skia2/samplecode/SampleConcavePaths.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

142 lines
5.0 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkColorPriv.h"
#include "include/core/SkGraphics.h"
#include "include/core/SkPath.h"
#include "include/core/SkRegion.h"
#include "include/core/SkShader.h"
#include "include/core/SkTime.h"
#include "include/core/SkTypeface.h"
#include "include/effects/SkGradientShader.h"
#include "include/utils/SkParsePath.h"
#include "samplecode/Sample.h"
#include "src/utils/SkUTF.h"
#include "src/core/SkGeometry.h"
class ConcavePathView : public Sample {
public:
ConcavePathView() {}
protected:
virtual bool onQuery(Sample::Event* evt) {
if (Sample::TitleQ(*evt)) {
Sample::TitleR(evt, "ConcavePaths");
return true;
}
return this->INHERITED::onQuery(evt);
}
virtual void onDrawContent(SkCanvas* canvas) {
SkPaint paint;
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kFill_Style);
// Concave test
if (1) {
SkPath path;
canvas->translate(0, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
}
// Reverse concave test
if (1) {
SkPath path;
canvas->save();
canvas->translate(100, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
canvas->drawPath(path, paint);
canvas->restore();
}
// Bowtie (intersection)
if (1) {
SkPath path;
canvas->save();
canvas->translate(200, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// "fake" bowtie (concave, but no intersection)
if (1) {
SkPath path;
canvas->save();
canvas->translate(300, 0);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(40));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(50), SkIntToScalar(60));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Fish test (intersection/concave)
if (1) {
SkPath path;
canvas->save();
canvas->translate(0, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(70), SkIntToScalar(50));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.lineTo(SkIntToScalar(0), SkIntToScalar(50));
canvas->drawPath(path, paint);
canvas->restore();
}
// Collinear test
if (1) {
SkPath path;
canvas->save();
canvas->translate(100, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(50), SkIntToScalar(80));
canvas->drawPath(path, paint);
canvas->restore();
}
// Hole test
if (1) {
SkPath path;
canvas->save();
canvas->translate(200, 100);
path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
path.moveTo(SkIntToScalar(30), SkIntToScalar(30));
path.lineTo(SkIntToScalar(30), SkIntToScalar(70));
path.lineTo(SkIntToScalar(70), SkIntToScalar(70));
path.lineTo(SkIntToScalar(70), SkIntToScalar(30));
canvas->drawPath(path, paint);
canvas->restore();
}
}
private:
typedef Sample INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_SAMPLE( return new ConcavePathView(); )