b53f48cfec
Had to add some logic to avoid touch and mouse cross-talk, because (at least on my laptop), the touch screen generates both kinds of events. This seems really useful [1] for the many [2] Skia developers with touch-enabled Windows devices. ---------- 1: No, not really. 2: N = 1? Bug: skia: Change-Id: Ib888bf4198f2cc0a29a31581ec4b64d3d9008c33 Reviewed-on: https://skia-review.googlesource.com/18920 Reviewed-by: Yuqian Li <liyuqian@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
/*
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* Copyright 2016 Google Inc.
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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 Viewer_DEFINED
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#define Viewer_DEFINED
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#include "sk_app/Application.h"
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#include "sk_app/CommandSet.h"
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#include "sk_app/Window.h"
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#include "gm.h"
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#include "SkAnimTimer.h"
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#include "SkTouchGesture.h"
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#include "Slide.h"
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class SkCanvas;
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class Viewer : public sk_app::Application {
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public:
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Viewer(int argc, char** argv, void* platformData);
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~Viewer() override;
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void onBackendCreated();
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void onPaint(SkCanvas* canvas);
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void onIdle() override;
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bool onTouch(intptr_t owner, sk_app::Window::InputState state, float x, float y);
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bool onMouse(float x, float y, sk_app::Window::InputState state, uint32_t modifiers);
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void onUIStateChanged(const SkString& stateName, const SkString& stateValue);
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bool onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers);
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bool onChar(SkUnichar c, uint32_t modifiers);
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private:
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enum class ColorMode {
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kLegacy, // N32, no color management
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kColorManagedSRGB8888_NonLinearBlending, // N32, sRGB transfer function, nonlinear blending
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kColorManagedSRGB8888, // N32, sRGB transfer function, linear blending
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kColorManagedLinearF16, // F16, linear transfer function, linear blending
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};
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void initSlides();
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void updateTitle();
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void setBackend(sk_app::Window::BackendType);
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void setColorMode(ColorMode);
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void setStartupSlide();
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void setupCurrentSlide(int previousSlide);
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void listNames();
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void updateUIState();
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void drawSlide(SkCanvas* canvs);
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void drawStats(SkCanvas* canvas);
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void drawImGui(SkCanvas* canvas);
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void changeZoomLevel(float delta);
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SkMatrix computeMatrix();
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sk_app::Window* fWindow;
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static const int kMeasurementCount = 64; // should be power of 2 for fast mod
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double fPaintTimes[kMeasurementCount];
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double fFlushTimes[kMeasurementCount];
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double fAnimateTimes[kMeasurementCount];
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int fCurrentMeasurement;
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SkAnimTimer fAnimTimer;
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SkTArray<sk_sp<Slide>> fSlides;
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int fCurrentSlide;
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bool fDisplayStats;
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bool fRefresh; // whether to continuously refresh for measuring render time
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SkPaint fImGuiFontPaint;
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SkPaint fImGuiGamutPaint;
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bool fShowImGuiDebugWindow;
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bool fShowImGuiTestWindow;
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bool fShowZoomWindow;
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sk_sp<SkImage> fLastImage;
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sk_app::Window::BackendType fBackendType;
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// Color properties for slide rendering
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ColorMode fColorMode;
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SkColorSpacePrimaries fColorSpacePrimaries;
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// transform data
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SkScalar fZoomLevel;
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sk_app::CommandSet fCommands;
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enum class GestureDevice {
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kNone,
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kTouch,
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kMouse,
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};
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SkTouchGesture fGesture;
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GestureDevice fGestureDevice;
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// identity unless the window initially scales the content to fit the screen.
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SkMatrix fDefaultMatrix;
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SkTArray<std::function<void(void)>> fDeferredActions;
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Json::Value fAllSlideNames; // cache all slide names for fast updateUIState
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};
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#endif
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