7ac7413f08
PS1 regenerates BUILD.bazel files I suggest reviewing the deltas between PS1 and the latest PS to focus on the interesting bits. The changes here allow for a Vulkan-only build of HelloWorld based on sk_app. The toughest change was properly fetching the VisualID after removing the gl calls that used to fill that in. There are a few changes that fix resolution of Dawn header files, but those won't actually be built until a follow-on CL. Change-Id: I54fb58b5dd7ecd4313562aed401759b3eaed53c0 Bug: skia:12541 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/516999 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Kevin Lubick <kjlubick@google.com>
148 lines
3.6 KiB
C++
148 lines
3.6 KiB
C++
/*
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* Copyright 2017 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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#include "example/HelloWorld.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkGraphics.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkGradientShader.h"
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using namespace sk_app;
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Application* Application::Create(int argc, char** argv, void* platformData) {
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return new HelloWorld(argc, argv, platformData);
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}
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HelloWorld::HelloWorld(int argc, char** argv, void* platformData)
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#if defined(SK_GL)
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: fBackendType(Window::kNativeGL_BackendType),
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#elif defined(SK_VULKAN)
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: fBackendType(Window::kVulkan_BackendType),
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#else
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: fBackendType(Window::kRaster_BackendType),
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#endif
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fRotationAngle(0) {
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SkGraphics::Init();
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fWindow = Window::CreateNativeWindow(platformData);
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fWindow->setRequestedDisplayParams(DisplayParams());
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// register callbacks
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fWindow->pushLayer(this);
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fWindow->attach(fBackendType);
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}
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HelloWorld::~HelloWorld() {
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fWindow->detach();
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delete fWindow;
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}
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void HelloWorld::updateTitle() {
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if (!fWindow) {
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return;
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}
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SkString title("Hello World ");
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if (Window::kRaster_BackendType == fBackendType) {
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title.append("Raster");
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} else {
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#if defined(SK_GL)
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title.append("GL");
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#elif defined(SK_VULKAN)
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title.append("Vulkan");
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#else
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title.append("Unknown GPU backend");
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#endif
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}
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fWindow->setTitle(title.c_str());
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}
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void HelloWorld::onBackendCreated() {
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this->updateTitle();
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fWindow->show();
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fWindow->inval();
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}
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void HelloWorld::onPaint(SkSurface* surface) {
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auto canvas = surface->getCanvas();
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// Clear background
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canvas->clear(SK_ColorWHITE);
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SkPaint paint;
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paint.setColor(SK_ColorRED);
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// Draw a rectangle with red paint
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SkRect rect = SkRect::MakeXYWH(10, 10, 128, 128);
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canvas->drawRect(rect, paint);
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// Set up a linear gradient and draw a circle
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{
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SkPoint linearPoints[] = { { 0, 0 }, { 300, 300 } };
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SkColor linearColors[] = { SK_ColorGREEN, SK_ColorBLACK };
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paint.setShader(SkGradientShader::MakeLinear(linearPoints, linearColors, nullptr, 2,
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SkTileMode::kMirror));
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paint.setAntiAlias(true);
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canvas->drawCircle(200, 200, 64, paint);
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// Detach shader
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paint.setShader(nullptr);
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}
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// Draw a message with a nice black paint
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SkFont font;
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font.setSubpixel(true);
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font.setSize(20);
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paint.setColor(SK_ColorBLACK);
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canvas->save();
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static const char message[] = "Hello World ";
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// Translate and rotate
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canvas->translate(300, 300);
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fRotationAngle += 0.2f;
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if (fRotationAngle > 360) {
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fRotationAngle -= 360;
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}
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canvas->rotate(fRotationAngle);
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// Draw the text
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canvas->drawSimpleText(message, strlen(message), SkTextEncoding::kUTF8, 0, 0, font, paint);
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canvas->restore();
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}
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void HelloWorld::onIdle() {
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// Just re-paint continuously
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fWindow->inval();
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}
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bool HelloWorld::onChar(SkUnichar c, skui::ModifierKey modifiers) {
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if (' ' == c) {
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if (Window::kRaster_BackendType == fBackendType) {
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#if defined(SK_GL)
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fBackendType = Window::kNativeGL_BackendType;
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#elif defined(SK_VULKAN)
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fBackendType = Window::kVulkan_BackendType;
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#else
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SkDebugf("No GPU backend configured\n");
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return true;
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#endif
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} else {
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fBackendType = Window::kRaster_BackendType;
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}
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fWindow->detach();
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fWindow->attach(fBackendType);
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}
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return true;
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}
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