예제 #1
0
// Go down shadow layer tree, setting properties to match their non-shadow
// counterparts.
static void
SetShadowProperties(Layer* aLayer)
{
  // FIXME: Bug 717688 -- Do these updates in ShadowLayersParent::RecvUpdate.
  ShadowLayer* shadow = aLayer->AsShadowLayer();
  shadow->SetShadowTransform(aLayer->GetTransform());
  shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion());
  shadow->SetShadowClipRect(aLayer->GetClipRect());

  for (Layer* child = aLayer->GetFirstChild();
      child; child = child->GetNextSibling()) {
    SetShadowProperties(child);
  }
}
예제 #2
0
void BaseScense::initAllGameLayerNeedLayers()
{
	mContentLayerWapper = BaseContentWrapLayer::createLayer(this);
	setContentLayerWapper(mContentLayerWapper);

	mMenuLayer = new MenuLayer(mSceneIndex);
	mMenuLayer->autorelease();
	mMenuLayer->setBaseScene(this);
	addChild(mMenuLayer, 129);

	GameLayerFactory* layerFactory = GameLayerFactory::getInstance();
	std::pair<int, int> info = layerFactory->getLevelFormat(mSceneIndex);
	seasonId = info.first;
	sectionId = info.second;
	
	//添加底部星星评价
	const ConfigSectionInfo* curLevelinfo = GameLayerFactory::getInstance()->getConfigSectionInfo(seasonId, sectionId);
	StarState* pBar = StarState::create(curLevelinfo->iPefect_Gold, curLevelinfo->iBest_Gold);
	pBar->setPosition(ccp(0, -g_iTaiJieHight));
	mContentLayerWapper->addChild(pBar, 10001, Tag_StarStateBar);

	mMenuLayer->setStarState(pBar);

	mBackgroundLayer = BackgroudLayerFactory::createBgLayer(seasonId, sectionId);

	notificationLayer = AchievementNotification::create();
	addChild(notificationLayer, 128,Tag_Layer_Notification); // 放在最上层
 
	guideLayer = GuideLayerFactory::getFactory()->getGuideLayer(seasonId,sectionId);
	guideLayer->setBaseScene(this);
	setGuideLayer(guideLayer);
	guideLayer->setTouchEnabled(false);
	guideLayer->setVisible(false);

	ShadowLayer* shadowLayer = new ShadowLayer();
	shadowLayer->autorelease();

	WaitTimeToClickLayer* waitLayer = new WaitTimeToClickLayer();
	waitLayer->autorelease();
	addChild(waitLayer,1,Tag_Layer_WatingLayer);

	CCLayer* bgCover = CCLayer::create();
	mContentLayerWapper->getWrapper()->addChild(bgCover,-1,Tag_Layer_Background_Cover);
	
	mContentLayerWapper->getWrapper()->addChild(shadowLayer,0,Tag_Layer_shadow);
	mContentLayerWapper->addChild(mBackgroundLayer,-1,Tag_Layer_Background);
}
static void
BuildBackgroundPatternFor(ContainerLayer* aContainer,
                          ContainerLayer* aShadowRoot,
                          const ViewConfig& aConfig,
                          const gfxRGBA& aColor,
                          LayerManager* aManager,
                          nsIFrame* aFrame)
{
  ShadowLayer* shadowRoot = aShadowRoot->AsShadowLayer();
  gfxMatrix t;
  if (!shadowRoot->GetShadowTransform().Is2D(&t)) {
    return;
  }

  // Get the rect bounding the shadow content, transformed into the
  // same space as |aFrame|
  nsIntRect contentBounds = shadowRoot->GetShadowVisibleRegion().GetBounds();
  gfxRect contentVis(contentBounds.x, contentBounds.y,
                     contentBounds.width, contentBounds.height);
  gfxRect localContentVis(t.Transform(contentVis));
  // Round *in* here because this area is punched out of the background
  localContentVis.RoundIn();
  nsIntRect localIntContentVis(localContentVis.X(), localContentVis.Y(),
                               localContentVis.Width(), localContentVis.Height());

