Use more of pathbuilder

Bug: skia:9000
Change-Id: Ia5c16ffbaeebbdd027c692c96095cfa181030d35
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/307702
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Mike Reed <reed@google.com>
This commit is contained in:
Mike Reed 2020-08-03 16:33:14 -04:00 committed by Skia Commit-Bot
parent f37f5d144b
commit 093de4eb2c
9 changed files with 147 additions and 214 deletions

View File

@ -75,9 +75,7 @@ SkPath SkSVGLine::onAsPath(const SkSVGRenderContext& ctx) const {
SkPoint p0, p1;
std::tie(p0, p1) = this->resolve(ctx.lengthContext());
SkPath path;
path.moveTo(p0);
path.lineTo(p1);
SkPath path = SkPath::Line(p0, p1);
this->mapToParent(&path);
return path;

View File

@ -8,7 +8,7 @@
#include "gm/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPath.h"
#include "include/core/SkPathBuilder.h"
#include "include/core/SkScalar.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
@ -20,28 +20,33 @@
constexpr SkScalar SH = SkIntToScalar(H);
static void rnd_quad(SkPath* p, SkPaint* paint, SkRandom& rand) {
static SkPath rnd_quad(SkPaint* paint, SkRandom& rand) {
auto a = rand.nextRangeScalar(0,W),
b = rand.nextRangeScalar(0,H);
p->moveTo(a,b);
SkPathBuilder builder;
builder.moveTo(a, b);
for (int x = 0; x < 2; ++x) {
auto c = rand.nextRangeScalar(W/4, W),
d = rand.nextRangeScalar( 0, H),
e = rand.nextRangeScalar( 0, W),
f = rand.nextRangeScalar(H/4, H);
p->quadTo(c,d,e,f);
builder.quadTo(c,d,e,f);
}
paint->setColor(rand.nextU());
SkScalar width = rand.nextRangeScalar(1, 5);
width *= width;
paint->setStrokeWidth(width);
paint->setAlphaf(1.0f);
return builder.detach();
}
static void rnd_cubic(SkPath* p, SkPaint* paint, SkRandom& rand) {
static SkPath rnd_cubic(SkPaint* paint, SkRandom& rand) {
auto a = rand.nextRangeScalar(0,W),
b = rand.nextRangeScalar(0,H);
p->moveTo(a,b);
SkPathBuilder builder;
builder.moveTo(a, b);
for (int x = 0; x < 2; ++x) {
auto c = rand.nextRangeScalar(W/4, W),
d = rand.nextRangeScalar( 0, H),
@ -49,13 +54,14 @@ static void rnd_cubic(SkPath* p, SkPaint* paint, SkRandom& rand) {
f = rand.nextRangeScalar(H/4, H),
g = rand.nextRangeScalar(W/4, W),
h = rand.nextRangeScalar(H/4, H);
p->cubicTo(c,d,e,f,g,h);
builder.cubicTo(c,d,e,f,g,h);
}
paint->setColor(rand.nextU());
SkScalar width = rand.nextRangeScalar(1, 5);
width *= width;
paint->setStrokeWidth(width);
paint->setAlphaf(1.0f);
return builder.detach();
}
class BeziersGM : public skiagm::GM {
@ -80,15 +86,11 @@ protected:
SkRandom rand;
for (int i = 0; i < N; i++) {
SkPath p;
rnd_quad(&p, &paint, rand);
canvas->drawPath(p, paint);
canvas->drawPath(rnd_quad(&paint, rand), paint);
}
canvas->translate(0, SH);
for (int i = 0; i < N; i++) {
SkPath p;
rnd_cubic(&p, &paint, rand);
canvas->drawPath(p, paint);
canvas->drawPath(rnd_cubic(&paint, rand), paint);
}
}

View File

@ -19,12 +19,7 @@ static void make_bm(SkBitmap* bm) {
SkCanvas canvas(*bm);
SkPaint paint;
SkPath path;
path.moveTo(6, 6);
path.lineTo(6, 54);
path.lineTo(30, 54);
canvas.drawPath(path, paint);
canvas.drawPath(SkPath::Polygon({{6,6}, {6,54}, {30,54}}, false), paint);
paint.setStyle(SkPaint::kStroke_Style);
canvas.drawRect(SkRect::MakeLTRB(0.5f, 0.5f, 59.5f, 59.5f), paint);

