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>
57 lines
1.4 KiB
C++
57 lines
1.4 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 ParticlesSlide_DEFINED
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#define ParticlesSlide_DEFINED
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#include "tools/viewer/Slide.h"
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#include "include/core/SkPath.h"
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#include "include/private/SkTArray.h"
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#include "include/utils/SkRandom.h"
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class AnimTimer;
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class SkParticleEffect;
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class SkParticleEffectParams;
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class ParticlesSlide : public Slide {
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public:
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ParticlesSlide();
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// TODO: We need a way for primarily interactive slides to always be as large as the window
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SkISize getDimensions() const override { return SkISize::MakeEmpty(); }
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void load(SkScalar winWidth, SkScalar winHeight) override;
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void draw(SkCanvas* canvas) override;
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bool animate(const AnimTimer& timer) override;
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bool onMouse(SkScalar x, SkScalar y, sk_app::Window::InputState state,
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uint32_t modifiers) override;
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private:
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void loadEffects(const char* dirname);
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SkRandom fRandom;
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const AnimTimer* fTimer;
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SkPoint fPlayPosition;
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struct LoadedEffect {
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SkString fName;
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sk_sp<SkParticleEffectParams> fParams;
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};
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SkTArray<LoadedEffect> fLoaded;
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struct RunningEffect {
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SkPoint fPosition;
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SkString fName;
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sk_sp<SkParticleEffect> fEffect;
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};
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SkTArray<RunningEffect> fRunning;
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};
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#endif
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