Convert SVGPong sample to sksg
Use the new scene graph impl instead of old SVG DOM. TBR= Change-Id: I590798b362e953aa3554e85669193f7501ba46de Reviewed-on: https://skia-review.googlesource.com/98441 Reviewed-by: Florin Malita <fmalita@chromium.org> Commit-Queue: Florin Malita <fmalita@chromium.org>
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@ -10,11 +10,14 @@
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#include "SkColor.h"
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#include "SkRandom.h"
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#include "SkRRect.h"
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#include "SkSVGDOM.h"
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#include "SkSVGG.h"
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#include "SkSVGPath.h"
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#include "SkSVGRect.h"
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#include "SkSVGSVG.h"
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#include "SkSGColor.h"
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#include "SkSGDraw.h"
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#include "SkSGGroup.h"
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#include "SkSGPath.h"
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#include "SkSGRect.h"
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#include "SkSGScene.h"
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#include "SkSGTransform.h"
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namespace {
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@ -61,23 +64,20 @@ std::tuple<SkScalar, SkScalar> find_yintercept(const SkPoint& pos, const SkVecto
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return std::make_tuple(t, box_reflect(pos.fY + dY, box.fTop, box.fBottom));
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}
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sk_sp<SkSVGRect> make_svg_rrect(const SkRRect& rrect) {
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sk_sp<SkSVGRect> node = SkSVGRect::Make();
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node->setX(SkSVGLength(rrect.rect().x()));
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node->setY(SkSVGLength(rrect.rect().y()));
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node->setWidth(SkSVGLength(rrect.width()));
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node->setHeight(SkSVGLength(rrect.height()));
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node->setRx(SkSVGLength(rrect.getSimpleRadii().x()));
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node->setRy(SkSVGLength(rrect.getSimpleRadii().y()));
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void update_pos(const sk_sp<sksg::RRect>& rr, const SkPoint& pos) {
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// TODO: position setters on RRect?
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return node;
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const auto r = rr->getRRect().rect();
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const auto offsetX = pos.x() - r.x(),
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offsetY = pos.y() - r.y();
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rr->setRRect(rr->getRRect().makeOffset(offsetX, offsetY));
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}
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} // anonymous ns
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class SVGPongView final : public SampleView {
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class PongView final : public SampleView {
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public:
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SVGPongView() {}
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PongView() = default;
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protected:
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void onOnceBeforeDraw() override {
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@ -88,17 +88,14 @@ protected:
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kPaddleSize.width() / 2,
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kPaddleSize.width() / 2);
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fBall.initialize(ball,
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SK_ColorGREEN,
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SkPoint::Make(kBounds.centerX(), kBounds.centerY()),
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SkVector::Make(fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax),
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fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax)));
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fPaddle0.initialize(paddle,
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SK_ColorBLUE,
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SkPoint::Make(fieldBounds.left() - kPaddleSize.width() / 2,
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fieldBounds.centerY()),
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SkVector::Make(0, 0));
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fPaddle1.initialize(paddle,
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SK_ColorRED,
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SkPoint::Make(fieldBounds.right() + kPaddleSize.width() / 2,
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fieldBounds.centerY()),
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SkVector::Make(0, 0));
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@ -117,28 +114,38 @@ protected:
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kBounds.top() + (i + 0.75f) * kBounds.height() / kBackgroundDashCount);
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}
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sk_sp<SkSVGPath> bg = SkSVGPath::Make();
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bg->setPath(bgPath);
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bg->setFill(SkSVGPaint(SkSVGPaint::Type::kNone));
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bg->setStroke(SkSVGPaint(SkSVGColorType(SK_ColorBLACK)));
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bg->setStrokeWidth(SkSVGLength(kBackgroundStroke));
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auto bg_path = sksg::Path::Make(bgPath);
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auto bg_paint = sksg::Color::Make(SK_ColorBLACK);
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bg_paint->setStyle(SkPaint::kStroke_Style);
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bg_paint->setStrokeWidth(kBackgroundStroke);
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// Build the SVG DOM tree.
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sk_sp<SkSVGSVG> root = SkSVGSVG::Make();
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root->appendChild(std::move(bg));
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root->appendChild(fPaddle0.shadowNode);
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root->appendChild(fPaddle1.shadowNode);
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root->appendChild(fBall.shadowNode);
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root->appendChild(fPaddle0.objectNode);
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root->appendChild(fPaddle1.objectNode);
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root->appendChild(fBall.objectNode);
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auto ball_paint = sksg::Color::Make(SK_ColorGREEN),
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paddle0_paint = sksg::Color::Make(SK_ColorBLUE),
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paddle1_paint = sksg::Color::Make(SK_ColorRED),
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shadow_paint = sksg::Color::Make(SK_ColorBLACK);
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ball_paint->setAntiAlias(true);
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paddle0_paint->setAntiAlias(true);
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paddle1_paint->setAntiAlias(true);
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shadow_paint->setAntiAlias(true);
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shadow_paint->setOpacity(kShadowOpacity);
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// Build the scene graph.
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auto group = sksg::Group::Make();
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group->addChild(sksg::Draw::Make(std::move(bg_path), std::move(bg_paint)));
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group->addChild(sksg::Draw::Make(fPaddle0.shadowNode, shadow_paint));
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group->addChild(sksg::Draw::Make(fPaddle1.shadowNode, shadow_paint));
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group->addChild(sksg::Draw::Make(fBall.shadowNode, shadow_paint));
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group->addChild(sksg::Draw::Make(fPaddle0.objectNode, paddle0_paint));
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group->addChild(sksg::Draw::Make(fPaddle1.objectNode, paddle1_paint));
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group->addChild(sksg::Draw::Make(fBall.objectNode, ball_paint));
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// Handle everything in a normalized 1x1 space.