  // Get the frame's rect
  nscoord auPerDevPixel = aFrame->PresContext()->AppUnitsPerDevPixel();
  nsIntRect frameRect = aFrame->GetRect().ToOutsidePixels(auPerDevPixel);

  // If the shadow tree covers the frame rect, don't bother building
  // the background, it wouldn't be visible
  if (localIntContentVis.Contains(frameRect)) {
    return;
  }
  nsRefPtr<ColorLayer> layer = aManager->CreateColorLayer();
  layer->SetColor(aColor);

  // The visible area of the background is the frame's area minus the
  // content area
  nsIntRegion bgRgn(frameRect);
  bgRgn.Sub(bgRgn, localIntContentVis);
  bgRgn.MoveBy(-frameRect.TopLeft());
  layer->SetVisibleRegion(bgRgn);

  aContainer->InsertAfter(layer, nullptr);
}
static void
DispatchMemoryPressureToLayers(Layer* aLayer)
{
  ShadowLayer* shadowLayer = aLayer->AsShadowLayer();
  if (shadowLayer) {
    TiledLayerComposer* tileComposer = shadowLayer->AsTiledLayerComposer();
    if (tileComposer) {
      tileComposer->MemoryPressure();
    }
  }

  for (Layer* child = aLayer->GetFirstChild();
         child; child = child->GetNextSibling()) {
    DispatchMemoryPressureToLayers(child);
  }

}
예제 #5
0
// Go down shadow layer tree and apply transformations for scrollable layers.
static void
TransformShadowTree(nsDisplayListBuilder* aBuilder, nsFrameLoader* aFrameLoader,
                    nsIFrame* aFrame, Layer* aLayer,
                    const ViewTransform& aTransform)
{
  ShadowLayer* shadow = aLayer->AsShadowLayer();
  shadow->SetShadowClipRect(aLayer->GetClipRect());
  shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion());

  const FrameMetrics* metrics = GetFrameMetrics(aLayer);

  gfx3DMatrix shadowTransform;
  ViewTransform layerTransform = aTransform;

  if (metrics && metrics->IsScrollable()) {
    const ViewID scrollId = metrics->mScrollId;
    const nsContentView* view =
      aFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId);
    NS_ABORT_IF_FALSE(view, "Array of views should be consistent with layer tree");
    const gfx3DMatrix& currentTransform = aLayer->GetTransform();

    ViewTransform viewTransform = ComputeShadowTreeTransform(
      aFrame, aFrameLoader, metrics, view->GetViewConfig(),
      1 / (GetXScale(currentTransform)*layerTransform.mXScale),
      1 / (GetYScale(currentTransform)*layerTransform.mYScale)
    );

    // Apply the layer's own transform *before* the view transform
    shadowTransform = gfx3DMatrix(viewTransform) * currentTransform;

    if (metrics->IsRootScrollable()) {
      layerTransform.mTranslation = viewTransform.mTranslation;
      // Apply the root frame translation *before* we do the rest of the transforms.
      nsIntPoint rootFrameOffset = GetRootFrameOffset(aFrame, aBuilder);
      shadowTransform = shadowTransform *
          gfx3DMatrix::Translation(float(rootFrameOffset.x), float(rootFrameOffset.y), 0.0);
      layerTransform.mXScale *= GetXScale(currentTransform);
      layerTransform.mYScale *= GetYScale(currentTransform);
    }
  } else {
    shadowTransform = aLayer->GetTransform();
  }

  if (aLayer->GetIsFixedPosition() &&
      !aLayer->GetParent()->GetIsFixedPosition()) {
    ReverseTranslate(shadowTransform, layerTransform);
    const nsIntRect* clipRect = shadow->GetShadowClipRect();
    if (clipRect) {
      nsIntRect transformedClipRect(*clipRect);
      transformedClipRect.MoveBy(shadowTransform._41, shadowTransform._42);
      shadow->SetShadowClipRect(&transformedClipRect);
    }
  }

