1 // Copyright 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/layer_iterator.h"
8 #include "cc/layer_impl.h"
9 #include "cc/render_surface.h"
10 #include "cc/render_surface_impl.h"
14 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
15 void LayerIteratorActions::BackToFront::begin(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
17 it
.m_targetRenderSurfaceLayerIndex
= 0;
18 it
.m_currentLayerIndex
= LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface
;
20 m_highestTargetRenderSurfaceLayer
= 0;
23 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
24 void LayerIteratorActions::BackToFront::end(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
26 it
.m_targetRenderSurfaceLayerIndex
= LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex
;
27 it
.m_currentLayerIndex
= 0;
30 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
31 void LayerIteratorActions::BackToFront::next(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
33 // If the current layer has a RS, move to its layer list. Otherwise, visit the next layer in the current RS layer list.
34 if (it
.currentLayerRepresentsContributingRenderSurface()) {
35 // Save our position in the childLayer list for the RenderSurfaceImpl, then jump to the next RenderSurfaceImpl. Save where we
36 // came from in the next RenderSurfaceImpl so we can get back to it.
37 it
.targetRenderSurface()->m_currentLayerIndexHistory
= it
.m_currentLayerIndex
;
38 int previousTargetRenderSurfaceLayer
= it
.m_targetRenderSurfaceLayerIndex
;
40 it
.m_targetRenderSurfaceLayerIndex
= ++m_highestTargetRenderSurfaceLayer
;
41 it
.m_currentLayerIndex
= LayerIteratorValue::LayerIndexRepresentingTargetRenderSurface
;
43 it
.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory
= previousTargetRenderSurfaceLayer
;
45 ++it
.m_currentLayerIndex
;
47 int targetRenderSurfaceNumChildren
= it
.targetRenderSurfaceChildren().size();
48 while (it
.m_currentLayerIndex
== targetRenderSurfaceNumChildren
) {
49 // Jump back to the previous RenderSurfaceImpl, and get back the position where we were in that list, and move to the next position there.
50 if (!it
.m_targetRenderSurfaceLayerIndex
) {
52 it
.m_targetRenderSurfaceLayerIndex
= LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex
;
53 it
.m_currentLayerIndex
= 0;
56 it
.m_targetRenderSurfaceLayerIndex
= it
.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory
;
57 it
.m_currentLayerIndex
= it
.targetRenderSurface()->m_currentLayerIndexHistory
+ 1;
59 targetRenderSurfaceNumChildren
= it
.targetRenderSurfaceChildren().size();
64 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
65 void LayerIteratorActions::FrontToBack::begin(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
67 it
.m_targetRenderSurfaceLayerIndex
= 0;
68 it
.m_currentLayerIndex
= it
.targetRenderSurfaceChildren().size() - 1;
69 goToHighestInSubtree(it
);
72 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
73 void LayerIteratorActions::FrontToBack::end(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
75 it
.m_targetRenderSurfaceLayerIndex
= LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex
;
76 it
.m_currentLayerIndex
= 0;
79 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
80 void LayerIteratorActions::FrontToBack::next(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
82 // Moves to the previous layer in the current RS layer list. Then we check if the
83 // new current layer has its own RS, in which case there are things in that RS layer list that are higher, so
84 // we find the highest layer in that subtree.
85 // If we move back past the front of the list, we jump up to the previous RS layer list, picking up again where we
86 // had previously recursed into the current RS layer list.
88 if (!it
.currentLayerRepresentsTargetRenderSurface()) {
89 // Subtracting one here will eventually cause the current layer to become that layer
90 // representing the target render surface.
91 --it
.m_currentLayerIndex
;
92 goToHighestInSubtree(it
);
94 while (it
.currentLayerRepresentsTargetRenderSurface()) {
95 if (!it
.m_targetRenderSurfaceLayerIndex
) {
97 it
.m_targetRenderSurfaceLayerIndex
= LayerIteratorValue::InvalidTargetRenderSurfaceLayerIndex
;
98 it
.m_currentLayerIndex
= 0;
101 it
.m_targetRenderSurfaceLayerIndex
= it
.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory
;
102 it
.m_currentLayerIndex
= it
.targetRenderSurface()->m_currentLayerIndexHistory
;
107 template <typename LayerType
, typename LayerList
, typename RenderSurfaceType
, typename ActionType
>
108 void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator
<LayerType
, LayerList
, RenderSurfaceType
, ActionType
>& it
)
110 if (it
.currentLayerRepresentsTargetRenderSurface())
112 while (it
.currentLayerRepresentsContributingRenderSurface()) {
113 // Save where we were in the current target surface, move to the next one, and save the target surface that we
114 // came from there so we can go back to it.
115 it
.targetRenderSurface()->m_currentLayerIndexHistory
= it
.m_currentLayerIndex
;
116 int previousTargetRenderSurfaceLayer
= it
.m_targetRenderSurfaceLayerIndex
;
118 for (LayerType
* layer
= it
.currentLayer(); it
.targetRenderSurfaceLayer() != layer
; ++it
.m_targetRenderSurfaceLayerIndex
) { }
119 it
.m_currentLayerIndex
= it
.targetRenderSurfaceChildren().size() - 1;
121 it
.targetRenderSurface()->m_targetRenderSurfaceLayerIndexHistory
= previousTargetRenderSurfaceLayer
;
125 typedef std::vector
<scoped_refptr
<Layer
> > LayerList
;
126 typedef std::vector
<LayerImpl
*> LayerImplList
;
128 // Declare each of the above functions for Layer and LayerImpl classes so that they are linked.
129 template CC_EXPORT
void LayerIteratorActions::BackToFront::begin(LayerIterator
<Layer
, LayerList
, RenderSurface
, BackToFront
> &);
130 template CC_EXPORT
void LayerIteratorActions::BackToFront::end(LayerIterator
<Layer
, LayerList
, RenderSurface
, BackToFront
>&);
131 template CC_EXPORT
void LayerIteratorActions::BackToFront::next(LayerIterator
<Layer
, LayerList
, RenderSurface
, BackToFront
>&);
133 template CC_EXPORT
void LayerIteratorActions::BackToFront::begin(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, BackToFront
>&);
134 template CC_EXPORT
void LayerIteratorActions::BackToFront::end(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, BackToFront
>&);
135 template CC_EXPORT
void LayerIteratorActions::BackToFront::next(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, BackToFront
>&);
137 template CC_EXPORT
void LayerIteratorActions::FrontToBack::next(LayerIterator
<Layer
, LayerList
, RenderSurface
, FrontToBack
>&);
138 template CC_EXPORT
void LayerIteratorActions::FrontToBack::end(LayerIterator
<Layer
, LayerList
, RenderSurface
, FrontToBack
>&);
139 template CC_EXPORT
void LayerIteratorActions::FrontToBack::begin(LayerIterator
<Layer
, LayerList
, RenderSurface
, FrontToBack
>&);
140 template CC_EXPORT
void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator
<Layer
, LayerList
, RenderSurface
, FrontToBack
>&);
142 template CC_EXPORT
void LayerIteratorActions::FrontToBack::next(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, FrontToBack
>&);
143 template CC_EXPORT
void LayerIteratorActions::FrontToBack::end(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, FrontToBack
>&);
144 template CC_EXPORT
void LayerIteratorActions::FrontToBack::begin(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, FrontToBack
>&);
145 template CC_EXPORT
void LayerIteratorActions::FrontToBack::goToHighestInSubtree(LayerIterator
<LayerImpl
, LayerImplList
, RenderSurfaceImpl
, FrontToBack
>&);