skia2/gm/samplerstress.cpp
commit-bot@chromium.org 7c9d0f3104 Factory methods for heap-allocated SkMaskFilter objects.
This is part of an effort to ensure that all SkPaint effects can only be
allocated on the heap.

This patch makes the constructors of SkMaskFilter and its subclasses non-public
and instead provides factory methods for  creating these objects on the heap. We
temporarily keep constructor of publicly visible classes public behind a flag.

BUG=skia:2187
R=scroggo@google.com, mtklein@google.com, reed@google.com

Author: dominikg@chromium.org

Review URL: https://codereview.chromium.org/173633003

git-svn-id: http://skia.googlecode.com/svn/trunk@13527 2bbb7eff-a529-9590-31e7-b0007b416f81
2014-02-21 10:13:32 +00:00

153 lines
3.8 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkShader.h"
#include "SkStippleMaskFilter.h"
namespace skiagm {
/**
* Stress test the samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
public:
SamplerStressGM()
: fTextureCreated(false)
, fShader(NULL)
, fMaskFilter(NULL) {
}
virtual ~SamplerStressGM() {
}
protected:
virtual SkString onShortName() {
return SkString("samplerstress");
}
virtual SkISize onISize() {
return make_isize(640, 480);
}
/**
* Create a red & green stripes on black texture
*/
void createTexture() {
if (fTextureCreated) {
return;
}
static const int xSize = 16;
static const int ySize = 16;
fTexture.allocN32Pixels(xSize, ySize);
SkPMColor* addr = fTexture.getAddr32(0, 0);
for (int y = 0; y < ySize; ++y) {
for (int x = 0; x < xSize; ++x) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
if ((y % 5) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
}
if ((x % 7) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
}
}
}
fTextureCreated = true;
}
void createShader() {
if (NULL != fShader.get()) {
return;
}
createTexture();
fShader.reset(SkShader::CreateBitmapShader(fTexture,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode));
}
void createMaskFilter() {
if (NULL != fMaskFilter.get()) {
return;
}
fMaskFilter.reset(SkStippleMaskFilter::Create());
}
virtual void onDraw(SkCanvas* canvas) {
createShader();
createMaskFilter();
canvas->save();
// draw a letter "M" with a green & red striped texture and a
// stipple mask with a round rect soft clip
SkPaint paint;
paint.setAntiAlias(true);
paint.setTextSize(72);
paint.setShader(fShader.get());
paint.setMaskFilter(fMaskFilter.get());
SkRect temp;
temp.set(SkIntToScalar(115),
SkIntToScalar(75),
SkIntToScalar(144),
SkIntToScalar(110));
SkPath path;
path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint);
canvas->restore();
// Now draw stroked versions of the "M" and the round rect so we can
// see what is going on
SkPaint paint2;
paint2.setColor(SK_ColorBLACK);
paint2.setAntiAlias(true);
paint2.setTextSize(72);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(1);
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint2);
paint2.setColor(SK_ColorGRAY);
canvas->drawPath(path, paint2);
}
private:
SkBitmap fTexture;
bool fTextureCreated;
SkAutoTUnref<SkShader> fShader;
SkAutoTUnref<SkMaskFilter> fMaskFilter;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new SamplerStressGM; }
static GMRegistry reg(MyFactory);
}