View File

@ -8,134 +8,92 @@
#include "gm/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPath.h"
#include "include/core/SkPathBuilder.h"
#include "include/core/SkScalar.h"
namespace {
// Concave test
void test_concave(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->translate(0, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(80), SkIntToScalar(20))
.lineTo(SkIntToScalar(30), SkIntToScalar(30))
.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {80,20}, {30,30}, {20,80}}, false), paint);
}
// Reverse concave test
void test_reverse_concave(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(20), SkIntToScalar(80))
.lineTo(SkIntToScalar(30), SkIntToScalar(30))
.lineTo(SkIntToScalar(80), SkIntToScalar(20));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {20,80}, {30,30}, {80,20}}, false), paint);
canvas->restore();
}
// Bowtie (intersection)
void test_bowtie(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(80), SkIntToScalar(80))
.lineTo(SkIntToScalar(80), SkIntToScalar(20))
.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {80,80}, {80,20}, {20,80}}, false), paint);
canvas->restore();
}
// "fake" bowtie (concave, but no intersection)
void test_fake_bowtie(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(50), SkIntToScalar(40))
.lineTo(SkIntToScalar(80), SkIntToScalar(20))
.lineTo(SkIntToScalar(80), SkIntToScalar(80))
.lineTo(SkIntToScalar(50), SkIntToScalar(60))
.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {50,40}, {80,20}, {80,80}, {50,60}, {20,80}},
false), paint);
canvas->restore();
}
// Bowtie with a smaller right hand lobe. The outer vertex of the left hand
// lobe intrudes into the interior of the right hand lobe.
void test_intruding_vertex(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(400, 0);
path.setIsVolatile(true);
path.moveTo(20, 20)
.lineTo(50, 50)
.lineTo(68, 20)
.lineTo(68, 80)
.lineTo(50, 50)
.lineTo(20, 80);
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {50,50}, {68,20}, {68,80}, {50,50}, {20,80}},
false, SkPathFillType::kWinding, true), paint);
canvas->restore();
}
// A shape with an edge that becomes inverted on AA stroking and that also contains
// a repeated start/end vertex.
void test_inversion_repeat_vertex(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(400, 100);
path.setIsVolatile(true);
path.moveTo(80, 50)
.lineTo(40, 80)
.lineTo(60, 20)
.lineTo(20, 20)
.lineTo(39.99f, 80)
.lineTo(80, 50);
canvas->drawPath(path, paint);
const SkPoint pts[] = {
{80,50}, {40,80}, {60,20}, {20,20}, {39.99f,80}, {80,50},
};
canvas->drawPath(SkPath::Polygon(pts, SK_ARRAY_COUNT(pts), false,
SkPathFillType::kWinding, true), paint);
canvas->restore();
}
// Fish test (intersection/concave)
void test_fish(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(80), SkIntToScalar(80))
.lineTo(SkIntToScalar(70), SkIntToScalar(50))
.lineTo(SkIntToScalar(80), SkIntToScalar(20))
.lineTo(SkIntToScalar(20), SkIntToScalar(80))
.lineTo(SkIntToScalar(0), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,20}, {80,80}, {70,50}, {80,20}, {20,80}, {0,50}}, false,
SkPathFillType::kWinding, true), paint);
canvas->restore();
}
// Overlapping "Fast-forward" icon: tests coincidence of inner and outer
// vertices generated by intersection.
void test_fast_forward(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
.lineTo(SkIntToScalar(60), SkIntToScalar(50))
.lineTo(SkIntToScalar(20), SkIntToScalar(80))
.moveTo(SkIntToScalar(40), SkIntToScalar(20))
.lineTo(SkIntToScalar(40), SkIntToScalar(80))
.lineTo(SkIntToScalar(80), SkIntToScalar(50));
auto path = SkPathBuilder().addPolygon({{20,20}, {60,50}, {20,80}}, false)
.addPolygon({{40,20}, {40,80}, {80,50}}, false)
.detach();
canvas->drawPath(path, paint);
canvas->restore();
}
// Square polygon with a square hole.
void test_hole(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 100);
path.addPoly({{20,20}, {80,20}, {80,80}, {20,80}}, false)
.addPoly({{30,30}, {30,70}, {70,70}, {70,30}}, false);
auto path = SkPathBuilder().addPolygon({{20,20}, {80,20}, {80,80}, {20,80}}, false)
