skia2/modules/sksg/include/SkSGClipEffect.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

52 lines
1.2 KiB
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGClipEffect_DEFINED
#define SkSGClipEffect_DEFINED
#include "modules/sksg/include/SkSGEffectNode.h"
namespace sksg {
class GeometryNode;
/**
* Concrete Effect node, applying a clip to its descendants.
*
*/
class ClipEffect final : public EffectNode {
public:
static sk_sp<ClipEffect> Make(sk_sp<RenderNode> child, sk_sp<GeometryNode> clip,
bool aa = false) {
return (child && clip)
? sk_sp<ClipEffect>(new ClipEffect(std::move(child), std::move(clip), aa))
: nullptr;
}
~ClipEffect() override;
protected:
ClipEffect(sk_sp<RenderNode>, sk_sp<GeometryNode>, bool aa);
void onRender(SkCanvas*, const RenderContext*) const override;
const RenderNode* onNodeAt(const SkPoint&) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
const sk_sp<GeometryNode> fClipNode;
const bool fAntiAlias;
bool fNoop = false;
typedef EffectNode INHERITED;
};
} // namespace sksg
#endif // SkSGClipEffect_DEFINED