skia2/tools/viewer/ParticlesSlide.h
Brian Osman 5c1f8eb094 Various particle system improvements
Effects now have a duration, and can be played looped
or one-shot. Added a second list of affectors that are
applied at spawn vs. update.

Effects grab and store the SkRandom at construction,
so it no longer needs to be passed to update().

Bug: skia:
Change-Id: Ib54d60466e162e4d4b70fa64c1215fc01680d47a
Reviewed-on: https://skia-review.googlesource.com/c/191722
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2019-02-14 20:19:08 +00:00

40 lines
944 B
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef ParticlesSlide_DEFINED
#define ParticlesSlide_DEFINED
#include "Slide.h"
#include "SkPath.h"
#include "SkRandom.h"
class SkAnimTimer;
class SkParticleEffect;
class ParticlesSlide : public Slide {
public:
ParticlesSlide();
// TODO: We need a way for primarily interactive slides to always be as large as the window
SkISize getDimensions() const override { return SkISize::MakeEmpty(); }
void load(SkScalar winWidth, SkScalar winHeight) override;
void draw(SkCanvas* canvas) override;
bool animate(const SkAnimTimer& timer) override;
bool onMouse(SkScalar x, SkScalar y, sk_app::Window::InputState state,
uint32_t modifiers) override;
private:
SkRandom fRandom;
const SkAnimTimer* fTimer;
sk_sp<SkParticleEffect> fEffect;
};
#endif