.        //        // This is the mode of last resort. If the opacity of the final image        // is unknown and we can't do the text trick (since we know its color),        // then we have to live with potential white halos. This is used for        // form control drawing, for example.        WhiteLayer,    };    enum TransformMode {        // There are no changes to the transform. Use this when drawing        // horizontal text. The current transform must not have rotation.        KeepTransform,        // Drawing happens in an Untransformed space, and then that bitmap is        // transformed according to the current context when it is copied down.        // Requires that a layer be created (layer mode is not NoLayer).        Untransform,        // When the current transform only has a scaling factor applied and        // you're drawing form elements, use this parameter. This will unscale        // the coordinate space, so the OS will just draw the form controls        // larger or smaller depending on the destination size.        ScaleTransform,    };    // You MUST call init() below.    // |region| is expressed relative to the current transformation.    TransparencyWin();    ~TransparencyWin();    // Initializes the members if you use the 0-argument constructor. Don't call    // this if you use the multiple-argument constructor.    void init(GraphicsContext* dest,              LayerMode layerMode,              TransformMode transformMode,              const IntRect& region);    // Returns the context for drawing into, which may be the destination    // context, or a temporary one.    GraphicsContext* context() const { return m_drawContext; }    PlatformGraphicsContext* platformContext() const { return m_drawContext->platformContext(); }    // When the mode is TextComposite, this sets the color that the text will    // get. See the enum above for more.    void setTextCompositeColor(Color color);    // Returns the input bounds translated into the destination space. This is    // not necessary for KeepTransform since the rectangle will be unchanged.    const IntRect& drawRect() { return m_drawRect; }private:    friend TransparencyWin_NoLayer_Test;    friend TransparencyWin_WhiteLayer_Test;    friend TransparencyWin_TextComposite_Test;    friend TransparencyWin_OpaqueCompositeLayer_Test;    class OwnedBuffers;    void computeLayerSize();    // Sets up a new layer, if any. setupLayer() will call the appopriate layer-    // specific helper. Must be called after computeLayerSize();    void setupLayer();    void setupLayerForNoLayer();    void setupLayerForOpaqueCompositeLayer();    void setupLayerForTextComposite();    void setupLayerForWhiteLayer();    // Sets up the transformation on the newly created layer. setupTransform()    // will call the appropriate transform-specific helper. Must be called after    // setupLayer().    void setupTransform(const IntRect& region);    void setupTransformForKeepTransform(const IntRect& region);    void setupTransformForUntransform();    void setupTransformForScaleTransform();    void initializeNewContext();    void compositeOpaqueComposite();    void compositeTextComposite();    // Fixes the alpha channel to make the region inside m_transformedRect    // opaque.    void makeLayerOpaque();    // The context our drawing will eventually end up in.    GraphicsContext* m_destContext;    // The original transform from the destination context.    TransformationMatrix m_orgTransform;    LayerMode m_layerMode;    TransformMode m_transformMode;    // The rectangle we're drawing in the destination's coordinate space    IntRect m_sourceRect;    // The source rectangle transformed into pixels in the final image. For    // Untransform this has no meaning, since the destination might not be a    // rectangle.    IntRect m_transformedSourceRect;    // The size of the layer we created. If there's no layer, this is the size    // of the region we're using in the source.    IntSize m_layerSize;    // The rectangle we're drawing to in the draw context's coordinate space.    // This will be the same as the source rectangle except for ScaleTransform    // where we create a new virtual coordinate space for the layer.    IntRect m_drawRect;    // Points to the graphics context to draw text to, which will either be    // the original context or the copy, depending on our mode.    GraphicsContext* m_drawContext;    // This flag is set when we call save() on the draw context during    // initialization. It allows us to avoid doing an extra save()/restore()    // when one is unnecessary.    bool m_savedOnDrawContext;    // Used only when m_mode = TextComposite, this is the color that the text    // will end up being once we figure out the transparency.    Color m_textCompositeColor;    // Layer we're drawing to.    ImageBuffer* m_layerBuffer;    // When the layer type is OpaqueCompositeLayer, this will contain a copy    // of the original contents of the m_layerBuffer before Windows drew on it.    // It allows us to re-create what Windows did to the layer. It is an    // SkBitmap instead of an ImageBuffer because an SkBitmap is lighter-weight    // (ImageBuffers are also GDI surfaces, which we don't need here).    SkBitmap* m_referenceBitmap;    // If the given size of bitmap can be cached, they will be stored here. Both    // the bitmap and the reference are guaranteed to be allocated if this    // member is non-null.    static OwnedBuffers* m_cachedBuffers;    // If a buffer was too big to be cached, it will be created temporarily, and    // this member tracks its scope to make sure it gets deleted. Always use    // m_layerBuffer, which will either point to this object, or the statically    // cached one. Don't access directly.    OwnPtr<OwnedBuffers> m_ownedBuffers;};} // namespace WebCore#endif // TransaprencyWin_h

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