ed38d201de
AE supports dashing all strokes. Dashes are specified as an arbitrary number of intervals (alternating dash/gap) plus a start offset. All values can be animated independently (but of course!). - implement a SkSG dash effect (based on SkDashPathEffect) - expand the shape builder logic to allow local geometry adjustments (kind of a bummer that dashing is a stroke/paint property as opposed to a geometry effect in AE) Change-Id: Ic9ff35f2f9a552a3c26f9e1596ce58ad81f7ced5 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/274550 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
/*
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* Copyright 2020 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 SkSGDashEffect_DEFINED
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#define SkSGDashEffect_DEFINED
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#include "include/core/SkPath.h"
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#include "modules/sksg/include/SkSGGeometryNode.h"
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#include <vector>
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namespace sksg {
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/**
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* Apply a dash effect to the child geometry.
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*
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* Follows the same semantics as SkDashPathEffect, with one minor tweak: when the number of
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* intervals is odd, they are repeated once more to attain an even sequence (same as SVG
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* stroke-dasharray: https://www.w3.org/TR/SVG11/painting.html#StrokeDasharrayProperty).
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*/
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class DashEffect final : public GeometryNode {
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public:
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static sk_sp<DashEffect> Make(sk_sp<GeometryNode> child) {
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return child ? sk_sp<DashEffect>(new DashEffect(std::move(child))) : nullptr;
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}
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~DashEffect() override;
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SG_ATTRIBUTE(Intervals, std::vector<float>, fIntervals)
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SG_ATTRIBUTE(Phase, float , fPhase )
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protected:
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void onClip(SkCanvas*, bool antiAlias) const override;
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void onDraw(SkCanvas*, const SkPaint&) const override;
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bool onContains(const SkPoint&) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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SkPath onAsPath() const override;
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private:
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explicit DashEffect(sk_sp<GeometryNode>);
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const sk_sp<GeometryNode> fChild;
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SkPath fDashedPath; // cache
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std::vector<float> fIntervals;
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float fPhase;
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};
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} // namespace sksg
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#endif // SkSGDashEffect_DEFINED
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