skia2/modules/sksg/include/SkSGRenderEffect.h
Florin Malita eb46bd892d [sksg] Hit-testing API
Introduce RenderNode::nodeAt(const SkPoint&) as the entry point for the hit-testing API.

This is backed by a onNodeAt() virtual, which gets dispatched throughout the render DAG,
and normally stops at the first leaf Draw node in encounters.

To support the implementation, introduce a GeometryNode::contains(const SkPoint&) API.

This is backed by a onContains() virtual, overridden in each concrete geometry class.

Expose nodeAt() on sksg::Scene, and add some basic unit tests.

Change-Id: I0c8abd9d1e51ecf2d8b4dd699f325cd636e21084
Reviewed-on: https://skia-review.googlesource.com/c/191296
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
2019-02-12 15:01:05 +00:00

112 lines
2.6 KiB
C++

/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGRenderEffect_DEFINED
#define SkSGRenderEffect_DEFINED
#include "SkSGEffectNode.h"
#include "SkColor.h"
#include <memory>
#include <vector>
// TODO: merge EffectNode.h with this header
class SkImageFilter;
namespace sksg {
/**
* ImageFilter base class.
*/
class ImageFilter : public Node {
public:
~ImageFilter() override;
const sk_sp<SkImageFilter>& getFilter() const {
SkASSERT(!this->hasInval());
return fFilter;
}
protected:
explicit ImageFilter(sk_sp<ImageFilter> input = 0);
using InputsT = std::vector<sk_sp<ImageFilter>>;
explicit ImageFilter(std::unique_ptr<InputsT> inputs);
SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
virtual sk_sp<SkImageFilter> onRevalidateFilter() = 0;
sk_sp<SkImageFilter> refInput(size_t) const;
private:
const std::unique_ptr<InputsT> fInputs;
sk_sp<SkImageFilter> fFilter;
using INHERITED = Node;
};
/**
* Attaches an ImageFilter (chain) to the render DAG.
*/
class ImageFilterEffect final : public EffectNode {
public:
~ImageFilterEffect() override;
static sk_sp<RenderNode> Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
protected:
void onRender(SkCanvas*, const RenderContext*) const override;
const RenderNode* onNodeAt(const SkPoint&) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
sk_sp<ImageFilter> fImageFilter;
using INHERITED = EffectNode;
};
/**
* SkDropShadowImageFilter node.
*/
class DropShadowImageFilter final : public ImageFilter {
public:
~DropShadowImageFilter() override;
static sk_sp<DropShadowImageFilter> Make(sk_sp<ImageFilter> input = nullptr);
enum class Mode { kShadowAndForeground, kShadowOnly };
SG_ATTRIBUTE(Offset, SkVector, fOffset)
SG_ATTRIBUTE(Sigma , SkVector, fSigma )
SG_ATTRIBUTE(Color , SkColor , fColor )
SG_ATTRIBUTE(Mode , Mode , fMode )
protected:
sk_sp<SkImageFilter> onRevalidateFilter() override;
private:
explicit DropShadowImageFilter(sk_sp<ImageFilter> input);
SkVector fOffset = { 0, 0 },
fSigma = { 0, 0 };
SkColor fColor = SK_ColorBLACK;
Mode fMode = Mode::kShadowAndForeground;
using INHERITED = ImageFilter;
};
} // namespace sksg
#endif // SkSGRenderEffect_DEFINED