skia2/experimental/svg/model/SkSVGNode.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

98 lines
2.6 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSVGNode_DEFINED
#define SkSVGNode_DEFINED
#include "experimental/svg/model/SkSVGAttribute.h"
#include "include/core/SkRefCnt.h"
class SkCanvas;
class SkMatrix;
class SkPaint;
class SkPath;
class SkSVGRenderContext;
class SkSVGValue;
enum class SkSVGTag {
kCircle,
kClipPath,
kDefs,
kEllipse,
kG,
kLine,
kLinearGradient,
kPath,
kPattern,
kPolygon,
kPolyline,
kRadialGradient,
kRect,
kStop,
kSvg,
kUse
};
class SkSVGNode : public SkRefCnt {
public:
virtual ~SkSVGNode();
SkSVGTag tag() const { return fTag; }
virtual void appendChild(sk_sp<SkSVGNode>) = 0;
void render(const SkSVGRenderContext&) const;
bool asPaint(const SkSVGRenderContext&, SkPaint*) const;
SkPath asPath(const SkSVGRenderContext&) const;
void setAttribute(SkSVGAttribute, const SkSVGValue&);
void setClipPath(const SkSVGClip&);
void setClipRule(const SkSVGFillRule&);
void setFill(const SkSVGPaint&);
void setFillOpacity(const SkSVGNumberType&);
void setFillRule(const SkSVGFillRule&);
void setOpacity(const SkSVGNumberType&);
void setStroke(const SkSVGPaint&);
void setStrokeDashArray(const SkSVGDashArray&);
void setStrokeDashOffset(const SkSVGLength&);
void setStrokeOpacity(const SkSVGNumberType&);
void setStrokeWidth(const SkSVGLength&);
void setVisibility(const SkSVGVisibility&);
protected:
SkSVGNode(SkSVGTag);
// Called before onRender(), to apply local attributes to the context. Unlike onRender(),
// onPrepareToRender() bubbles up the inheritance chain: overriders should always call
// INHERITED::onPrepareToRender(), unless they intend to short-circuit rendering
// (return false).
// Implementations are expected to return true if rendering is to continue, or false if
// the node/subtree rendering is disabled.
virtual bool onPrepareToRender(SkSVGRenderContext*) const;
virtual void onRender(const SkSVGRenderContext&) const = 0;
virtual bool onAsPaint(const SkSVGRenderContext&, SkPaint*) const { return false; }
virtual SkPath onAsPath(const SkSVGRenderContext&) const = 0;
virtual void onSetAttribute(SkSVGAttribute, const SkSVGValue&);
virtual bool hasChildren() const { return false; }
private:
SkSVGTag fTag;
// FIXME: this should be sparse
SkSVGPresentationAttributes fPresentationAttributes;
typedef SkRefCnt INHERITED;
};
#endif // SkSVGNode_DEFINED