#ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE
// fRecord TODO, fix by deleting this method
SkPicture* SkPicture::clone() const {
- SkPicture* clonedPicture = SkNEW(SkPicture);
- this->clone(clonedPicture, 1);
+ SkPicture* clonedPicture;
+ this->clone(&clonedPicture, 1);
return clonedPicture;
}
}
}
}
+
+// fRecord TODO, fix by deleting this method
+void SkPicture::clone(SkPicture* pictures[], int count) const {
+ SkPictCopyInfo copyInfo;
+
+ for (int i = 0; i < count; i++) {
+ SkPicture* clone = pictures[i] = SkNEW(SkPicture);
+
+ clone->needsNewGenID();
+ clone->fWidth = fWidth;
+ clone->fHeight = fHeight;
+ clone->fData.reset(NULL);
+ clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps;
+
+ /* We want to copy the src's playback. However, if that hasn't been built
+ yet, we need to fake a call to endRecording() without actually calling
+ it (since it is destructive, and we don't want to change src).
+ */
+ if (fData.get()) {
+ if (!copyInfo.initialized) {
+ int paintCount = SafeCount(fData->fPaints);
+
+ /* The alternative to doing this is to have a clone method on the paint and have it
+ * make the deep copy of its internal structures as needed. The holdup to doing
+ * that is at this point we would need to pass the SkBitmapHeap so that we don't
+ * unnecessarily flatten the pixels in a bitmap shader.
+ */
+ copyInfo.paintData.setCount(paintCount);
+
+ /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is
+ * one, use it. If this SkPictureData was created from a stream, fBitmapHeap
+ * will be NULL, so create a new one.
+ */
+ if (fData->fBitmapHeap.get() == NULL) {
+ // FIXME: Put this on the stack inside SkPicture::clone.
+ SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
+ copyInfo.controller.setBitmapStorage(heap);
+ heap->unref();
+ } else {
+ copyInfo.controller.setBitmapStorage(fData->fBitmapHeap);
+ }
+
+ SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());)
+ for (int i = 0; i < paintCount; i++) {
+ if (NeedsDeepCopy(fData->fPaints->at(i))) {
+ copyInfo.paintData[i] =
+ SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller,
+ fData->fPaints->at(i), 0);
+
+ } else {
+ // this is our sentinel, which we use in the unflatten loop
+ copyInfo.paintData[i] = NULL;
+ }
+ }
+ SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize);
+
+ // needed to create typeface playback
+ copyInfo.controller.setupPlaybacks();
+ copyInfo.initialized = true;
+ }
+
+ clone->fData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info)));
+ clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0
+ }
+ }
+}
#endif//SK_SUPPORT_LEGACY_PICTURE_CLONE
// fRecord OK