skia2/modules/sksg/include/SkSGScene.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

87 lines
1.6 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;
struct SkPoint;
namespace sksg {
class RenderNode;
/**
* Base class for animators.
*
*/
class Animator {
public:
virtual ~Animator();
Animator(const Animator&) = delete;
Animator& operator=(const Animator&) = delete;
void tick(float t);
protected:
Animator();
virtual void onTick(float t) = 0;
};
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 {
public:
static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
~Scene();
Scene(const Scene&) = delete;
Scene& operator=(const Scene&) = delete;
void render(SkCanvas*) const;
void animate(float t);
const RenderNode* nodeAt(const SkPoint&) const;
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;
};
} // namespace sksg
#endif // SkSGScene_DEFINED