7571f9e490
Mechanically updated via Xcode "Replace Regular Expression": typedef (.*) INHERITED; --> using INHERITED = $1; The ClangTidy approach generated an even larger CL which would have required a significant amount of hand-tweaking to be usable. Change-Id: I671dc9d9efdf6d60151325c8d4d13fad7e10a15b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/314999 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
154 lines
4.5 KiB
C++
154 lines
4.5 KiB
C++
/*
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* Copyright 2011 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 SkLayerDrawLooper_DEFINED
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#define SkLayerDrawLooper_DEFINED
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkDrawLooper.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPoint.h"
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/**
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* DEPRECATED: No longer supported by Skia.
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*/
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class SK_API SkLayerDrawLooper : public SkDrawLooper {
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public:
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~SkLayerDrawLooper() override;
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/**
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* Bits specifies which aspects of the layer's paint should replace the
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* corresponding aspects on the draw's paint.
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* kEntirePaint_Bits means use the layer's paint completely.
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* 0 means ignore the layer's paint... except for fColorMode, which is
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* always applied.
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*/
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enum Bits {
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kStyle_Bit = 1 << 0, //!< use this layer's Style/stroke settings
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kPathEffect_Bit = 1 << 2, //!< use this layer's patheffect
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kMaskFilter_Bit = 1 << 3, //!< use this layer's maskfilter
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kShader_Bit = 1 << 4, //!< use this layer's shader
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kColorFilter_Bit = 1 << 5, //!< use this layer's colorfilter
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kXfermode_Bit = 1 << 6, //!< use this layer's xfermode
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// unsupported kTextSkewX_Bit = 1 << 1,
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/**
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* Use the layer's paint entirely, with these exceptions:
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* - We never override the draw's paint's text_encoding, since that is
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* used to interpret the text/len parameters in draw[Pos]Text.
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* - Color is always computed using the LayerInfo's fColorMode.
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*/
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kEntirePaint_Bits = -1
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};
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typedef int32_t BitFlags;
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/**
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* Info for how to apply the layer's paint and offset.
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*
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* fColorMode controls how we compute the final color for the layer:
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* The layer's paint's color is treated as the SRC
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* The draw's paint's color is treated as the DST
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* final-color = Mode(layers-color, draws-color);
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* Any SkBlendMode will work. Two common choices are:
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* kSrc: to use the layer's color, ignoring the draw's
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* kDst: to just keep the draw's color, ignoring the layer's
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*/
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struct SK_API LayerInfo {
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BitFlags fPaintBits;
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SkBlendMode fColorMode;
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SkVector fOffset;
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bool fPostTranslate; //!< applies to fOffset
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/**
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* Initial the LayerInfo. Defaults to settings that will draw the
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* layer with no changes: e.g.
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* fPaintBits == 0
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* fColorMode == kDst_Mode
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* fOffset == (0, 0)
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*/
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LayerInfo();
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};
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SkDrawLooper::Context* makeContext(SkArenaAlloc*) const override;
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bool asABlurShadow(BlurShadowRec* rec) const override;
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protected:
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SkLayerDrawLooper();
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void flatten(SkWriteBuffer&) const override;
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private:
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SK_FLATTENABLE_HOOKS(SkLayerDrawLooper)
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struct Rec {
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Rec* fNext;
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SkPaint fPaint;
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LayerInfo fInfo;
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};
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Rec* fRecs;
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int fCount;
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// state-machine during the init/next cycle
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class LayerDrawLooperContext : public SkDrawLooper::Context {
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public:
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explicit LayerDrawLooperContext(const SkLayerDrawLooper* looper);
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protected:
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bool next(Info*, SkPaint* paint) override;
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private:
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Rec* fCurrRec;
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static void ApplyInfo(SkPaint* dst, const SkPaint& src, const LayerInfo&);
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};
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using INHERITED = SkDrawLooper;
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public:
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class SK_API Builder {
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public:
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Builder();
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~Builder();
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/**
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* Call for each layer you want to add (from top to bottom).
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* This returns a paint you can modify, but that ptr is only valid until
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* the next call made to addLayer().
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*/
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SkPaint* addLayer(const LayerInfo&);
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/**
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* This layer will draw with the original paint, at the specified offset
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*/
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void addLayer(SkScalar dx, SkScalar dy);
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/**
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* This layer will with the original paint and no offset.
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*/
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void addLayer() { this->addLayer(0, 0); }
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/// Similar to addLayer, but adds a layer to the top.
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SkPaint* addLayerOnTop(const LayerInfo&);
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/**
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* Pass list of layers on to newly built looper and return it. This will
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* also reset the builder, so it can be used to build another looper.
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*/
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sk_sp<SkDrawLooper> detach();
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private:
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Rec* fRecs;
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Rec* fTopRec;
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int fCount;
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};
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};
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#endif
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