90 lines
3.5 KiB
C++
90 lines
3.5 KiB
C++
/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2008 by Sun Microsystems, Inc.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: surfaceproxymanager.cxx,v $
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* $Revision: 1.4 $
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_canvas.hxx"
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#include <canvas/rendering/isurfaceproxymanager.hxx>
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#include <canvas/rendering/isurfaceproxy.hxx>
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#include "surfaceproxy.hxx"
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namespace canvas
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{
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//////////////////////////////////////////////////////////////////////////////////
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// SurfaceProxyManager
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//////////////////////////////////////////////////////////////////////////////////
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class SurfaceProxyManager : public ISurfaceProxyManager
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{
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public:
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SurfaceProxyManager( const IRenderModuleSharedPtr pRenderModule ) :
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mpPageManager( new PageManager(pRenderModule) )
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{
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}
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/** the whole idea is build around the concept that you create
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some arbitrary buffer which contains the image data and
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tell the texture manager about it. from there on you can
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draw this image using any kind of graphics api you want.
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in the technical sense we allocate some space in local
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videomemory or AGP memory which will be filled on demand,
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which means if there exists any rendering operation that
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needs to read from this memory location. this method
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creates a logical hardware surface object which uses the
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given color buffer as the image source. internally this
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texture may be distributed to several real hardware
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surfaces.
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*/
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virtual ISurfaceProxySharedPtr createSurfaceProxy( const IColorBufferSharedPtr& pBuffer ) const
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{
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// not much to do for now, simply allocate a new surface
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// proxy from our internal pool and initialize this thing
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// properly. we *don't* create a hardware surface for now.
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return SurfaceProxySharedPtr(new SurfaceProxy(pBuffer,mpPageManager));
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}
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private:
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PageManagerSharedPtr mpPageManager;
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};
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//////////////////////////////////////////////////////////////////////////////////
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// createSurfaceProxyManager
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//////////////////////////////////////////////////////////////////////////////////
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ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule )
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{
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return ISurfaceProxyManagerSharedPtr(
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new SurfaceProxyManager(
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rRenderModule));
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}
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}
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