.addPolygon({{30,30}, {30,70}, {70,70}, {70,30}}, false)
.detach();
canvas->drawPath(path, paint);
canvas->restore();
}
@ -151,75 +109,52 @@ void test_star(SkCanvas* canvas, const SkPaint& paint) {
// Exercise a case where the intersection is below a bottom edge.
void test_twist(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
path.moveTo( 0.5, 6);
path.lineTo(5.8070392608642578125, 6.4612660408020019531);
path.lineTo(-2.9186885356903076172, 2.811046600341796875);
path.lineTo(0.49999994039535522461, -1.4124038219451904297);
canvas->translate(420, 220);
canvas->scale(10, 10);
canvas->drawPath(path, paint);
const SkPoint pts[] = {
{0.5f, 6},
{5.8070392608642578125f, 6.4612660408020019531f},
{-2.9186885356903076172f, 2.811046600341796875f},
{0.49999994039535522461f, -1.4124038219451904297f},
};
canvas->drawPath(SkPath::Polygon(pts, SK_ARRAY_COUNT(pts), false), paint);
canvas->restore();
}
// Stairstep with repeated vert (intersection)
void test_stairstep(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(0, 200);
path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{50,50}, {50,20}, {80,20}, {50,50}, {20,50}, {20,80}}, false),
paint);
canvas->restore();
}
void test_stairstep2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(100, 200);
path.moveTo(20, 60);
path.lineTo(35, 80);
path.lineTo(50, 60);
path.lineTo(65, 80);
path.lineTo(80, 60);
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,60}, {35,80}, {50,60}, {65,80}, {80,60}}, false), paint);
canvas->restore();
}
// Overlapping segments
void test_overlapping(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 200);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
canvas->drawPath(path, paint);
canvas->drawPath(SkPath::Polygon({{20,80}, {80,80}, {80,20}, {80,30}}, false), paint);
canvas->restore();
}
// Two "island" triangles inside a containing rect.
// This exercises the partnering code in the tessellator.
void test_partners(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 200);
path.moveTo(20, 80);
path.lineTo(80, 80);
path.lineTo(80, 20);
path.lineTo(20, 20);
path.moveTo(30, 30);
path.lineTo(45, 50);
path.lineTo(30, 70);
path.moveTo(70, 30);
path.lineTo(70, 70);
path.lineTo(55, 50);
auto path = SkPathBuilder().addPolygon({{20,80}, {80,80}, {80,20}, {20,20}}, false)
.addPolygon({{30,30}, {45,50}, {30,70}}, false)
.addPolygon({{70,30}, {70,70}, {55,50}}, false)
.detach();
canvas->drawPath(path, paint);
canvas->restore();
}
@ -227,7 +162,7 @@ void test_partners(SkCanvas* canvas, const SkPaint& paint) {
// A split edge causes one half to be merged to zero winding (destroyed).
// Test that the other half of the split doesn't also get zero winding.
void test_winding_merged_to_zero(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(400, 350);
path.moveTo(20, 80);
@ -238,53 +173,49 @@ void test_winding_merged_to_zero(SkCanvas* canvas, const SkPaint& paint) {
path.moveTo(50, 50.0);
path.lineTo(50, -50.0);
path.lineTo(10, 50.0);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Monotone test 1 (point in the middle)
void test_monotone_1(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(0, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
SkIntToScalar(80), SkIntToScalar(50));
path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
path.moveTo(20, 20);
path.quadTo(20, 50, 80, 50);
path.quadTo(20, 50, 20, 80);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Monotone test 2 (point at the top)
void test_monotone_2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(100, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
path.quadTo(SkIntToScalar(20), SkIntToScalar(20),
SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
path.moveTo(20, 20);
path.lineTo(80, 30);
path.quadTo(20, 20, 20, 80);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Monotone test 3 (point at the bottom)
void test_monotone_3(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(200, 300);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(70));
path.quadTo(SkIntToScalar(20), SkIntToScalar(80),
SkIntToScalar(20), SkIntToScalar(20));
canvas->drawPath(path, paint);
