本文整理匯總了C++中DrawTarget::GetFormat方法的典型用法代碼示例。如果您正苦於以下問題:C++ DrawTarget::GetFormat方法的具體用法?C++ DrawTarget::GetFormat怎麽用?C++ DrawTarget::GetFormat使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類DrawTarget
的用法示例。
在下文中一共展示了DrawTarget::GetFormat方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: GetCurrentPageFrame
NS_IMETHODIMP
nsSimplePageSequenceFrame::PrePrintNextPage(nsITimerCallback* aCallback, bool* aDone)
{
nsIFrame* currentPage = GetCurrentPageFrame();
if (!currentPage) {
*aDone = true;
return NS_ERROR_FAILURE;
}
DetermineWhetherToPrintPage();
// Nothing to do if the current page doesn't get printed OR rendering to
// preview. For preview, the `CallPrintCallback` is called from within the
// HTMLCanvasElement::HandlePrintCallback.
if (!mPrintThisPage || !PresContext()->IsRootPaginatedDocument()) {
*aDone = true;
return NS_OK;
}
// If the canvasList is null, then generate it and start the render
// process for all the canvas.
if (!mCurrentCanvasListSetup) {
mCurrentCanvasListSetup = true;
GetPrintCanvasElementsInFrame(currentPage, &mCurrentCanvasList);
if (mCurrentCanvasList.Length() != 0) {
nsresult rv = NS_OK;
// Begin printing of the document
nsDeviceContext *dc = PresContext()->DeviceContext();
PR_PL(("\n"));
PR_PL(("***************** BeginPage *****************\n"));
rv = dc->BeginPage();
NS_ENSURE_SUCCESS(rv, rv);
mCalledBeginPage = true;
RefPtr<gfxContext> renderingContext = dc->CreateRenderingContext();
NS_ENSURE_TRUE(renderingContext, NS_ERROR_OUT_OF_MEMORY);
DrawTarget* drawTarget = renderingContext->GetDrawTarget();
if (NS_WARN_IF(!drawTarget)) {
return NS_ERROR_FAILURE;
}
for (int32_t i = mCurrentCanvasList.Length() - 1; i >= 0 ; i--) {
HTMLCanvasElement* canvas = mCurrentCanvasList[i];
nsIntSize size = canvas->GetSize();
RefPtr<DrawTarget> canvasTarget =
drawTarget->CreateSimilarDrawTarget(size, drawTarget->GetFormat());
if (!canvasTarget) {
continue;
}
nsICanvasRenderingContextInternal* ctx = canvas->GetContextAtIndex(0);
if (!ctx) {
continue;
}
// Initialize the context with the new DrawTarget.
ctx->InitializeWithDrawTarget(nullptr, WrapNotNull(canvasTarget));
// Start the rendering process.
AutoWeakFrame weakFrame = this;
canvas->DispatchPrintCallback(aCallback);
NS_ENSURE_STATE(weakFrame.IsAlive());
}
}
}
uint32_t doneCounter = 0;
for (int32_t i = mCurrentCanvasList.Length() - 1; i >= 0 ; i--) {
HTMLCanvasElement* canvas = mCurrentCanvasList[i];
if (canvas->IsPrintCallbackDone()) {
doneCounter++;
}
}
// If all canvas have finished rendering, return true, otherwise false.
*aDone = doneCounter == mCurrentCanvasList.Length();
return NS_OK;
}
示例2: GetPaintFlags
/***
* If we can, let's paint this ClientPaintedLayer's contents off the main thread.
* The essential idea is that we ask the ContentClient for a DrawTarget and record
* the moz2d commands. On the Paint Thread, we replay those commands to the
* destination draw target. There are a couple of lifetime issues here though:
*
* 1) TextureClient owns the underlying buffer and DrawTarget. Because of this
* we have to keep the TextureClient and DrawTarget alive but trick the
* TextureClient into thinking it's already returned the DrawTarget
* since we iterate through different Rects to get DrawTargets*. If
* the TextureClient goes away, the DrawTarget and thus buffer can too.
* 2) When ContentClient::EndPaint happens, it flushes the DrawTarget. We have
* to Reflush on the Paint Thread
* 3) DrawTarget API is NOT thread safe. We get around this by recording
* on the main thread and painting on the paint thread. Logically,
* ClientLayerManager will force a flushed paint and block the main thread
* if we have another transaction. Thus we have a gap between when the main
* thread records, the paint thread paints, and we block the main thread
* from trying to paint again. The underlying API however is NOT thread safe.
* 4) We have both "sync" and "async" OMTP. Sync OMTP means we paint on the main thread
* but block the main thread while the paint thread paints. Async OMTP doesn't block
* the main thread. Sync OMTP is only meant to be used as a debugging tool.
*/
bool
ClientPaintedLayer::PaintOffMainThread()
{
mContentClient->BeginAsyncPaint();
uint32_t flags = GetPaintFlags();
PaintState state = mContentClient->BeginPaintBuffer(this, flags);
if (!UpdatePaintRegion(state)) {
return false;
}
bool didUpdate = false;
RotatedContentBuffer::DrawIterator iter;
// Debug Protip: Change to BorrowDrawTargetForPainting if using sync OMTP.
while (RefPtr<CapturedPaintState> captureState =
mContentClient->BorrowDrawTargetForRecording(state, &iter))
{
DrawTarget* target = captureState->mTarget;
if (!target || !target->IsValid()) {
if (target) {
mContentClient->ReturnDrawTargetToBuffer(target);
}
continue;
}
RefPtr<DrawTargetCapture> captureDT =
Factory::CreateCaptureDrawTarget(target->GetBackendType(),
target->GetSize(),
target->GetFormat());
captureDT->SetTransform(captureState->mTargetTransform);
SetAntialiasingFlags(this, captureDT);
RefPtr<gfxContext> ctx = gfxContext::CreatePreservingTransformOrNull(captureDT);
MOZ_ASSERT(ctx); // already checked the target above
ClientManager()->GetPaintedLayerCallback()(this,
ctx,
iter.mDrawRegion,
iter.mDrawRegion,
state.mClip,
state.mRegionToInvalidate,
ClientManager()->GetPaintedLayerCallbackData());
ctx = nullptr;
captureState->mCapture = captureDT.forget();
PaintThread::Get()->PaintContents(captureState,
RotatedContentBuffer::PrepareDrawTargetForPainting);
mContentClient->ReturnDrawTargetToBuffer(target);
didUpdate = true;
}
mContentClient->EndPaint(nullptr);
if (didUpdate) {
UpdateContentClient(state);
}
return true;
}