skia2/include/core/SkDrawLooper.h
Mike Klein 334a642b20 remove unused sk_sp comparison operators
These unused comparison operators are the only users of
<functional> in SkRefCnt.h, for std::less.  <functional>
is an expensive header to compile, and SkRefCnt.h is popular,
so it helps to cut dependencies like this.

Mostly we just need to add #include <functional> in a few
places that were picking it up via SkRefCnt.h.

In SkPixmapPriv.h, it looked simpler to template the argument,
since everything was inline anyway.

Change-Id: I7c125bb26a04199847357c729a1b178256c6ef8d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/236942
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
2019-08-27 14:52:01 +00:00

137 lines
4.8 KiB
C++

/*
* Copyright 2011 The Android Open Source Project
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkDrawLooper_DEFINED
#define SkDrawLooper_DEFINED
#include "include/core/SkBlurTypes.h"
#include "include/core/SkColor.h"
#include "include/core/SkFlattenable.h"
#include "include/core/SkPoint.h"
#include <functional> // std::function
class SkArenaAlloc;
class SkCanvas;
class SkPaint;
struct SkRect;
class SkString;
/** \class SkDrawLooper
Subclasses of SkDrawLooper can be attached to a SkPaint. Where they are,
and something is drawn to a canvas with that paint, the looper subclass will
be called, allowing it to modify the canvas and/or paint for that draw call.
More than that, via the next() method, the looper can modify the draw to be
invoked multiple times (hence the name loop-er), allow it to perform effects
like shadows or frame/fills, that require more than one pass.
*/
class SK_API SkDrawLooper : public SkFlattenable {
public:
/**
* Holds state during a draw. Users call next() until it returns false.
*
* Subclasses of SkDrawLooper should create a subclass of this object to
* hold state specific to their subclass.
*/
class SK_API Context {
public:
Context() {}
virtual ~Context() {}
struct Info {
SkVector fTranslate;
bool fApplyPostCTM;
void applyToCTM(SkMatrix* ctm) const;
void applyToCanvas(SkCanvas*) const;
};
/**
* Called in a loop on objects returned by SkDrawLooper::createContext().
* Each time true is returned, the object is drawn (possibly with a modified
* canvas and/or paint). When false is finally returned, drawing for the object
* stops.
*
* On each call, the paint will be in its original state, but the
* canvas will be as it was following the previous call to next() or
* createContext().
*
* The implementation must ensure that, when next() finally returns
* false, the canvas has been restored to the state it was
* initially, before createContext() was first called.
*/
virtual bool next(Info*, SkPaint*) = 0;
private:
Context(const Context&) = delete;
Context& operator=(const Context&) = delete;
};
/**
* Called right before something is being drawn. Returns a Context
* whose next() method should be called until it returns false.
*/
virtual Context* makeContext(SkArenaAlloc*) const = 0;
/**
* The fast bounds functions are used to enable the paint to be culled early
* in the drawing pipeline. If a subclass can support this feature it must
* return true for the canComputeFastBounds() function. If that function
* returns false then computeFastBounds behavior is undefined otherwise it
* is expected to have the following behavior. Given the parent paint and
* the parent's bounding rect the subclass must fill in and return the
* storage rect, where the storage rect is with the union of the src rect
* and the looper's bounding rect.
*/
bool canComputeFastBounds(const SkPaint& paint) const;
void computeFastBounds(const SkPaint& paint, const SkRect& src, SkRect* dst) const;
struct BlurShadowRec {
SkScalar fSigma;
SkVector fOffset;
SkColor fColor;
SkBlurStyle fStyle;
};
/**
* If this looper can be interpreted as having two layers, such that
* 1. The first layer (bottom most) just has a blur and translate
* 2. The second layer has no modifications to either paint or canvas
* 3. No other layers.
* then return true, and if not null, fill out the BlurShadowRec).
*
* If any of the above are not met, return false and ignore the BlurShadowRec parameter.
*/
virtual bool asABlurShadow(BlurShadowRec*) const;
static SkFlattenable::Type GetFlattenableType() {
return kSkDrawLooper_Type;
}
SkFlattenable::Type getFlattenableType() const override {
return kSkDrawLooper_Type;
}
static sk_sp<SkDrawLooper> Deserialize(const void* data, size_t size,
const SkDeserialProcs* procs = nullptr) {
return sk_sp<SkDrawLooper>(static_cast<SkDrawLooper*>(
SkFlattenable::Deserialize(
kSkDrawLooper_Type, data, size, procs).release()));
}
void apply(SkCanvas* canvas, const SkPaint& paint,
std::function<void(SkCanvas*, const SkPaint&)>);
protected:
SkDrawLooper() {}
private:
typedef SkFlattenable INHERITED;
};
#endif