#include "ui/compositor/layer_owner.h"
+#include "ui/compositor/layer_owner_delegate.h"
+
namespace ui {
-LayerOwner::LayerOwner()
- : layer_(NULL) {
+LayerOwner::LayerOwner() : layer_(NULL), layer_owner_delegate_(NULL) {
}
LayerOwner::~LayerOwner() {
}
-Layer* LayerOwner::AcquireLayer() {
- return layer_owner_.release();
+void LayerOwner::SetLayer(Layer* layer) {
+ DCHECK(!OwnsLayer());
+ layer_owner_.reset(layer);
+ layer_ = layer;
+ layer_->owner_ = this;
+}
+
+scoped_ptr<Layer> LayerOwner::AcquireLayer() {
+ if (layer_owner_)
+ layer_owner_->owner_ = NULL;
+ return layer_owner_.Pass();
+}
+
+scoped_ptr<Layer> LayerOwner::RecreateLayer() {
+ scoped_ptr<ui::Layer> old_layer(AcquireLayer());
+ if (!old_layer)
+ return old_layer.Pass();
+
+ LayerDelegate* old_delegate = old_layer->delegate();
+ old_layer->set_delegate(NULL);
+
+ const gfx::Rect layer_bounds(old_layer->bounds());
+ Layer* new_layer = new ui::Layer(old_layer->type());
+ SetLayer(new_layer);
+ new_layer->SetVisible(old_layer->GetTargetVisibility());
+ new_layer->SetOpacity(old_layer->GetTargetOpacity());
+ new_layer->SetBounds(layer_bounds);
+ new_layer->SetMasksToBounds(old_layer->GetMasksToBounds());
+ new_layer->set_name(old_layer->name());
+ new_layer->SetFillsBoundsOpaquely(old_layer->fills_bounds_opaquely());
+ new_layer->SetFillsBoundsCompletely(old_layer->FillsBoundsCompletely());
+ new_layer->SetSubpixelPositionOffset(old_layer->subpixel_position_offset());
+ SkRegion* alpha_shape = old_layer->alpha_shape();
+ if (alpha_shape)
+ new_layer->SetAlphaShape(make_scoped_ptr(new SkRegion(*alpha_shape)));
+
+ // Install new layer as a sibling of the old layer, stacked below it.
+ if (old_layer->parent()) {
+ old_layer->parent()->Add(new_layer);
+ old_layer->parent()->StackBelow(new_layer, old_layer.get());
+ }
+
+ // Migrate all the child layers over to the new layer. Copy the list because
+ // the items are removed during iteration.
+ std::vector<ui::Layer*> children_copy = old_layer->children();
+ for (std::vector<ui::Layer*>::const_iterator it = children_copy.begin();
+ it != children_copy.end();
+ ++it) {
+ ui::Layer* child = *it;
+ new_layer->Add(child);
+ }
+
+ // Install the delegate last so that the delegate isn't notified as we copy
+ // state to the new layer.
+ new_layer->set_delegate(old_delegate);
+
+ if (layer_owner_delegate_)
+ layer_owner_delegate_->OnLayerRecreated(old_layer.get(), new_layer);
+
+ return old_layer.Pass();
+}
+
+void LayerOwner::DestroyLayer() {
+ layer_ = NULL;
+ layer_owner_.reset();
+}
+
+bool LayerOwner::OwnsLayer() const {
+ return !!layer_owner_;
}
} // namespace ui