  shadow->SetShadowTransform(shadowTransform);
  for (Layer* child = aLayer->GetFirstChild();
       child; child = child->GetNextSibling()) {
    TransformShadowTree(aBuilder, aFrameLoader, aFrame, child, layerTransform);
  }
}
예제 #6
0
void
CompositorParent::TranslateFixedLayers(Layer* aLayer,
                                       const gfxPoint& aTranslation)
{
  if (aLayer->GetIsFixedPosition() &&
      !aLayer->GetParent()->GetIsFixedPosition()) {
    gfx3DMatrix layerTransform = aLayer->GetTransform();
    Translate2D(layerTransform, aTranslation);
    ShadowLayer* shadow = aLayer->AsShadowLayer();
    shadow->SetShadowTransform(layerTransform);

    const nsIntRect* clipRect = aLayer->GetClipRect();
    if (clipRect) {
      nsIntRect transformedClipRect(*clipRect);
      transformedClipRect.MoveBy(aTranslation.x, aTranslation.y);
      shadow->SetShadowClipRect(&transformedClipRect);
    }
  }

  for (Layer* child = aLayer->GetFirstChild();
       child; child = child->GetNextSibling()) {
    TranslateFixedLayers(child, aTranslation);
  }
}
// Go down shadow layer tree and apply transformations for scrollable layers.
static void
TransformShadowTree(nsDisplayListBuilder* aBuilder, nsFrameLoader* aFrameLoader,
                    nsIFrame* aFrame, Layer* aLayer,
                    const ViewTransform& aTransform,
                    float aTempScaleDiffX = 1.0,
                    float aTempScaleDiffY = 1.0)
{
  ShadowLayer* shadow = aLayer->AsShadowLayer();
  shadow->SetShadowClipRect(aLayer->GetClipRect());
  shadow->SetShadowVisibleRegion(aLayer->GetVisibleRegion());
  shadow->SetShadowOpacity(aLayer->GetOpacity());

  const FrameMetrics* metrics = GetFrameMetrics(aLayer);

  gfx3DMatrix shadowTransform = aLayer->GetTransform();
  ViewTransform layerTransform = aTransform;

  if (metrics && metrics->IsScrollable()) {
    const ViewID scrollId = metrics->mScrollId;
    const nsContentView* view =
      aFrameLoader->GetCurrentRemoteFrame()->GetContentView(scrollId);
    NS_ABORT_IF_FALSE(view, "Array of views should be consistent with layer tree");
    const gfx3DMatrix& currentTransform = aLayer->GetTransform();

    const ViewConfig& config = view->GetViewConfig();
    // With temporary scale we should compensate translation
    // using temporary scale value
    aTempScaleDiffX *= GetXScale(shadowTransform) * config.mXScale;
    aTempScaleDiffY *= GetYScale(shadowTransform) * config.mYScale;
    ViewTransform viewTransform = ComputeShadowTreeTransform(
      aFrame, aFrameLoader, metrics, view->GetViewConfig(),
      aTempScaleDiffX, aTempScaleDiffY
    );

    // Apply the layer's own transform *before* the view transform
    shadowTransform = gfx3DMatrix(viewTransform) * currentTransform;

    layerTransform = viewTransform;
    if (metrics->IsRootScrollable()) {
      // Apply the translation *before* we do the rest of the transforms.
      nsIntPoint offset = GetContentRectLayerOffset(aFrame, aBuilder);
      shadowTransform = shadowTransform *
          gfx3DMatrix::Translation(float(offset.x), float(offset.y), 0.0);
    }
  }

  if (aLayer->GetIsFixedPosition() &&
      !aLayer->GetParent()->GetIsFixedPosition()) {
    // Alter the shadow transform of fixed position layers in the situation
    // that the view transform's scroll position doesn't match the actual
    // scroll position, due to asynchronous layer scrolling.
    float offsetX = layerTransform.mTranslation.x / layerTransform.mXScale;
    float offsetY = layerTransform.mTranslation.y / layerTransform.mYScale;
    ReverseTranslate(shadowTransform, gfxPoint(offsetX, offsetY));
    const nsIntRect* clipRect = shadow->GetShadowClipRect();
    if (clipRect) {
      nsIntRect transformedClipRect(*clipRect);
      transformedClipRect.MoveBy(-offsetX, -offsetY);
      shadow->SetShadowClipRect(&transformedClipRect);
    }
  }

