Esempio n. 1
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        private async Task <PPError> FlushAsyncCore(MessageLoop messageLoop = null)
        {
            var tcs = new TaskCompletionSource <PPError> ();
            EventHandler <PPError> handler = (s, e) => { tcs.TrySetResult(e); };

            try {
                Flushed += handler;

                if (MessageLoop == null && messageLoop == null)
                {
                    Flush();
                }
                else
                {
                    Action <PPError> action = new Action <PPError> ((e) => {
                        var result = (PPError)PPBGraphics2D.Flush(this, new BlockUntilComplete());
                        tcs.TrySetResult(result);
                    }
                                                                    );
                    InvokeHelper(action, messageLoop);
                }
                return(await tcs.Task);
            }
            catch (Exception exc)
            {
                Console.WriteLine(exc.Message);
                tcs.SetException(exc);
                return(PPError.Aborted);
            }
            finally
            {
                Flushed -= handler;
            }
        }
Esempio n. 2
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 /// <summary>
 /// A constructor allocating a new 2D graphics context with the given size
 /// in the browser, resulting object will be IsEmpty if the allocation
 /// failed.
 ///
 /// </summary>
 /// <param name="instance">The instance with which this resource will be associated.</param>
 /// <param name="size">The size of the 2D graphics context in the browser, measured in pixels. See <code>Scale</code> for more information.</param>
 /// <param name="isAlwaysOpaque">Set the <code>isAlwaysOpaque</code> flag
 /// to true if you know that you will be painting only opaque data to this
 /// context. This option will disable blending when compositing the module
 /// with the web page, which might give higher performance on some computers.
 ///
 /// If you set <code>isAlwaysOpaque</code>, your alpha channel should
 /// always be set to 0xFF or there may be painting artifacts. The alpha values
 /// overwrite the destination alpha values without blending when
 /// <code>isAlwaysOpaque</code> is true.
 /// </param>
 public Graphics2D(Instance instance, PPSize size, bool isAlwaysOpaque)
 {
     handle = PPBGraphics2D.Create(instance, size, (isAlwaysOpaque) ? PPBool.True : PPBool.False);
     if (!handle.IsEmpty)
     {
         Size = size;
     }
 }
Esempio n. 3
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 /// <summary>
 /// PaintImageData() enqueues a paint command of the given image into
 /// the context. This command has no effect until you call Flush(). As a
 /// result, what counts is the contents of the bitmap when you call Flush,
 /// not when you call this function.
 ///
 /// The provided image will be placed at <code>top_left</code> from the top
 /// left of the context's internal backing store. This version of
 /// PaintImageData paints the entire image. Refer to the other version of
 /// this function to paint only part of the area.
 ///
 /// The painted area of the source bitmap must fall entirely within the
 /// context. Attempting to paint outside of the context will result in an
 /// error.
 ///
 /// There are two methods most modules will use for painting. The first
 /// method is to generate a new <code>ImageData</code> and then paint it.
 /// In this case, you'll set the location of your painting to
 /// <code>top_left</code> and set <code>src_rect</code> to <code>NULL</code>.
 /// The second is that you're generating small invalid regions out of a larger
 /// bitmap representing your entire module's image.
 /// </summary>
 /// <param name="image"></param>
 /// <param name="top_left"></param>
 public void PaintImageData(ImageData image,
                            PPPoint top_left)
 {
     PPBGraphics2D.PaintImageData(this, image, top_left, new PPRect(Size));
 }
Esempio n. 4
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 public bool SetLayerTransform(float scale,
                               PPPoint origin,
                               PPPoint translate)
 {
     return(PPBGraphics2D.SetLayerTransform(this, scale, origin, translate) == PPBool.True ? true : false);
 }
Esempio n. 5
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 /// <summary>
 /// Flush() flushes any enqueued paint, scroll, and replace commands
 /// to the backing store. This actually executes the updates, and causes a
 /// repaint of the webpage, assuming this graphics context is bound to a
 /// module instance.
 ///
 /// Flush() runs in asynchronous mode. Subscribe to the Flushed EventHandler
 /// which will be invoked when the image has painted to the
 /// screen. While you are waiting for a <code>Flush</code> event,
 /// additional calls to Flush() will fail.
 ///
 /// Because the EventHandler Flushed is invoked only when the
 /// module's image is actually on the screen, this function provides
 /// a way to rate limit animations. By waiting until the image is on the
 /// screen before painting the next frame, you can ensure you're not
 /// flushing 2D graphics faster than the screen can be updated.
 ///
 /// <strong>Unbound contexts</strong>
 /// If the context is not bound to a module instance, you will
 /// still receive events. The event will be invoked after Flush() returns
 /// to avoid reentrancy. The callback will not wait until anything is
 /// painted to the screen because there will be nothing on the screen. The
 /// timing of this callback is not guaranteed and may be deprioritized by
 /// the browser because it is not affecting the user experience.
 ///
 /// <strong>Off-screen instances</strong>
 /// If the context is bound to an instance that is
 /// currently not visible (for example, scrolled out of view) it will
 /// behave like the "unbound context" case.
 ///
 /// <strong>Detaching a context</strong>
 /// If you detach a context from a module instance, any
 /// pending flush events will be converted into the "unbound context"
 /// case.