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root->setViewBox(SkSVGViewBoxType(SkRect::MakeWH(1, 1)));
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fDom = sk_sp<SkSVGDOM>(new SkSVGDOM());
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fDom->setContainerSize(SkSize::Make(this->width(), this->height()));
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fDom->setRoot(std::move(root));
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fContentMatrix = sksg::Matrix::Make(
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SkMatrix::MakeRectToRect(SkRect::MakeWH(1, 1),
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SkRect::MakeIWH(this->width(), this->height()),
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SkMatrix::kFill_ScaleToFit));
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auto root = sksg::Transform::Make(std::move(group), fContentMatrix);
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fScene = sksg::Scene::Make(std::move(root), sksg::Scene::AnimatorList());
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// Off we go.
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this->updatePaddleStrategy();
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@ -146,7 +153,7 @@ protected:
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bool onQuery(SkEvent* evt) override {
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if (SampleCode::TitleQ(*evt)) {
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SampleCode::TitleR(evt, "SVGPong");
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SampleCode::TitleR(evt, "SGPong");
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return true;
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}
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@ -159,6 +166,10 @@ protected:
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case ']':
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fTimeScale = SkTPin(fTimeScale + 0.1f, kTimeScaleMin, kTimeScaleMax);
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return true;
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case 'I':
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fShowInval = !fShowInval;
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fScene->setShowInval(fShowInval);
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return true;
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default:
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break;
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}
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@ -167,20 +178,23 @@ protected:
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}
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void onSizeChange() override {
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if (fDom) {
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fDom->setContainerSize(SkSize::Make(this->width(), this->height()));
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if (fContentMatrix) {
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fContentMatrix->setMatrix(SkMatrix::MakeRectToRect(SkRect::MakeWH(1, 1),
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SkRect::MakeIWH(this->width(),
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this->height()),
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SkMatrix::kFill_ScaleToFit));
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}
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this->INHERITED::onSizeChange();
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}
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void onDrawContent(SkCanvas* canvas) override {
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fDom->render(canvas);
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fScene->render(canvas);
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}
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bool onAnimate(const SkAnimTimer& timer) override {
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// onAnimate may fire before the first draw.
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if (fDom) {
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if (fScene) {
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SkScalar dt = (timer.msec() - fLastTick) * fTimeScale;
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fLastTick = timer.msec();
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@ -199,13 +213,9 @@ protected:
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private:
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struct Object {
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void initialize(const SkRRect& rrect, SkColor color,
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const SkPoint& p, const SkVector& s) {
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objectNode = make_svg_rrect(rrect);
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objectNode->setFill(SkSVGPaint(SkSVGColorType(color)));
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shadowNode = make_svg_rrect(rrect);
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shadowNode->setFillOpacity(SkSVGNumberType(kShadowOpacity));
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void initialize(const SkRRect& rrect, const SkPoint& p, const SkVector& s) {
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objectNode = sksg::RRect::Make(rrect);
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shadowNode = sksg::RRect::Make(rrect);
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pos = p;
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spd = s;
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@ -218,23 +228,21 @@ private:
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void updateDom() {
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const SkPoint corner = pos - SkPoint::Make(size.width() / 2, size.height() / 2);
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objectNode->setX(SkSVGLength(corner.x()));
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objectNode->setY(SkSVGLength(corner.y()));
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update_pos(objectNode, corner);
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// Simulate parallax shadow for a centered light source.
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SkPoint shadowOffset = pos - SkPoint::Make(kBounds.centerX(), kBounds.centerY());
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shadowOffset.scale(kShadowParallax);
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const SkPoint shadowCorner = corner + shadowOffset;
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shadowNode->setX(SkSVGLength(shadowCorner.x()));
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shadowNode->setY(SkSVGLength(shadowCorner.y()));
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update_pos(shadowNode, shadowCorner);
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}
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sk_sp<SkSVGRect> objectNode;
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sk_sp<SkSVGRect> shadowNode;
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SkPoint pos;
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SkVector spd;
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SkSize size;
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sk_sp<sksg::RRect> objectNode,
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shadowNode;
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SkPoint pos;
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SkVector spd;
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SkSize size;
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};
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void enforceConstraints() {
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@ -275,15 +283,17 @@ private:
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catcher->spd.fY = (yIntercept - catcher->pos.fY) / t;
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}
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sk_sp<SkSVGDOM> fDom;
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Object fPaddle0, fPaddle1, fBall;
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SkRandom fRand;
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std::unique_ptr<sksg::Scene> fScene;
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sk_sp<sksg::Matrix> fContentMatrix;
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Object fPaddle0, fPaddle1, fBall;
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SkRandom fRand;
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SkMSec fLastTick = 0;
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SkScalar fTimeScale = 1.0f;
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SkMSec fLastTick = 0;
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SkScalar fTimeScale = 1.0f;
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bool fShowInval = false;
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typedef SampleView INHERITED;
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};
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static SkView* SVGPongFactory() { return new SVGPongView; }
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static SkViewRegister reg(SVGPongFactory);
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static SkView* PongFactory() { return new PongView; }
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static SkViewRegister reg(PongFactory);
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