/************************************************************** * * 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 * under the License. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_canvas.hxx" #include #include #include #include #include #include #include "spritedevicehelper.hxx" #include "spritecanvas.hxx" #include "spritecanvashelper.hxx" #include "canvasbitmap.hxx" using namespace ::com::sun::star; namespace vclcanvas { SpriteDeviceHelper::SpriteDeviceHelper() : mpBackBuffer() { } void SpriteDeviceHelper::init( const OutDevProviderSharedPtr& pOutDev ) { DeviceHelper::init(pOutDev); // setup back buffer OutputDevice& rOutDev( pOutDev->getOutDev() ); mpBackBuffer.reset( new BackBuffer( rOutDev )); mpBackBuffer->setSize( rOutDev.GetOutputSizePixel() ); // #i95645# #if defined( QUARTZ ) // use AA on VCLCanvas for Mac mpBackBuffer->getOutDev().SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW | mpBackBuffer->getOutDev().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. mpBackBuffer->getOutDev().SetAntialiasing(mpBackBuffer->getOutDev().GetAntialiasing() & ~ANTIALIASING_ENABLE_B2DDRAW); #endif } ::sal_Int32 SpriteDeviceHelper::createBuffers( ::sal_Int32 nBuffers ) { (void)nBuffers; // TODO(F3): implement XBufferStrategy interface. For now, we // _always_ will have exactly one backbuffer return 1; } void SpriteDeviceHelper::destroyBuffers() { // TODO(F3): implement XBufferStrategy interface. For now, we // _always_ will have exactly one backbuffer } ::sal_Bool SpriteDeviceHelper::showBuffer( bool, ::sal_Bool ) { OSL_ENSURE(false,"Not supposed to be called, handled by SpriteCanvas"); return sal_False; } ::sal_Bool SpriteDeviceHelper::switchBuffer( bool, ::sal_Bool ) { OSL_ENSURE(false,"Not supposed to be called, handled by SpriteCanvas"); return sal_False; } void SpriteDeviceHelper::disposing() { // release all references mpBackBuffer.reset(); DeviceHelper::disposing(); } uno::Any SpriteDeviceHelper::isAccelerated() const { return DeviceHelper::isAccelerated(); } uno::Any SpriteDeviceHelper::getDeviceHandle() const { return DeviceHelper::getDeviceHandle(); } uno::Any SpriteDeviceHelper::getSurfaceHandle() const { if( !mpBackBuffer ) return uno::Any(); return uno::makeAny( reinterpret_cast< sal_Int64 >(&mpBackBuffer->getOutDev()) ); } void SpriteDeviceHelper::notifySizeUpdate( const awt::Rectangle& rBounds ) { if( mpBackBuffer ) mpBackBuffer->setSize( ::Size(rBounds.Width, rBounds.Height) ); } void SpriteDeviceHelper::dumpScreenContent() const { DeviceHelper::dumpScreenContent(); static sal_uInt32 nFilePostfixCount(0); if( mpBackBuffer ) { String aFilename( String::CreateFromAscii("dbg_backbuffer") ); aFilename += String::CreateFromInt32(nFilePostfixCount); aFilename += String::CreateFromAscii(".bmp"); SvFileStream aStream( aFilename, STREAM_STD_READWRITE ); const ::Point aEmptyPoint; mpBackBuffer->getOutDev().EnableMapMode( sal_False ); WriteDIB(mpBackBuffer->getOutDev().GetBitmap(aEmptyPoint, mpBackBuffer->getOutDev().GetOutputSizePixel()), aStream, false, true); } ++nFilePostfixCount; } }