skia2/modules/skottie/include/SkottieProperty.h
Florin Malita 71bcfef9f7 [skottie] Auto-resize and VAlign support for point text
Auto-resizing and vertical alignment require a non-empty text box.  But
currently, the presence of the text box is used to discriminate between
point text [1] and paragraph text [2].

In order to support auto-scaling and v-alignment for point text, we must
decouple the text mode encoding from the text box:

  * introduce and explicit LinebreakPolicy property for skottie::Shaper,
    and use it to control line breaking instead of the text box presence
  * by default, the line breaking policy is initialized per existing
    AE/BM semantics: non-empty text box -> paragraph mode,
    empty box -> point mode
  * the policy can be overridden via the PropertyObserver APIs to enable
    point mode auto-resizing and vertical alignment

[1] https://helpx.adobe.com/after-effects/using/creating-editing-text-layers.html#enter_point_text
[2] https://helpx.adobe.com/after-effects/using/creating-editing-text-layers.html#enter_paragraph_text

Change-Id: I007144283a31a2faa579d7eec82af72af3d540cb
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/321788
Reviewed-by: Ben Wagner <bungeman@google.com>
Commit-Queue: Florin Malita <fmalita@google.com>
2020-10-02 19:33:35 +00:00

137 lines
4.3 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 SkottieProperty_DEFINED
#define SkottieProperty_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkTypeface.h"
#include "include/utils/SkTextUtils.h"
#include "modules/skottie/src/text/SkottieShaper.h"
#include <functional>
class SkMatrix;
namespace sksg {
class Color;
class OpacityEffect;
} // namespace sksg
namespace skottie {
using ColorPropertyValue = SkColor;
using OpacityPropertyValue = float;
enum class TextPaintOrder : uint8_t {
kFillStroke,
kStrokeFill,
};
struct TextPropertyValue {
sk_sp<SkTypeface> fTypeface;
SkString fText;
float fTextSize = 0,
fStrokeWidth = 0,
fLineHeight = 0,
fLineShift = 0,
fAscent = 0;
SkTextUtils::Align fHAlign = SkTextUtils::kLeft_Align;
Shaper::VAlign fVAlign = Shaper::VAlign::kTop;
Shaper::ResizePolicy fResize = Shaper::ResizePolicy::kNone;
Shaper::LinebreakPolicy fLineBreak = Shaper::LinebreakPolicy::kExplicit;
SkRect fBox = SkRect::MakeEmpty();
SkColor fFillColor = SK_ColorTRANSPARENT,
fStrokeColor = SK_ColorTRANSPARENT;
TextPaintOrder fPaintOrder = TextPaintOrder::kFillStroke;
bool fHasFill = false,
fHasStroke = false;
bool operator==(const TextPropertyValue& other) const;
bool operator!=(const TextPropertyValue& other) const;
};
struct TransformPropertyValue {
SkPoint fAnchorPoint,
fPosition;
SkVector fScale;
SkScalar fRotation,
fSkew,
fSkewAxis;
bool operator==(const TransformPropertyValue& other) const;
bool operator!=(const TransformPropertyValue& other) const;
};
namespace internal { class AnimationBuilder; }
/**
* Property handles are adapters between user-facing AE model/values
* and the internal scene-graph representation.
*/
template <typename ValueT, typename NodeT>
class SK_API PropertyHandle final {
public:
explicit PropertyHandle(sk_sp<NodeT> node) : fNode(std::move(node)) {}
~PropertyHandle();
ValueT get() const;
void set(const ValueT&);
private:
const sk_sp<NodeT> fNode;
};
namespace internal {
class TextAdapter;
class TransformAdapter2D;
} // namespace internal
using ColorPropertyHandle = PropertyHandle<ColorPropertyValue,
sksg::Color>;
using OpacityPropertyHandle = PropertyHandle<OpacityPropertyValue,
sksg::OpacityEffect>;
using TextPropertyHandle = PropertyHandle<TextPropertyValue,
internal::TextAdapter>;
using TransformPropertyHandle = PropertyHandle<TransformPropertyValue,
internal::TransformAdapter2D>;
/**
* A PropertyObserver can be used to track and manipulate certain properties of "interesting"
* Lottie nodes.
*
* When registered with an animation builder, PropertyObserver receives notifications for
* various properties of layer and shape nodes. The |node_name| argument corresponds to the
* name ("nm") node property.
*/
class SK_API PropertyObserver : public SkRefCnt {
public:
template <typename T>
using LazyHandle = std::function<std::unique_ptr<T>()>;
virtual void onColorProperty (const char node_name[],
const LazyHandle<ColorPropertyHandle>&);
virtual void onOpacityProperty (const char node_name[],
const LazyHandle<OpacityPropertyHandle>&);
virtual void onTextProperty (const char node_name[],
const LazyHandle<TextPropertyHandle>&);
virtual void onTransformProperty(const char node_name[],
const LazyHandle<TransformPropertyHandle>&);
virtual void onEnterNode(const char node_name[]);
virtual void onLeavingNode(const char node_name[]);
};
} // namespace skottie
#endif // SkottieProperty_DEFINED