Line data Source code
1 : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 : /*
3 : * This file is part of the LibreOffice project.
4 : *
5 : * This Source Code Form is subject to the terms of the Mozilla Public
6 : * License, v. 2.0. If a copy of the MPL was not distributed with this
7 : * file, You can obtain one at http://mozilla.org/MPL/2.0/.
8 : *
9 : * This file incorporates work covered by the following license notice:
10 : *
11 : * Licensed to the Apache Software Foundation (ASF) under one or more
12 : * contributor license agreements. See the NOTICE file distributed
13 : * with this work for additional information regarding copyright
14 : * ownership. The ASF licenses this file to you under the Apache
15 : * License, Version 2.0 (the "License"); you may not use this file
16 : * except in compliance with the License. You may obtain a copy of
17 : * the License at http://www.apache.org/licenses/LICENSE-2.0 .
18 : */
19 :
20 :
21 : #include <canvas/rendering/isurfaceproxymanager.hxx>
22 : #include <canvas/rendering/isurfaceproxy.hxx>
23 : #include "surfaceproxy.hxx"
24 :
25 : namespace canvas
26 : {
27 :
28 : //////////////////////////////////////////////////////////////////////////////////
29 : // SurfaceProxyManager
30 : //////////////////////////////////////////////////////////////////////////////////
31 :
32 0 : class SurfaceProxyManager : public ISurfaceProxyManager
33 : {
34 : public:
35 :
36 0 : SurfaceProxyManager( const IRenderModuleSharedPtr pRenderModule ) :
37 0 : mpPageManager( new PageManager(pRenderModule) )
38 : {
39 0 : }
40 :
41 : /** the whole idea is build around the concept that you create
42 : some arbitrary buffer which contains the image data and
43 : tell the texture manager about it. from there on you can
44 : draw this image using any kind of graphics api you want.
45 : in the technical sense we allocate some space in local
46 : videomemory or AGP memory which will be filled on demand,
47 : which means if there exists any rendering operation that
48 : needs to read from this memory location. this method
49 : creates a logical hardware surface object which uses the
50 : given color buffer as the image source. internally this
51 : texture may be distributed to several real hardware
52 : surfaces.
53 : */
54 0 : virtual ISurfaceProxySharedPtr createSurfaceProxy( const IColorBufferSharedPtr& pBuffer ) const
55 : {
56 : // not much to do for now, simply allocate a new surface
57 : // proxy from our internal pool and initialize this thing
58 : // properly. we *don't* create a hardware surface for now.
59 0 : return SurfaceProxySharedPtr(new SurfaceProxy(pBuffer,mpPageManager));
60 : }
61 :
62 : private:
63 : PageManagerSharedPtr mpPageManager;
64 : };
65 :
66 : //////////////////////////////////////////////////////////////////////////////////
67 : // createSurfaceProxyManager
68 : //////////////////////////////////////////////////////////////////////////////////
69 :
70 0 : ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule )
71 : {
72 : return ISurfaceProxyManagerSharedPtr(
73 : new SurfaceProxyManager(
74 0 : rRenderModule));
75 : }
76 : }
77 :
78 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|