skia2/gm/bigmatrix.cpp

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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkColorPriv.h"
#include "SkShader.h"
namespace skiagm {
class BigMatrixGM : public GM {
public:
BigMatrixGM() {
this->setBGColor(0xFF66AA99);
}
protected:
virtual SkString onShortName() {
return SkString("bigmatrix");
}
virtual SkISize onISize() {
return make_isize(50, 50);
}
virtual void onDraw(SkCanvas* canvas) {
SkMatrix m;
m.reset();
m.setRotate(33 * SK_Scalar1);
m.postScale(3000 * SK_Scalar1, 3000 * SK_Scalar1);
m.postTranslate(6000 * SK_Scalar1, -5000 * SK_Scalar1);
canvas->concat(m);
SkPaint paint;
paint.setColor(SK_ColorRED);
paint.setAntiAlias(true);
bool success = m.invert(&m);
SkASSERT(success);
SkPath path;
SkPoint pt = {10 * SK_Scalar1, 10 * SK_Scalar1};
SkScalar small = 1 / (500 * SK_Scalar1);
m.mapPoints(&pt, 1);
path.addCircle(pt.fX, pt.fY, small);
canvas->drawPath(path, paint);
pt.set(30 * SK_Scalar1, 10 * SK_Scalar1);
m.mapPoints(&pt, 1);
SkRect rect = {pt.fX - small, pt.fY - small,
pt.fX + small, pt.fY + small};
canvas->drawRect(rect, paint);
SkBitmap bmp;
bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
bmp.allocPixels();
bmp.lockPixels();
uint32_t* pixels = reinterpret_cast<uint32_t*>(bmp.getPixels());
pixels[0] = SkPackARGB32(0xFF, 0xFF, 0x00, 0x00);
pixels[1] = SkPackARGB32(0xFF, 0x00, 0xFF, 0x00);
pixels[2] = SkPackARGB32(0x80, 0x00, 0x00, 0x00);
pixels[3] = SkPackARGB32(0xFF, 0x00, 0x00, 0xFF);
bmp.unlockPixels();
pt.set(30 * SK_Scalar1, 30 * SK_Scalar1);
m.mapPoints(&pt, 1);
SkShader* shader = SkShader::CreateBitmapShader(
bmp,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
SkMatrix s;
s.reset();
s.setScale(SK_Scalar1 / 1000, SK_Scalar1 / 1000);
shader->setLocalMatrix(s);
paint.setShader(shader)->unref();
paint.setAntiAlias(false);
paint.setFilterBitmap(true);
rect.setLTRB(pt.fX - small, pt.fY - small,
pt.fX + small, pt.fY + small);
canvas->drawRect(rect, paint);
}
private:
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new BigMatrixGM; }
static GMRegistry reg(MyFactory);
}