c0bd9f9fe5
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>
44 lines
1.0 KiB
C++
44 lines
1.0 KiB
C++
/*
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* Copyright 2018 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 SkSGOpacityEffect_DEFINED
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#define SkSGOpacityEffect_DEFINED
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#include "modules/sksg/include/SkSGEffectNode.h"
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namespace sksg {
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/**
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* Concrete Effect node, applying opacity to its descendants.
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*
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*/
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class OpacityEffect final : public EffectNode {
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public:
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static sk_sp<OpacityEffect> Make(sk_sp<RenderNode> child, float opacity = 1) {
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return child ? sk_sp<OpacityEffect>(new OpacityEffect(std::move(child), opacity)) : nullptr;
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}
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SG_ATTRIBUTE(Opacity, float, fOpacity)
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protected:
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OpacityEffect(sk_sp<RenderNode>, float);
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void onRender(SkCanvas*, const RenderContext*) const override;
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const RenderNode* onNodeAt(const SkPoint&) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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float fOpacity;
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typedef EffectNode INHERITED;
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};
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} // namespace sksg
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#endif // SkSGOpacityEffect_DEFINED
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