skia2/include/effects/SkLayerDrawLooper.h
mdempsky 00d6e515e5 Eliminate some clutter in SkFlattenable
The Registrar class is unnecessary, as SkFlattenable factory
registration is now handled via initialization routines that can just
call the Register function directly.

Also, no need to lazily initialize gCount to 0, as initializing an int
to a constant value does not require dynamic initialization.  (C++
actually guarantees zero initialization of global ints anyway, but
existing practice in Skia appears to favor the explicit "= 0").

Relatedly, this requires removing the unused/unimplemented
SkLayerDrawLooper::MyRegistrar class.  And removing that allows Clang
to realize that SkLayerDrawLooper::fTopRec is unneeded too, so remove
that too to squelch the compiler warning/error.

This doesn't change any public API.
TBR=reed@google.com

Review URL: https://codereview.chromium.org/1361323002
2015-09-24 15:04:45 -07:00

155 lines
4.7 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkLayerDrawLooper_DEFINED
#define SkLayerDrawLooper_DEFINED
#include "SkDrawLooper.h"
#include "SkPaint.h"
#include "SkPoint.h"
#include "SkXfermode.h"
class SK_API SkLayerDrawLooper : public SkDrawLooper {
public:
virtual ~SkLayerDrawLooper();
/**
* Bits specifies which aspects of the layer's paint should replace the
* corresponding aspects on the draw's paint.
* kEntirePaint_Bits means use the layer's paint completely.
* 0 means ignore the layer's paint... except for fColorMode, which is
* always applied.
*/
enum Bits {
kStyle_Bit = 1 << 0, //!< use this layer's Style/stroke settings
kTextSkewX_Bit = 1 << 1, //!< use this layer's textskewx
kPathEffect_Bit = 1 << 2, //!< use this layer's patheffect
kMaskFilter_Bit = 1 << 3, //!< use this layer's maskfilter
kShader_Bit = 1 << 4, //!< use this layer's shader
kColorFilter_Bit = 1 << 5, //!< use this layer's colorfilter
kXfermode_Bit = 1 << 6, //!< use this layer's xfermode
/**
* Use the layer's paint entirely, with these exceptions:
* - We never override the draw's paint's text_encoding, since that is
* used to interpret the text/len parameters in draw[Pos]Text.
* - Color is always computed using the LayerInfo's fColorMode.
*/
kEntirePaint_Bits = -1
};
typedef int32_t BitFlags;
/**
* Info for how to apply the layer's paint and offset.
*
* fColorMode controls how we compute the final color for the layer:
* The layer's paint's color is treated as the SRC
* The draw's paint's color is treated as the DST
* final-color = Mode(layers-color, draws-color);
* Any SkXfermode::Mode will work. Two common choices are:
* kSrc_Mode: to use the layer's color, ignoring the draw's
* kDst_Mode: to just keep the draw's color, ignoring the layer's
*/
struct SK_API LayerInfo {
BitFlags fPaintBits;
SkXfermode::Mode fColorMode;
SkVector fOffset;
bool fPostTranslate; //!< applies to fOffset
/**
* Initial the LayerInfo. Defaults to settings that will draw the
* layer with no changes: e.g.
* fPaintBits == 0
* fColorMode == kDst_Mode
* fOffset == (0, 0)
*/
LayerInfo();
};
SkDrawLooper::Context* createContext(SkCanvas*, void* storage) const override;
size_t contextSize() const override { return sizeof(LayerDrawLooperContext); }
bool asABlurShadow(BlurShadowRec* rec) const override;
SK_TO_STRING_OVERRIDE()
Factory getFactory() const override { return CreateProc; }
static SkFlattenable* CreateProc(SkReadBuffer& buffer);
protected:
SkLayerDrawLooper();
void flatten(SkWriteBuffer&) const override;
private:
struct Rec {
Rec* fNext;
SkPaint fPaint;
LayerInfo fInfo;
};
Rec* fRecs;
int fCount;
// state-machine during the init/next cycle
class LayerDrawLooperContext : public SkDrawLooper::Context {
public:
explicit LayerDrawLooperContext(const SkLayerDrawLooper* looper);
protected:
bool next(SkCanvas*, SkPaint* paint) override;
private:
Rec* fCurrRec;
static void ApplyInfo(SkPaint* dst, const SkPaint& src, const LayerInfo&);
};
typedef SkDrawLooper INHERITED;
public:
class SK_API Builder {
public:
Builder();
~Builder();
/**
* Call for each layer you want to add (from top to bottom).
* This returns a paint you can modify, but that ptr is only valid until
* the next call made to addLayer().
*/
SkPaint* addLayer(const LayerInfo&);
/**
* This layer will draw with the original paint, at the specified offset
*/
void addLayer(SkScalar dx, SkScalar dy);
/**
* This layer will with the original paint and no offset.
*/
void addLayer() { this->addLayer(0, 0); }
/// Similar to addLayer, but adds a layer to the top.
SkPaint* addLayerOnTop(const LayerInfo&);
/**
* Pass list of layers on to newly built looper and return it. This will
* also reset the builder, so it can be used to build another looper.
*/
SkLayerDrawLooper* detachLooper();
private:
Rec* fRecs;
Rec* fTopRec;
int fCount;
};
};
#endif