skia2/modules/particles/include/SkParticleEffect.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

75 lines
1.8 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkParticleEffect_DEFINED
#define SkParticleEffect_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/private/SkTArray.h"
#include "include/utils/SkRandom.h"
#include "modules/particles/include/SkCurve.h"
#include "src/core/SkAutoMalloc.h"
class SkCanvas;
class SkFieldVisitor;
class SkParticleAffector;
class SkParticleDrawable;
struct SkParticleState;
class SkParticleEffectParams : public SkRefCnt {
public:
int fMaxCount = 128;
float fEffectDuration = 1.0f;
float fRate = 8.0f;
SkCurve fLifetime = 1.0f;
// Drawable (image, sprite sheet, etc.)
sk_sp<SkParticleDrawable> fDrawable;
// Rules that configure particles at spawn time
SkTArray<sk_sp<SkParticleAffector>> fSpawnAffectors;
// Rules that update existing particles over their lifetime
SkTArray<sk_sp<SkParticleAffector>> fUpdateAffectors;
void visitFields(SkFieldVisitor* v);
};
class SkParticleEffect : public SkRefCnt {
public:
SkParticleEffect(sk_sp<SkParticleEffectParams> params, const SkRandom& random);
void start(double now, bool looping = false);
void update(double now);
void draw(SkCanvas* canvas);
bool isAlive() const { return fSpawnTime >= 0; }
int getCount() const { return fCount; }
private:
void setCapacity(int capacity);
sk_sp<SkParticleEffectParams> fParams;
SkRandom fRandom;
bool fLooping;
double fSpawnTime;
int fCount;
double fLastTime;
float fSpawnRemainder;
SkAutoTMalloc<SkParticleState> fParticles;
SkAutoTMalloc<SkRandom> fStableRandoms;
// Cached
int fCapacity;
};
#endif // SkParticleEffect_DEFINED