path.moveTo(20, 80);
path.lineTo(80, 70);
path.quadTo(20, 80, 20, 20);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Monotone test 4 (merging of two monotones)
void test_monotone_4(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(300, 300);
path.moveTo(80, 25);
@ -293,25 +224,25 @@ void test_monotone_4(SkCanvas* canvas, const SkPaint& paint) {
path.lineTo(40, 45);
path.lineTo(70, 50);
path.lineTo(80, 80);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Monotone test 5 (aborted merging of two monotones)
void test_monotone_5(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(0, 400);
path.moveTo(50, 20);
path.lineTo(80, 80);
path.lineTo(50, 50);
path.lineTo(20, 80);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Degenerate intersection test
void test_degenerate(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(100, 400);
path.moveTo(50, 20);
@ -320,12 +251,12 @@ void test_degenerate(SkCanvas* canvas, const SkPaint& paint) {
path.moveTo(50, 20);
path.lineTo(80, 80);
path.lineTo(50, 80);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Two triangles with a coincident edge.
void test_coincident_edge(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(200, 400);
@ -337,30 +268,30 @@ void test_coincident_edge(SkCanvas* canvas, const SkPaint& paint) {
path.lineTo(80, 80);
path.lineTo(20, 80);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Bowtie with a coincident triangle (one triangle vertex coincident with the
// bowtie's intersection).
void test_bowtie_coincident_triangle(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(300, 400);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
canvas->drawPath(path, paint);
path.moveTo(20, 20);
path.lineTo(80, 80);
path.lineTo(80, 20);
path.lineTo(20, 80);
path.moveTo(50, 50);
path.lineTo(80, 20);
path.lineTo(80, 80);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Collinear outer boundary edges. In the edge-AA codepath, this creates an overlap region
// which contains a boundary edge. It can't be removed, but it must have the correct winding.
void test_collinear_outer_boundary_edge(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(400, 400);
path.moveTo(20, 20);
@ -369,36 +300,36 @@ void test_collinear_outer_boundary_edge(SkCanvas* canvas, const SkPaint& paint)
path.moveTo(80, 50);
path.lineTo(50, 50);
path.lineTo(80, 20);
canvas->drawPath(path, paint);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Coincident edges (big ones first, coincident vert on top).
void test_coincident_edges_1(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(0, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
canvas->drawPath(path, paint);
path.moveTo(20, 20);
path.lineTo(80, 80);
path.lineTo(20, 80);
path.moveTo(20, 20);
path.lineTo(50, 50);
path.lineTo(20, 50);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Coincident edges (small ones first, coincident vert on top).
void test_coincident_edges_2(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
SkPathBuilder path;
canvas->save();
canvas->translate(100, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
path.moveTo(20, 20);
path.lineTo(50, 50);
path.lineTo(20, 50);
path.moveTo(20, 20);
path.lineTo(80, 80);
path.lineTo(20, 80);
canvas->drawPath(path.detach(), paint);
canvas->restore();
}
// Coincident edges (small ones first, coincident vert on bottom).
@ -406,12 +337,12 @@ void test_coincident_edges_3(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(200, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.moveTo(20, 80);
path.lineTo(20, 50);
path.lineTo(50, 50);
path.moveTo(20, 80);
path.lineTo(20, 20);
path.lineTo(80, 20);
canvas->drawPath(path, paint);
canvas->restore();
}
@ -420,12 +351,12 @@ void test_coincident_edges_4(SkCanvas* canvas, const SkPaint& paint) {
SkPath path;
canvas->save();
canvas->translate(300, 500);
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
path.moveTo(20, 80);
path.lineTo(20, 20);
path.lineTo(80, 20);
path.moveTo(20, 80);
path.lineTo(20, 50);
path.lineTo(50, 50);
canvas->drawPath(path, paint);
canvas->restore();
}

