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>
55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
/*
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* Copyright 2019 Google LLC
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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 SkParticleAffector_DEFINED
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#define SkParticleAffector_DEFINED
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#include "modules/particles/include/SkReflected.h"
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#include "include/core/SkPoint.h"
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#include "modules/particles/include/SkParticleData.h"
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struct SkColorCurve;
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struct SkCurve;
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class SkParticleAffector : public SkReflected {
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public:
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REFLECTED_ABSTRACT(SkParticleAffector, SkReflected)
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void apply(const SkParticleUpdateParams& params, SkParticleState ps[], int count);
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void visitFields(SkFieldVisitor* v) override;
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static void RegisterAffectorTypes();
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// Affectors that can set the linear or angular velocity. Both have a 'force' option to apply
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// the resulting value as a force, rather than directly setting the velocity.
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static sk_sp<SkParticleAffector> MakeLinearVelocity(const SkCurve& angle,
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const SkCurve& strength,
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bool force,
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SkParticleFrame frame);
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static sk_sp<SkParticleAffector> MakeAngularVelocity(const SkCurve& strength,
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bool force);
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// Set the orientation of a particle, relative to the world, local, or velocity frame.
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static sk_sp<SkParticleAffector> MakeOrientation(const SkCurve& angle,
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SkParticleFrame frame);
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static sk_sp<SkParticleAffector> MakePointForce(SkPoint point, SkScalar constant,
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SkScalar invSquare);
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static sk_sp<SkParticleAffector> MakeSize(const SkCurve& curve);
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static sk_sp<SkParticleAffector> MakeFrame(const SkCurve& curve);
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static sk_sp<SkParticleAffector> MakeColor(const SkColorCurve& curve);
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private:
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virtual void onApply(const SkParticleUpdateParams& params, SkParticleState ps[], int count) = 0;
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bool fEnabled = true;
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};
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#endif // SkParticleAffector_DEFINED
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