d0cf5da20d
Sets UIPinchGestureRecognizer and UISwipeGestureRecognizers and passes the result down to the sk_app::Window. To simplify detection, swipes take precedence over pans, and pans require a single touch. This is less flexible for the app, but in most cases I think is what we want. Bug: skia:8737 Change-Id: Ib031b6ad465d3a353da29d7e0b48a666d4ff8b9a Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239776 Commit-Queue: Jim Van Verth <jvanverth@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
160 lines
4.1 KiB
C++
160 lines
4.1 KiB
C++
/*
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* Copyright 2016 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 "tools/sk_app/Window.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkSurface.h"
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#include "tools/sk_app/WindowContext.h"
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namespace sk_app {
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Window::Window() {}
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Window::~Window() {}
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void Window::detach() { fWindowContext = nullptr; }
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void Window::visitLayers(std::function<void(Layer*)> visitor) {
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for (int i = 0; i < fLayers.count(); ++i) {
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if (fLayers[i]->fActive) {
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visitor(fLayers[i]);
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}
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}
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}
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bool Window::signalLayers(std::function<bool(Layer*)> visitor) {
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for (int i = fLayers.count() - 1; i >= 0; --i) {
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if (fLayers[i]->fActive && visitor(fLayers[i])) {
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return true;
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}
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}
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return false;
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}
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void Window::onBackendCreated() {
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this->visitLayers([](Layer* layer) { layer->onBackendCreated(); });
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}
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bool Window::onChar(SkUnichar c, skui::ModifierKey modifiers) {
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return this->signalLayers([=](Layer* layer) { return layer->onChar(c, modifiers); });
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}
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bool Window::onKey(skui::Key key, skui::InputState state, skui::ModifierKey modifiers) {
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return this->signalLayers([=](Layer* layer) { return layer->onKey(key, state, modifiers); });
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}
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bool Window::onMouse(int x, int y, skui::InputState state, skui::ModifierKey modifiers) {
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return this->signalLayers([=](Layer* layer) { return layer->onMouse(x, y, state, modifiers); });
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}
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bool Window::onMouseWheel(float delta, skui::ModifierKey modifiers) {
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return this->signalLayers([=](Layer* layer) { return layer->onMouseWheel(delta, modifiers); });
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}
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bool Window::onTouch(intptr_t owner, skui::InputState state, float x, float y) {
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return this->signalLayers([=](Layer* layer) { return layer->onTouch(owner, state, x, y); });
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}
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bool Window::onFling(skui::InputState state) {
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return this->signalLayers([=](Layer* layer) { return layer->onFling(state); });
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}
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bool Window::onPinch(skui::InputState state, float scale, float x, float y) {
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return this->signalLayers([=](Layer* layer) { return layer->onPinch(state, scale, x, y); });
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}
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void Window::onUIStateChanged(const SkString& stateName, const SkString& stateValue) {
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this->visitLayers([=](Layer* layer) { layer->onUIStateChanged(stateName, stateValue); });
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}
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void Window::onPaint() {
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if (!fWindowContext) {
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return;
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}
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markInvalProcessed();
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this->visitLayers([](Layer* layer) { layer->onPrePaint(); });
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sk_sp<SkSurface> backbuffer = fWindowContext->getBackbufferSurface();
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if (backbuffer) {
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// draw into the canvas of this surface
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this->visitLayers([=](Layer* layer) { layer->onPaint(backbuffer.get()); });
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backbuffer->flush();
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fWindowContext->swapBuffers();
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} else {
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printf("no backbuffer!?\n");
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// try recreating testcontext
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}
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}
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void Window::onResize(int w, int h) {
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if (!fWindowContext) {
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return;
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}
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fWindowContext->resize(w, h);
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this->visitLayers([=](Layer* layer) { layer->onResize(w, h); });
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}
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int Window::width() const {
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if (!fWindowContext) {
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return 0;
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}
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return fWindowContext->width();
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}
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int Window::height() const {
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if (!fWindowContext) {
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return 0;
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}
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return fWindowContext->height();
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}
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void Window::setRequestedDisplayParams(const DisplayParams& params, bool /* allowReattach */) {
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fRequestedDisplayParams = params;
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if (fWindowContext) {
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fWindowContext->setDisplayParams(fRequestedDisplayParams);
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}
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}
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int Window::sampleCount() const {
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if (!fWindowContext) {
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return 0;
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}
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return fWindowContext->sampleCount();
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}
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int Window::stencilBits() const {
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if (!fWindowContext) {
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return -1;
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}
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return fWindowContext->stencilBits();
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}
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GrContext* Window::getGrContext() const {
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if (!fWindowContext) {
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return nullptr;
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}
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return fWindowContext->getGrContext();
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}
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void Window::inval() {
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if (!fWindowContext) {
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return;
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}
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if (!fIsContentInvalidated) {
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fIsContentInvalidated = true;
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onInval();
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}
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}
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void Window::markInvalProcessed() {
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fIsContentInvalidated = false;
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}
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} // namespace sk_app
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