  // The transform already takes the resolution scale into account.  Since we
  // will apply the resolution scale again when computing the effective
  // transform, we must apply the inverse resolution scale here.
  if (ContainerLayer* c = aLayer->AsContainerLayer()) {
    shadowTransform.Scale(1.0f/c->GetPreXScale(),
                          1.0f/c->GetPreYScale(),
                          1);
  }
  shadowTransform.ScalePost(1.0f/aLayer->GetPostXScale(),
                            1.0f/aLayer->GetPostYScale(),
                            1);

  shadow->SetShadowTransform(shadowTransform);
  for (Layer* child = aLayer->GetFirstChild();
       child; child = child->GetNextSibling()) {
    TransformShadowTree(aBuilder, aFrameLoader, aFrame, child, layerTransform,
                        aTempScaleDiffX, aTempScaleDiffY);
  }
}
예제 #8
0
void
CompositorParent::TransformShadowTree()
{
  Layer* layer = GetPrimaryScrollableLayer();
  ShadowLayer* shadow = layer->AsShadowLayer();
  ContainerLayer* container = layer->AsContainerLayer();

  const FrameMetrics* metrics = &container->GetFrameMetrics();
  const gfx3DMatrix& rootTransform = mLayerManager->GetRoot()->GetTransform();
  const gfx3DMatrix& currentTransform = layer->GetTransform();

  float rootScaleX = rootTransform.GetXScale();
  float rootScaleY = rootTransform.GetYScale();

  if (mIsFirstPaint && metrics) {
    nsIntPoint scrollOffset = metrics->mViewportScrollOffset;
    mContentSize = metrics->mContentSize;
    SetFirstPaintViewport(scrollOffset.x, scrollOffset.y,
                          1/rootScaleX,
                          mContentSize.width,
                          mContentSize.height,
                          metrics->mCSSContentSize.width,
                          metrics->mCSSContentSize.height);
    mIsFirstPaint = false;
  } else if (metrics && (metrics->mContentSize != mContentSize)) {
    mContentSize = metrics->mContentSize;
    SetPageSize(1/rootScaleX, mContentSize.width,
                mContentSize.height,
                metrics->mCSSContentSize.width,
                metrics->mCSSContentSize.height);
  }

  // We synchronise the viewport information with Java after sending the above
  // notifications, so that Java can take these into account in its response.
  if (metrics) {
    // Calculate the absolute display port to send to Java
    nsIntRect displayPort = metrics->mDisplayPort;
    nsIntPoint scrollOffset = metrics->mViewportScrollOffset;
    displayPort.x += scrollOffset.x;
    displayPort.y += scrollOffset.y;

    SyncViewportInfo(displayPort, 1/rootScaleX, mLayersUpdated,
                     mScrollOffset, mXScale, mYScale);
    mLayersUpdated = false;
  }

  // Handle transformations for asynchronous panning and zooming. We determine the
  // zoom used by Gecko from the transformation set on the root layer, and we
  // determine the scroll offset used by Gecko from the frame metrics of the
  // primary scrollable layer. We compare this to the desired zoom and scroll
  // offset in the view transform we obtained from Java in order to compute the
  // transformation we need to apply.
  if (metrics) {
    float tempScaleDiffX = rootScaleX * mXScale;
    float tempScaleDiffY = rootScaleY * mYScale;

    nsIntPoint metricsScrollOffset(0, 0);
    if (metrics->IsScrollable())
      metricsScrollOffset = metrics->mViewportScrollOffset;

