4aa4441186
Sketching a thin (as in close-to-skia-semantics) scene graph API, focused on external animation, inval tracking and minimal repaint. Only a few concrete classes/features so far: * Rect/Color/Transform/Group * basic inval tracking * a trivial animated sample with inval visualization Pretty much everything (especially naming) is volatile, so treat accordingly. The interesting bits to review are likely in Node.{h,cpp} for inval and SampleSGInval.cpp for usage. Initial class hierarchy: * Node: invalidation/ancestors tracking | -- * RenderNode: onRender(SkCanvas) | | | -- * Draw (concrete): rendering a [geometry, paint] tuple | | | -- * Group (concrete): grouping multiple RenderNodes | | | -- * EffectNode: single-descendant effect wrapper | | | -- * Transform (concrete): transform effect | -- * PaintNode: onMakePaint() | | | -- * Color (concrete): SkColor paint wrapper | -- * GeometryNode: onComputeBounds(), onDraw(SkCanvas, SkPaint) | -- * Rect (concrete): SkRect wrapper TBR= Change-Id: Iacf9b773c181a7582ecd31ee968562f179d1aa1b Reviewed-on: https://skia-review.googlesource.com/85502 Reviewed-by: Florin Malita <fmalita@chromium.org> Commit-Queue: Florin Malita <fmalita@chromium.org>
39 lines
788 B
C++
39 lines
788 B
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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#ifndef SkSGEffectNode_DEFINED
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#define SkSGEffectNode_DEFINED
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#include "SkSGRenderNode.h"
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namespace sksg {
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/**
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* Base class for nodes which apply some transformation when rendering
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* their descendants.
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*
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* This includes transforms, clipping, filters, etc.
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*/
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class EffectNode : public RenderNode {
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protected:
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explicit EffectNode(sk_sp<RenderNode>);
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~EffectNode() override;
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void onRender(SkCanvas*) const override;
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void onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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sk_sp<RenderNode> fChild;
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typedef RenderNode INHERITED;
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};
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} // namespace sksg
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#endif // SkSGEffectNode_DEFINED
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