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/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
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*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_canvas.hxx"
#include "bitmapbackbuffer.hxx"
#include <osl/mutex.hxx>
#include <vos/mutex.hxx>
#include <vcl/svapp.hxx>
#include <vcl/bitmapex.hxx>
#include <vcl/bmpacc.hxx>
namespace vclcanvas
{
BitmapBackBuffer::BitmapBackBuffer( const BitmapEx& rBitmap,
const OutputDevice& rRefDevice ) :
maBitmap( rBitmap ),
mpVDev( NULL ),
mrRefDevice( rRefDevice ),
mbBitmapContentIsCurrent( false ),
mbVDevContentIsCurrent( false )
{
}
BitmapBackBuffer::~BitmapBackBuffer()
{
// make sure solar mutex is held on deletion (other methods
// are supposed to be called with already locked solar mutex)
::vos::OGuard aGuard( Application::GetSolarMutex() );
if( mpVDev )
delete mpVDev;
}
OutputDevice& BitmapBackBuffer::getOutDev()
{
createVDev();
updateVDev();
return *mpVDev;
}
const OutputDevice& BitmapBackBuffer::getOutDev() const
{
createVDev();
updateVDev();
return *mpVDev;
}
void BitmapBackBuffer::clear()
{
// force current content to bitmap, make all transparent white
getBitmapReference().Erase(COL_TRANSPARENT);
}
BitmapEx& BitmapBackBuffer::getBitmapReference()
{
OSL_ENSURE( !mbBitmapContentIsCurrent || !mbVDevContentIsCurrent,
"BitmapBackBuffer::getBitmapReference(): Both bitmap and VDev are valid?!" );
if( mbVDevContentIsCurrent && mpVDev )
{
// VDev content is more current than bitmap - copy contents before!
mpVDev->EnableMapMode( sal_False );
mpVDev->SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW );
const Point aEmptyPoint;
*maBitmap = mpVDev->GetBitmapEx( aEmptyPoint,
mpVDev->GetOutputSizePixel() );
}
// client queries bitmap, and will possibly alter content -
// next time, VDev needs to be updated
mbBitmapContentIsCurrent = true;
mbVDevContentIsCurrent = false;
return *maBitmap;
}
Size BitmapBackBuffer::getBitmapSizePixel() const
{
Size aSize = maBitmap->GetSizePixel();
if( mbVDevContentIsCurrent && mpVDev )
{
mpVDev->EnableMapMode( sal_False );
mpVDev->SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW );
aSize = mpVDev->GetOutputSizePixel();
}
return aSize;
}
void BitmapBackBuffer::createVDev() const
{
if( !mpVDev )
{
// VDev not yet created, do it now. Create an alpha-VDev,
// if bitmap has transparency.
mpVDev = maBitmap->IsTransparent() ?
new VirtualDevice( mrRefDevice, 0, 0 ) :
new VirtualDevice( mrRefDevice );
OSL_ENSURE( mpVDev,
"BitmapBackBuffer::createVDev(): Unable to create VirtualDevice" );
mpVDev->SetOutputSizePixel( maBitmap->GetSizePixel() );
// #i95645#
#if defined( QUARTZ )
// use AA on VCLCanvas for Mac
mpVDev->SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW | mpVDev->GetAntialiasing() );
#else
// switch off AA for WIN32 and UNIX, the VCLCanvas does not look good with it and
// is not required to do AA. It would need to be adapted to use it correctly
// (especially gradient painting). This will need extra work.
mpVDev->SetAntialiasing(mpVDev->GetAntialiasing() & ~ANTIALIASING_ENABLE_B2DDRAW);
#endif
}
}
void BitmapBackBuffer::updateVDev() const
{
OSL_ENSURE( !mbBitmapContentIsCurrent || !mbVDevContentIsCurrent,
"BitmapBackBuffer::updateVDev(): Both bitmap and VDev are valid?!" );
if( mpVDev && mbBitmapContentIsCurrent )
{
// fill with bitmap content
mpVDev->EnableMapMode( sal_False );
mpVDev->SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW );
const Point aEmptyPoint;
mpVDev->DrawBitmapEx( aEmptyPoint, *maBitmap );
}
// canvas queried the VDev, and will possibly paint into
// it. Next time, bitmap must be updated
mbBitmapContentIsCurrent = false;
mbVDevContentIsCurrent = true;
}
}