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>
134 lines
3.7 KiB
C++
134 lines
3.7 KiB
C++
/*
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* Copyright 2018 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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#ifndef NimaActor_DEFINED
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#define NimaActor_DEFINED
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#include <nima/Actor.hpp>
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#include <nima/ActorImage.hpp>
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#include <nima/Vec2D.hpp>
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#include "include/core/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkImage.h"
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#include <string>
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class NimaActor;
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class NimaActorImage;
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enum RenderFlags {
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kImmediate_RenderFlag = 0x1,
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kCache_RenderFlag = 0x2,
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kBounds_RenderFlag = 0x4,
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};
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/** \class NimaActor
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NimaActor acts as a breidge between Skia and a nima::Actor object.
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The Actor object essentially is a set of bones and textures.
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NimaActor knows how to draw itself (the Actor) to an SkCanvas
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at various time stamps.
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NimaActor is also aware of the different animation types the
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Actor has and coordinates switching between them. For example,
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an animation might have an "idle" and a "jump" animation it can
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switch between.
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*/
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class NimaActor : public nima::Actor {
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public:
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NimaActor(std::string nimaPath, std::string texturePath);
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NimaActor(sk_sp<SkData> nimaBytes, sk_sp<SkData> textureBytes);
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~NimaActor() = default;
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/**
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* Render draws itself to the given canvas, at whatever
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* the current time position is (see seek).
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*/
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void render(SkCanvas* canvas, uint32_t renderFlags = 0);
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/**
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* Updates the animation state to be at time t.
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* This does not re-draw anything, another call to render() is required.
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*
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* @param t - number of second in (modulo total duration)
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*
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*/
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void seek(SkScalar t);
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/**
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* Returns the duration of the current Actor's animation in seconds.
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*/
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SkScalar duration() const;
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/**
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* Sets the animation type based on the index given. The default
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* animation index is 0. If index is invalid, nothing changes.
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*/
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void setAnimation(uint8_t index);
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/**
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* Sets the animation type to be one that matches the provided
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* name. If the name does not match any of the existing animation
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* types, nothing changes.
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*/
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void setAnimation(std::string name);
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/**
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* Returns all possible animation names. Use with setAnimation().
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*/
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const std::vector<std::string>& getAnimationNames() const {
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return fAnimationNames;
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}
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private:
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void init();
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sk_sp<SkImage> fTexture;
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std::vector<NimaActorImage> fActorImages;
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std::unique_ptr<SkPaint> fPaint;
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std::vector<std::string> fAnimationNames;
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nima::ActorAnimationInstance* fAnimationInstance;
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uint8_t fAnimationIndex;
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typedef nima::Actor INHERITED;
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};
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// A wrapper class that handles rendering of ActorImages (renderable components NIMA Actors).
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class NimaActorImage {
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public:
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NimaActorImage(nima::ActorImage* actorImage, SkImage* texture, SkPaint* paint);
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~NimaActorImage() = default;
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void render(SkCanvas* canvas, uint32_t renderFlags);
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int drawOrder() const { return fActorImage->drawOrder(); }
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private:
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nima::ActorImage* fActorImage;
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SkImage* fTexture;
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SkPaint* fPaint;
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bool fSkinned;
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std::vector<SkPoint> fPositions;
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std::vector<SkPoint> fTexs;
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std::vector<SkVertices::BoneIndices> fBoneIdx;
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std::vector<SkVertices::BoneWeights> fBoneWgt;
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std::vector<uint16_t> fIndices;
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std::vector<SkVertices::Bone> fBones;
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sk_sp<SkVertices> fVertices;
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uint32_t fRenderFlags;
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void updateVertices(bool isVolatile);
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void updateBones();
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void drawVerticesObject(SkVertices* vertices, SkCanvas* canvas, bool useBones) const;
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};
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#endif
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