2017-12-19 17:21:02 +00:00
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkSGNode_DEFINED
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#define SkSGNode_DEFINED
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2018-01-03 21:17:29 +00:00
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#include "SkRect.h"
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2017-12-19 17:21:02 +00:00
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#include "SkRefCnt.h"
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#include "SkTDArray.h"
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class SkCanvas;
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class SkMatrix;
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namespace sksg {
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class InvalidationController;
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/**
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* Base class for all scene graph nodes.
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*
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* Handles ingress edge management for the DAG (i.e. node -> "parent" node mapping),
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* and invalidation.
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*
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* Note: egress edges are only implemented/supported in container subclasses
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* (e.g. Group, Effect, Draw).
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*/
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class Node : public SkRefCnt {
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public:
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// Traverse the DAG and revalidate any dependant/invalidated nodes.
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// Returns the bounding box for the DAG fragment.
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const SkRect& revalidate(InvalidationController*, const SkMatrix&);
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protected:
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2018-01-05 16:32:31 +00:00
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enum InvalTraits {
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// Nodes with this trait never generate direct damage -- instead,
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// the damage bubbles up to ancestors.
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kBubbleDamage_Trait = 1 << 0,
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};
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2017-12-19 17:21:02 +00:00
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explicit Node(uint32_t invalTraits);
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~Node() override;
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// Tag this node for invalidation and optional damage.
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void invalidate(bool damage = true);
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bool hasInval() const { return fFlags & kInvalidated_Flag; }
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2018-01-03 21:17:29 +00:00
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// Dispatched on revalidation. Subclasses are expected to recompute/cache their properties
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// and return their bounding box in local coordinates.
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virtual SkRect onRevalidate(InvalidationController*, const SkMatrix& ctm) = 0;
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private:
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enum Flags {
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kInvalidated_Flag = 1 << 0, // the node or its descendants require revalidation
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kDamage_Flag = 1 << 1, // the node contributes damage during revalidation
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kReceiverArray_Flag = 1 << 2, // the node has more than one inval receiver
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kInTraversal_Flag = 1 << 3, // the node is part of a traversal (cycle detection)
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};
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2017-12-19 17:21:02 +00:00
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void addInvalReceiver(Node*);
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void removeInvalReceiver(Node*);
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2018-01-05 02:11:55 +00:00
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// TODO: too friendly, find another way.
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2017-12-19 17:21:02 +00:00
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friend class Draw;
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friend class EffectNode;
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friend class Group;
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friend class Matrix;
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2018-01-04 04:37:54 +00:00
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friend class Merge;
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2017-12-27 21:54:05 +00:00
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friend class Stroke;
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2018-01-05 02:11:55 +00:00
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friend class Transform;
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2018-01-07 13:54:24 +00:00
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friend class TrimEffect;
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template <typename Func>
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void forEachInvalReceiver(Func&&) const;
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class ScopedFlag;
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union {
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Node* fInvalReceiver;
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SkTDArray<Node*>* fInvalReceiverArray;
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};
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SkRect fBounds;
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const uint32_t fInvalTraits : 16;
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uint32_t fFlags : 16;
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typedef SkRefCnt INHERITED;
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};
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// Helper for defining attribute getters/setters in subclasses.
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#define SG_ATTRIBUTE(attr_name, attr_type, attr_container) \
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attr_type get##attr_name() const { return attr_container; } \
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void set##attr_name(attr_type v) { \
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if (attr_container == v) return; \
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attr_container = v; \
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this->invalidate(); \
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}
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} // namespace sksg
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#endif // SkSGNode_DEFINED
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