skia2/experimental/svg/model/SkSVGShape.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

29 lines
959 B
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "experimental/svg/model/SkSVGRenderContext.h"
#include "experimental/svg/model/SkSVGShape.h"
SkSVGShape::SkSVGShape(SkSVGTag t) : INHERITED(t) {}
void SkSVGShape::onRender(const SkSVGRenderContext& ctx) const {
const auto fillType = ctx.presentationContext().fInherited.fFillRule.get()->asFillType();
// TODO: this approach forces duplicate geometry resolution in onDraw(); refactor to avoid.
if (const SkPaint* fillPaint = ctx.fillPaint()) {
this->onDraw(ctx.canvas(), ctx.lengthContext(), *fillPaint, fillType);
}
if (const SkPaint* strokePaint = ctx.strokePaint()) {
this->onDraw(ctx.canvas(), ctx.lengthContext(), *strokePaint, fillType);
}
}
void SkSVGShape::appendChild(sk_sp<SkSVGNode>) {
SkDebugf("cannot append child nodes to an SVG shape.\n");
}