skia2/modules/particles/include/SkParticleAffector.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

55 lines
2.1 KiB
C++

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