    nsIntPoint scrollCompensation(
      (mScrollOffset.x / tempScaleDiffX - metricsScrollOffset.x) * mXScale,
      (mScrollOffset.y / tempScaleDiffY - metricsScrollOffset.y) * mYScale);
    ViewTransform treeTransform(-scrollCompensation, mXScale, mYScale);
    shadow->SetShadowTransform(gfx3DMatrix(treeTransform) * currentTransform);
  } else {
    ViewTransform treeTransform(nsIntPoint(0,0), mXScale, mYScale);
    shadow->SetShadowTransform(gfx3DMatrix(treeTransform) * currentTransform);
  }
}
예제 #9
0
void
CompositorParent::TransformShadowTree()
{
  Layer* layer = GetPrimaryScrollableLayer();
  ShadowLayer* shadow = layer->AsShadowLayer();
  ContainerLayer* container = layer->AsContainerLayer();

  const FrameMetrics& metrics = container->GetFrameMetrics();
  const gfx3DMatrix& rootTransform = mLayerManager->GetRoot()->GetTransform();
  const gfx3DMatrix& currentTransform = layer->GetTransform();

  float rootScaleX = rootTransform.GetXScale();
  float rootScaleY = rootTransform.GetYScale();

  if (mIsFirstPaint) {
    mContentRect = metrics.mContentRect;
    SetFirstPaintViewport(metrics.mViewportScrollOffset,
                          1/rootScaleX,
                          mContentRect,
                          metrics.mCSSContentRect);
    mIsFirstPaint = false;
  } else if (!metrics.mContentRect.IsEqualEdges(mContentRect)) {
    mContentRect = metrics.mContentRect;
    SetPageRect(1/rootScaleX, mContentRect, metrics.mCSSContentRect);
  }

  // We synchronise the viewport information with Java after sending the above
  // notifications, so that Java can take these into account in its response.
  // Calculate the absolute display port to send to Java
  nsIntRect displayPort = metrics.mDisplayPort;
  nsIntPoint scrollOffset = metrics.mViewportScrollOffset;
  displayPort.x += scrollOffset.x;
  displayPort.y += scrollOffset.y;

  SyncViewportInfo(displayPort, 1/rootScaleX, mLayersUpdated,
                   mScrollOffset, mXScale, mYScale);
  mLayersUpdated = false;

  // Handle transformations for asynchronous panning and zooming. We determine the
  // zoom used by Gecko from the transformation set on the root layer, and we
  // determine the scroll offset used by Gecko from the frame metrics of the
  // primary scrollable layer. We compare this to the desired zoom and scroll
  // offset in the view transform we obtained from Java in order to compute the
  // transformation we need to apply.
  float tempScaleDiffX = rootScaleX * mXScale;
  float tempScaleDiffY = rootScaleY * mYScale;

  nsIntPoint metricsScrollOffset(0, 0);
  if (metrics.IsScrollable())
    metricsScrollOffset = metrics.mViewportScrollOffset;

  nsIntPoint scrollCompensation(
    (mScrollOffset.x / tempScaleDiffX - metricsScrollOffset.x) * mXScale,
    (mScrollOffset.y / tempScaleDiffY - metricsScrollOffset.y) * mYScale);
  ViewTransform treeTransform(-scrollCompensation, mXScale, mYScale);
  shadow->SetShadowTransform(gfx3DMatrix(treeTransform) * currentTransform);

  // Alter the scroll offset so that fixed position layers remain within
  // the page area.
  float offsetX = mScrollOffset.x / tempScaleDiffX;
  float offsetY = mScrollOffset.y / tempScaleDiffY;
  offsetX = NS_MAX((float)mContentRect.x, NS_MIN(offsetX, (float)(mContentRect.XMost() - mWidgetSize.width)));
  offsetY = NS_MAX((float)mContentRect.y, NS_MIN(offsetY, (float)(mContentRect.YMost() - mWidgetSize.height)));
  gfxPoint reverseViewTranslation(offsetX - metricsScrollOffset.x,
                                  offsetY - metricsScrollOffset.y);

  TranslateFixedLayers(layer, reverseViewTranslation);
}