 ///
 /// <strong>Released contexts</strong>
 /// A Flushed event may or may not still be received even if you have released all
 /// of your references to the context. This can occur if there are internal
 /// references to the context that means it has not been internally
 /// destroyed (for example, if it is still bound to an instance) or due to
 /// other implementation details. As a result, you should be careful to
 /// check that flush events are for the context you expect and that
 /// you're capable of handling events for context that you may have
 /// released your reference to.
 ///
 /// <strong>Shutdown</strong>
 /// If a module instance is removed when a Flush is pending, the
 /// event will not be fired.
 /// </summary>
 /// <returns>PPError code - Returns <code>Ok</code> on success or
 /// <code>BadResource</code> if the graphics context is invalid,
 /// <code>BadRrgument</code> if the callback is null and
 /// flush is being called from the main thread of the module, or
 /// <code>InProgress</code> if a flush is already pending that has
 /// not issued fired its event yet.  In the failure case, nothing will be
 /// updated and no event will be fired.</returns>
 public PPError Flush()
 => (PPError)PPBGraphics2D.Flush(this, new CompletionCallback(OnFlushed));
Esempio n. 6
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 /// <summary>
 /// ReplaceContents() provides a slightly more efficient way to paint the
 /// entire module's image. Normally, calling PaintImageData() requires that
 /// the browser copy the pixels out of the image and into the graphics
 /// context's backing store. This function replaces the graphics context's
 /// backing store with the given image, avoiding the copy.
 ///
 /// The new image must be the exact same size as this graphics context. If
 /// the new image uses a different image format than the browser's native
 /// bitmap format (use ImageData::GetNativeImageDataFormat() to retrieve the
 /// format), then a conversion will be done inside the browser which may slow
 /// the performance a little bit.
 ///
 /// <strong>Note:</strong> The new image will not be painted until you call
 /// Flush().
 ///
 /// After this call, you should take care to release your references to the
 /// image. If you paint to the image after ReplaceContents(), there is the
 /// possibility of significant painting artifacts because the page might use
 /// partially-rendered data when copying out of the backing store.
 ///
 /// In the case of an animation, you will want to allocate a new image for
 /// the next frame. It is best if you wait until the flush callback has
 /// executed before allocating this bitmap. This gives the browser the option
 /// of caching the previous backing store and handing it back to you
 /// (assuming the sizes match). In the optimal case, this means no bitmaps are
 /// allocated during the animation, and the backing store and "front buffer"
 /// (which the module is painting into) are just being swapped back and forth.
 /// </summary>
 /// <param name="image">The <code>ImageData</code> to be painted.</param>
 public void ReplaceContents(ImageData image)
 {
     PPBGraphics2D.ReplaceContents(this, image);
 }
Esempio n. 7
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 /// <summary>
 /// Scroll() enqueues a scroll of the context's backing store. This
 /// function has no effect until you call Flush(). The data within the
 /// provided clipping rectangle will be shifted by (dx, dy) pixels.
 ///
 /// This function will result in some exposed region which will have
 /// undefined contents. The module should call PaintImageData() on
 /// these exposed regions to give the correct contents.
 ///
 /// The scroll can be larger than the area of the clipping rectangle, which
 /// means the current image will be scrolled out of the rectangle. This
 /// scenario is not an error but will result in a no-op.
 /// </summary>
 /// <param name="clip">The clipping rectangle.</param>
 /// <param name="amount">The amount the area in the clipping rectangle will be shifted.</param>
 public void Scroll(PPRect clip, PPPoint amount)
 {
     PPBGraphics2D.Scroll(this, clip, amount);
 }
Esempio n. 8
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 /// <summary>
 /// PaintImageData() enqueues a paint command of the given image into
 /// the context. This command has no effect until you call Flush(). As a
 /// result, what counts is the contents of the bitmap when you call Flush(),
 /// not when you call this function.
 ///
 /// The provided image will be placed at <code>top_left</code> from the top
 /// left of the context's internal backing store. Then the pixels contained
 /// in <code>src_rect</code> will be copied into the backing store. This
 /// means that the rectangle being painted will be at <code>src_rect</code>
 /// offset by <code>top_left</code>.
 ///
 /// The <code>src_rect</code> is specified in the coordinate system of the
 /// image being painted, not the context. For the common case of copying the
 /// entire image, you may specify an empty <code>src_rect</code>.
 ///
 /// The painted area of the source bitmap must fall entirely within the
 /// context. Attempting to paint outside of the context will result in an
 /// error. However, the source bitmap may fall outside the context, as long
 /// as the <code>src_rect</code> subset of it falls entirely within the
 /// context.
 ///
 /// There are two methods most modules will use for painting. The first
 /// method is to generate a new <code>ImageData</code> and then paint it. In
 /// this case, you'll set the location of your painting to
 /// <code>topLeft</code> and set <code>srcRect</code> to <code>NULL</code>.
 /// The second is that you're generating small invalid regions out of a larger
 /// bitmap representing your entire module. In this case, you would set the
 /// location of your image to (0,0) and then set <code>srcRect</code> to the
 /// pixels you changed.
 /// </summary>
 /// <param name="image">The <code>ImageData</code> to be painted.</param>
 /// <param name="topLeft">A <code>Point</code> representing the
 /// <code>topLeft</code> location where the <code>ImageData</code> will be
 /// painted.
 /// </param>
 /// <param name="srcRect">The rectangular area where the <code>ImageData</code>
 /// will be painted.</param>
 public void PaintImageData(ImageData image,
                            PPPoint topLeft, PPRect srcRect)
 {
     PPBGraphics2D.PaintImageData(this, image, topLeft, srcRect);
 }