View File

@ -72,11 +72,19 @@ public:
static SkPath Circle(SkScalar center_x, SkScalar center_y, SkScalar radius,
SkPathDirection dir = SkPathDirection::kCW);
static SkPath RRect(const SkRRect&, SkPathDirection dir = SkPathDirection::kCW);
static SkPath Polygon(const SkPoint pts[], int count, bool isClosed);
static SkPath Polygon(const SkPoint pts[], int count, bool isClosed,
SkPathFillType = SkPathFillType::kWinding,
bool isVolatile = false);
static SkPath Polygon(const std::initializer_list<SkPoint>& list, bool isClosed,
SkPathFillType fillType = SkPathFillType::kWinding,
bool isVolatile = false) {
return Polygon(list.begin(), SkToInt(list.size()), isClosed, fillType, isVolatile);
}
static SkPath Line(const SkPoint a, const SkPoint b) {
SkPoint pts[] = { a, b };
return Polygon(pts, 2, false);
return Polygon({a, b}, false);
}
/** Constructs an empty SkPath. By default, SkPath has no verbs, no SkPoint, and no weights.

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@ -21,8 +21,8 @@ public:
SkPath snapshot(); // the builder is unchanged after returning this path
SkPath detach(); // the builder is reset to empty after returning this path
void setFillType(SkPathFillType ft) { fFillType = ft; }
void setIsVolatile(bool isVolatile) { fIsVolatile = isVolatile; }
SkPathBuilder& setFillType(SkPathFillType ft) { fFillType = ft; return *this; }
SkPathBuilder& setIsVolatile(bool isVolatile) { fIsVolatile = isVolatile; return *this; }
SkPathBuilder& reset();
@ -181,7 +181,11 @@ public:
SkPathBuilder& addCircle(SkScalar center_x, SkScalar center_y, SkScalar radius,
SkPathDirection dir = SkPathDirection::kCW);
SkPathBuilder& addPolygon(const SkPoint pts[], int count, bool isClosed);
SkPathBuilder& addPolygon(const std::initializer_list<SkPoint>& list, bool isClosed) {
return this->addPolygon(list.begin(), SkToInt(list.size()), isClosed);
}
// Performance hint, to reserve extra storage for subsequent calls to lineTo, quadTo, etc.

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@ -5,6 +5,7 @@
* found in the LICENSE file.
*/
#include "include/core/SkPathBuilder.h"
#include "modules/skottie/src/SkottieJson.h"
#include "modules/skottie/src/SkottieValue.h"
#include "modules/skottie/src/animator/Animator.h"
@ -115,7 +116,7 @@ static bool parse_encoding_data(const skjson::Value& jv, size_t data_len, float
ShapeValue::operator SkPath() const {
const auto vertex_count = this->size() / kFloatsPerVertex;
SkPath path;
SkPathBuilder path;
if (vertex_count) {
// conservatively assume all cubics
@ -158,9 +159,7 @@ ShapeValue::operator SkPath() const {
path.close();
}
path.shrinkToFit();
return path;
return path.detach();
}
namespace internal {

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@ -3415,8 +3415,12 @@ SkPath SkPath::RRect(const SkRRect& rr, SkPathDirection dir) {
return SkPathBuilder().addRRect(rr, dir).detach();
}
SkPath SkPath::Polygon(const SkPoint pts[], int count, bool isClosed) {
return SkPathBuilder().addPolygon(pts, count, isClosed).detach();
SkPath SkPath::Polygon(const SkPoint pts[], int count, bool isClosed,
SkPathFillType ft, bool isVolatile) {
return SkPathBuilder().addPolygon(pts, count, isClosed)
.setFillType(ft)
.setIsVolatile(isVolatile)
.detach();
}
//////////////////////////////////////////////////////////////////////////////////////////////////

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@ -1886,19 +1886,11 @@ DEF_TEST(GrStyledShape_lines, r) {
static constexpr SkPoint kB { 5, -9};
static constexpr SkPoint kC {-3, 17};
SkPath lineAB;
lineAB.moveTo(kA);
lineAB.lineTo(kB);
SkPath lineBA;
lineBA.moveTo(kB);
lineBA.lineTo(kA);
SkPath lineAC;
lineAC.moveTo(kB);
lineAC.lineTo(kC);
SkPath lineAB = SkPath::Line(kA, kB);
SkPath lineBA = SkPath::Line(kB, kA);
SkPath lineAC = SkPath::Line(kB, kC);
SkPath invLineAB = lineAB;
invLineAB.setFillType(SkPathFillType::kInverseEvenOdd);
SkPaint fill;