#ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE
// fRecord TODO, fix by deleting this method
SkPicture* SkPicture::clone() const {
- SkPicture* clonedPicture;
- this->clone(&clonedPicture, 1);
+ SkPicture* clonedPicture = SkNEW(SkPicture);
+ 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