skia2/gm/circles.cpp

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/*
* Copyright 2012 Intel 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 "SkBlurDrawLooper.h"
#include "SkBlurMask.h"
#include "SkBlurMaskFilter.h"
#include "SkGradientShader.h"
#include "SkMatrix.h"
#include "SkRandom.h"
#include "SkTArray.h"
namespace skiagm {
class CircleGM : public GM {
public:
CircleGM() {
this->setBGColor(0xFF000000);
this->makePaints();
this->makeMatrices();
}
protected:
SkString onShortName() override {
return SkString("circles");
}
SkISize onISize() override {
return SkISize::Make(1200, 900);
}
void makePaints() {
{
// no AA
SkPaint p;
fPaints.push_back(p);
}
{
// AA
SkPaint p;
p.setAntiAlias(true);
fPaints.push_back(p);
}
{
// AA with mask filter
SkPaint p;
p.setAntiAlias(true);
SkMaskFilter* mf = SkBlurMaskFilter::Create(
kNormal_SkBlurStyle,
SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(5)),
SkBlurMaskFilter::kHighQuality_BlurFlag);
p.setMaskFilter(mf)->unref();
fPaints.push_back(p);
}
{
// AA with radial shader
SkPaint p;
p.setAntiAlias(true);
SkPoint center = SkPoint::Make(SkIntToScalar(40), SkIntToScalar(40));
SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN };
SkScalar pos[] = { 0, SK_ScalarHalf, SK_Scalar1 };
p.setShader(SkGradientShader::MakeRadial(center, 20, colors, pos, SK_ARRAY_COUNT(colors),
SkShader::kClamp_TileMode));
fPaints.push_back(p);
}
{
// AA with blur
SkPaint p;
p.setAntiAlias(true);
p.setLooper(SkBlurDrawLooper::Make(SK_ColorBLUE,
SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(10)),
SkIntToScalar(5), SkIntToScalar(10),
SkBlurDrawLooper::kIgnoreTransform_BlurFlag |
SkBlurDrawLooper::kOverrideColor_BlurFlag |
SkBlurDrawLooper::kHighQuality_BlurFlag));
fPaints.push_back(p);
}
{
// AA with stroke style
SkPaint p;
p.setAntiAlias(true);
p.setStyle(SkPaint::kStroke_Style);
p.setStrokeWidth(SkIntToScalar(3));
fPaints.push_back(p);
}
{
// AA with stroke style, width = 0
SkPaint p;
p.setAntiAlias(true);
p.setStyle(SkPaint::kStroke_Style);
fPaints.push_back(p);
}
{
// AA with stroke and fill style
SkPaint p;
p.setAntiAlias(true);
p.setStyle(SkPaint::kStrokeAndFill_Style);
p.setStrokeWidth(SkIntToScalar(2));
fPaints.push_back(p);
}
}
void makeMatrices() {
{
SkMatrix m;
m.setScale(SkIntToScalar(2), SkIntToScalar(3));
fMatrices.push_back(m);
}
{
SkMatrix m;
m.setScale(SkIntToScalar(2), SkIntToScalar(2));
fMatrices.push_back(m);
}
{
SkMatrix m;
m.setSkew(SkIntToScalar(2), SkIntToScalar(3));
fMatrices.push_back(m);
}
{
SkMatrix m;
m.setSkew(SkIntToScalar(2), SkIntToScalar(2));
fMatrices.push_back(m);
}
{
SkMatrix m;
m.setRotate(SkIntToScalar(30));
fMatrices.push_back(m);
}
}
void onDraw(SkCanvas* canvas) override {
// Draw a giant AA circle as the background.
SkISize size = this->getISize();
SkScalar giantRadius = SkTMin(SkIntToScalar(size.fWidth),
SkIntToScalar(size.fHeight)) / 2.f;
SkPoint giantCenter = SkPoint::Make(SkIntToScalar(size.fWidth/2),
SkIntToScalar(size.fHeight/2));
SkPaint giantPaint;
giantPaint.setAntiAlias(true);
giantPaint.setColor(0x80808080);
canvas->drawCircle(giantCenter.fX, giantCenter.fY, giantRadius, giantPaint);
SkRandom rand;
canvas->translate(20 * SK_Scalar1, 20 * SK_Scalar1);
int i;
for (i = 0; i < fPaints.count(); ++i) {
canvas->save();
// position the path, and make it at off-integer coords.
canvas->translate(SK_Scalar1 * 200 * (i % 5) + SK_Scalar1 / 4,
SK_Scalar1 * 200 * (i / 5) + 3 * SK_Scalar1 / 4);
SkColor color = rand.nextU();
color |= 0xff000000;
fPaints[i].setColor(color);
canvas->drawCircle(SkIntToScalar(40), SkIntToScalar(40),
SkIntToScalar(20),
fPaints[i]);
canvas->restore();
}
for (int j = 0; j < fMatrices.count(); ++j, ++i) {
canvas->save();
canvas->translate(SK_Scalar1 * 200 * (i % 5) + SK_Scalar1 / 4,
SK_Scalar1 * 200 * (i / 5) + 3 * SK_Scalar1 / 4);
canvas->concat(fMatrices[j]);
SkPaint paint;
paint.setAntiAlias(true);
SkColor color = rand.nextU();
color |= 0xff000000;
paint.setColor(color);
canvas->drawCircle(SkIntToScalar(40), SkIntToScalar(40),
SkIntToScalar(20),
paint);
canvas->restore();
}
}
private:
typedef GM INHERITED;
SkTArray<SkPaint> fPaints;
SkTArray<SkMatrix> fMatrices;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new CircleGM; }
static GMRegistry reg(MyFactory);
}