00d4f535c9
- shift the revalidation phase from Scene::render() to Scene::animate() - pass an optional inval controller to Scene::animate() and Animation::seek() - hoist the showInval logic out of SkSG, into clients This allows clients to track dirty regions and detect cases where no updates are needed. Bug: skia:9267 Change-Id: I3d35bf58b6eee9bfeb6e127ba58e2b96713b772d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229001 Commit-Queue: Florin Malita <fmalita@chromium.org> Reviewed-by: Mike Reed <reed@google.com>
84 lines
1.6 KiB
C++
84 lines
1.6 KiB
C++
/*
|
|
* Copyright 2018 Google Inc.
|
|
*
|
|
* Use of this source code is governed by a BSD-style license that can be
|
|
* found in the LICENSE file.
|
|
*/
|
|
|
|
#ifndef SkSGScene_DEFINED
|
|
#define SkSGScene_DEFINED
|
|
|
|
#include "include/core/SkRefCnt.h"
|
|
#include "include/core/SkTypes.h"
|
|
|
|
#include <memory>
|
|
#include <vector>
|
|
|
|
class SkCanvas;
|
|
struct SkPoint;
|
|
|
|
namespace sksg {
|
|
|
|
class InvalidationController;
|
|
class RenderNode;
|
|
|
|
/**
|
|
* Base class for animators.
|
|
*
|
|
*/
|
|
class Animator {
|
|
public:
|
|
virtual ~Animator();
|
|
Animator(const Animator&) = delete;
|
|
Animator& operator=(const Animator&) = delete;
|
|
|
|
void tick(float t);
|
|
|
|
protected:
|
|
Animator();
|
|
|
|
virtual void onTick(float t) = 0;
|
|
};
|
|
|
|
using AnimatorList = std::vector<std::unique_ptr<Animator>>;
|
|
|
|
class GroupAnimator : public Animator {
|
|
protected:
|
|
explicit GroupAnimator(AnimatorList&&);
|
|
|
|
void onTick(float t) override;
|
|
|
|
private:
|
|
const AnimatorList fAnimators;
|
|
|
|
using INHERITED = Animator;
|
|
};
|
|
|
|
/**
|
|
* Holds a scene root and a list of animators.
|
|
*
|
|
* Provides high-level mehods for driving rendering and animations.
|
|
*
|
|
*/
|
|
class Scene final {
|
|
public:
|
|
static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
|
|
~Scene();
|
|
Scene(const Scene&) = delete;
|
|
Scene& operator=(const Scene&) = delete;
|
|
|
|
void render(SkCanvas*) const;
|
|
void animate(float t, InvalidationController* = nullptr);
|
|
const RenderNode* nodeAt(const SkPoint&) const;
|
|
|
|
private:
|
|
Scene(sk_sp<RenderNode> root, AnimatorList&& animators);
|
|
|
|
const sk_sp<RenderNode> fRoot;
|
|
const AnimatorList fAnimators;
|
|
};
|
|
|
|
} // namespace sksg
|
|
|
|
#endif // SkSGScene_DEFINED
|