#include "FloatRect.h"
#include "GraphicsContext.h"
#include "Image.h"
+#include "ImagesManager.h"
#include "Layer.h"
#include "Length.h"
#include "MediaLayer.h"
m_needsRepaint(false),
m_needsNotifyClient(false),
m_haveContents(false),
- m_haveImage(false),
m_newImage(false),
- m_imageRef(0),
+ m_image(0),
m_foregroundLayer(0),
m_foregroundClipLayer(0)
{
GraphicsLayerAndroid::~GraphicsLayerAndroid()
{
+ if (m_image)
+ m_image->deref();
+
m_contentLayer->unref();
SkSafeUnref(m_foregroundLayer);
SkSafeUnref(m_foregroundClipLayer);
}
m_contentLayer->setSize(size.width(), size.height());
+ setNeedsDisplay();
askForSync();
}
void GraphicsLayerAndroid::setBackfaceVisibility(bool b)
{
+ if (b == m_backfaceVisibility)
+ return;
+
GraphicsLayer::setBackfaceVisibility(b);
m_contentLayer->setBackfaceVisibility(b);
askForSync();
if (drawsContent == m_drawsContent)
return;
GraphicsLayer::setDrawsContent(drawsContent);
+ m_contentLayer->setVisible(drawsContent);
if (m_drawsContent) {
m_haveContents = true;
setNeedsDisplay();
void GraphicsLayerAndroid::setBackgroundColor(const Color& color)
{
- if (color == m_backgroundColor)
+ if (color == m_backgroundColor && m_backgroundColorSet)
return;
LOG("(%x) setBackgroundColor", this);
GraphicsLayer::setBackgroundColor(color);
void GraphicsLayerAndroid::clearBackgroundColor()
{
+ if (!m_backgroundColorSet)
+ return;
+
LOG("(%x) clearBackgroundColor", this);
GraphicsLayer::clearBackgroundColor();
askForSync();
LOG("(%x) repaint(), gPaused(%d) m_needsRepaint(%d) m_haveContents(%d) ",
this, gPaused, m_needsRepaint, m_haveContents);
- if (!gPaused && m_haveContents && m_needsRepaint && !m_haveImage) {
+ if (!gPaused && m_haveContents && m_needsRepaint && !m_image) {
// with SkPicture, we request the entire layer's content.
IntRect layerBounds(0, 0, m_size.width(), m_size.height());
phase.set(GraphicsLayerPaintBackground);
if (!paintContext(m_contentLayer->recordContext(), layerBounds))
return false;
+ m_contentLayer->checkTextPresence();
// Construct the foreground layer and draw.
RenderBox* box = layer->renderBox();
layer->scrollToOffset(0, 0);
// At this point, it doesn't matter if painting failed.
(void) paintContext(m_foregroundLayer->recordContext(), contentsRect);
+ m_foregroundLayer->checkTextPresence();
layer->scrollToOffset(scroll.width(), scroll.height());
// Construct the clip layer for masking the contents.
m_foregroundLayer->setPosition(-x, -y);
// Set the scrollable bounds of the layer.
m_foregroundLayer->setScrollLimits(-x, -y, m_size.width(), m_size.height());
+ m_foregroundLayer->markAsDirty(m_dirtyRegion);
m_foregroundLayer->needsRepaint();
} else {
// If there is no contents clip, we can draw everything into one
// picture.
if (!paintContext(m_contentLayer->recordContext(), layerBounds))
return false;
+ m_contentLayer->checkTextPresence();
// Check for a scrollable iframe and report the scrolling
// limits based on the view size.
if (m_contentLayer->contentIsScrollable()) {
return true;
}
- if (m_needsRepaint && m_haveImage && m_newImage) {
+ if (m_needsRepaint && m_image && m_newImage) {
// We need to tell the GL thread that we will need to repaint the
// texture. Only do so if we effectively have a new image!
m_contentLayer->markAsDirty(m_dirtyRegion);
if (!canvas)
return false;
- PlatformGraphicsContext platformContext(canvas, 0);
+ PlatformGraphicsContext platformContext(canvas);
GraphicsContext graphicsContext(&platformContext);
paintGraphicsLayerContents(graphicsContext, rect);
{
// rect is in the render object coordinates
- if (!m_haveImage && !drawsContent()) {
+ if (!m_image && !drawsContent()) {
LOG("(%x) setNeedsDisplay(%.2f,%.2f,%.2f,%.2f) doesn't have content, bypass...",
this, rect.x(), rect.y(), rect.width(), rect.height());
return;
const String& keyframesName,
double beginTime)
{
- // For now, let webkit deals with the animations -- the current UI-side
- // animation code has some annoying bugs, and we improved communication
- // between webkit and UI enough that performance-wise it's not so much
- // a problem to let webkit do everything.
- // TODO: re-enable UI-side animations
- return false;
-
if (!anim || anim->isEmptyOrZeroDuration() || valueList.size() < 2)
return false;
void GraphicsLayerAndroid::setContentsToImage(Image* image)
{
TLOG("(%x) setContentsToImage", this, image);
- if (image) {
+ if (image && image != m_image) {
+ image->ref();
+ if (m_image)
+ m_image->deref();
+ m_image = image;
+
+ SkBitmapRef* bitmap = image->nativeImageForCurrentFrame();
+ m_contentLayer->setContentsImage(bitmap);
+
m_haveContents = true;
- m_haveImage = true;
- // Only pass the new image if it's a different one
- if (image->nativeImageForCurrentFrame() != m_imageRef) {
- m_newImage = true;
- m_contentLayer->setContentsImage(image->nativeImageForCurrentFrame());
- // remember the passed image.
- m_imageRef = image->nativeImageForCurrentFrame();
- setNeedsDisplay();
- askForSync();
- }
+ m_newImage = true;
}
- if (m_haveImage && !image) {
+ if (!image && m_image) {
m_contentLayer->setContentsImage(0);
- m_imageRef = 0;
- setNeedsDisplay();
- askForSync();
+ m_image->deref();
+ m_image = 0;
}
+
+ setNeedsDisplay();
+ askForSync();
}
void GraphicsLayerAndroid::setContentsToMedia(PlatformLayer* mediaLayer)