c0bd9f9fe5
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>
29 lines
959 B
C++
29 lines
959 B
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "experimental/svg/model/SkSVGRenderContext.h"
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#include "experimental/svg/model/SkSVGShape.h"
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SkSVGShape::SkSVGShape(SkSVGTag t) : INHERITED(t) {}
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void SkSVGShape::onRender(const SkSVGRenderContext& ctx) const {
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const auto fillType = ctx.presentationContext().fInherited.fFillRule.get()->asFillType();
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// TODO: this approach forces duplicate geometry resolution in onDraw(); refactor to avoid.
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if (const SkPaint* fillPaint = ctx.fillPaint()) {
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this->onDraw(ctx.canvas(), ctx.lengthContext(), *fillPaint, fillType);
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}
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if (const SkPaint* strokePaint = ctx.strokePaint()) {
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this->onDraw(ctx.canvas(), ctx.lengthContext(), *strokePaint, fillType);
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}
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}
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void SkSVGShape::appendChild(sk_sp<SkSVGNode>) {
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SkDebugf("cannot append child nodes to an SVG shape.\n");
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}
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