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// Copyright 2014 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDER_TREE_COMPOSITION_NODE_H_
#define COBALT_RENDER_TREE_COMPOSITION_NODE_H_
#include <algorithm>
#include <vector>
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "cobalt/base/type_id.h"
#include "cobalt/math/vector2d_f.h"
#include "cobalt/render_tree/movable.h"
#include "cobalt/render_tree/node.h"
namespace cobalt {
namespace render_tree {
// A composition specifies a set of child nodes that are to be rendered in
// order. It is the primary way to compose multiple child nodes together in a
// render tree. This node doesn't have its own intrinsic shape or size, it is
// completely determined by its children. An offset can be specified to be
// applied to all children of the composition node.
// You would construct a CompositionNode via a CompositionNode::Builder object,
// which is essentially a CompositionNode that permits mutations.
// The CompositionNode::Builder class can be used to build the constructor
// parameter of the CompositionNode. This allows mutations (such as adding
// a new child node) to occur within the mutable object, while permitting the
// actual render tree node, CompositionNode, to be immutable.
// Since the CompositionNode::Builder can be a heavy-weight object, it provides
// a Pass() method allowing one to specify move semantics when passing it in
// to a CompositionNode constructor.
// For example the following function takes two child render tree nodes and
// returns a CompositionNode that has both of them as children.
//
// scoped_refptr<CompositionNode> ComposeChildren(
// const scoped_refptr<Node>& child1,
// const scoped_refptr<Node>& child2) {
// CompositionNode::Builder composition_node_builder;
// composition_node_builder.AddChild(child1);
// composition_node_builder.AddChild(child2);
// return make_scoped_refptr(new CompositionNode(
// composition_node_builder.Pass()));
// }
//
class CompositionNode : public Node {
public:
typedef std::vector<scoped_refptr<Node> > Children;
class Builder {
public:
DECLARE_AS_MOVABLE(Builder);
Builder() {}
explicit Builder(const math::Vector2dF& offset) : offset_(offset) {}
explicit Builder(const Builder& other)
: offset_(other.offset_), children_(other.children_) {}
explicit Builder(Moved moved) : offset_(moved->offset_) {
children_.swap(moved->children_);
}
// Add a child node to the list of children we are building. When a
// CompositionNode is constructed from this CompositionNode::Builder, it
// will have as children all nodes who were passed into the builder via this
// method.
void AddChild(const scoped_refptr<Node>& node);
// Returns the specified child as a pointer so that it can be modified.
scoped_refptr<Node>* GetChild(int child_index) {
DCHECK_GE(child_index, 0);
DCHECK_LT(static_cast<std::size_t>(child_index), children_.size());
return &(children_[static_cast<std::size_t>(child_index)]);
}
// A list of render tree nodes in a draw order.
const Children& children() const { return children_; }
const math::Vector2dF& offset() const { return offset_; }
void set_offset(const math::Vector2dF& offset) { offset_ = offset; }
private:
// A translation offset to be applied to each member of this composition
// node.
math::Vector2dF offset_;
// The set of children to be composed together under this CompositionNode.
Children children_;
};
explicit CompositionNode(const Builder& builder)
: data_(builder), cached_bounds_(ComputeBounds()) {}
explicit CompositionNode(Builder::Moved builder)
: data_(builder), cached_bounds_(ComputeBounds()) {}
void Accept(NodeVisitor* visitor) OVERRIDE;
math::RectF GetBounds() const OVERRIDE;
base::TypeId GetTypeId() const OVERRIDE {
return base::GetTypeId<CompositionNode>();
}
const Builder& data() const { return data_; }
private:
// Computes the bounding rectangle (given our children) for this composition
// node, which is what GetBounds() will subsequently return.
math::RectF ComputeBounds() const;
const Builder data_;
const math::RectF cached_bounds_;
};
} // namespace render_tree
} // namespace cobalt
#endif // COBALT_RENDER_TREE_COMPOSITION_NODE_H_