skia2/experimental/sksg/SkSGScene.h
Florin Malita cca86f386c [skottie] Hierarchical animators
Instead of a flat animator space, introduce animator groups.

This allows us to encapsulate layer animators and only dispatch ticks
when their owning layer is active.

TBR=

Change-Id: I1fc8a55abf68a712b71969bb1a11275dbe54c236
Reviewed-on: https://skia-review.googlesource.com/101201
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
2018-01-29 16:16:21 +00:00

86 lines
1.5 KiB
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGScene_DEFINED
#define SkSGScene_DEFINED
#include "SkRefCnt.h"
#include "SkTypes.h"
#include <memory>
#include <vector>
class SkCanvas;
namespace sksg {
class RenderNode;
/**
* Base class for animators.
*
*/
class Animator : public SkNoncopyable {
public:
virtual ~Animator();
void tick(float t);
protected:
Animator();
virtual void onTick(float t) = 0;
private:
using INHERITED = SkNoncopyable;
};
using AnimatorList = std::vector<std::unique_ptr<Animator>>;
class GroupAnimator : public Animator {
protected:
explicit GroupAnimator(AnimatorList&&);
void onTick(float t) override;
private:
const AnimatorList fAnimators;
using INHERITED = Animator;
};
/**
* Holds a scene root and a list of animators.
*
* Provides high-level mehods for driving rendering and animations.
*
*/
class Scene final : SkNoncopyable {
public:
static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
~Scene();
void render(SkCanvas*) const;
void animate(float t);
void setShowInval(bool show) { fShowInval = show; }
private:
Scene(sk_sp<RenderNode> root, AnimatorList&& animators);
const sk_sp<RenderNode> fRoot;
const AnimatorList fAnimators;
bool fShowInval = false;
using INHERITED = SkNoncopyable;
};
} // namespace sksg
#endif // SkSGScene_DEFINED