9a8b846baf
* Added a new binding type, SkEffectBinding. This stores another entire effect params structure (so the JSON is just nested). The name is a callable value that spawns a new instance of that effect, inheriting the parameters of the spawning effect or particle (depending on which kind of script made the call). * Broke up the monolithic update function into some helpers, got some code reuse with the script calling logic. * Unlike particle capacity, there is no upper limit on child effects (yet), so it's easy to trigger runaway memory and CPU consumption. Be careful. * Added death scripts to effects and particles, which are a common place to want to spawn sub-effects. Like spawn, these run on each loop, but for one-shots they play at the end. Even with loops, this is helpful for timing sub-effects (see fireworks2.json). * Finally, added a much more comprehensive example effect, raincloud.json. This includes a total of three effects, to generate a cloud, raindrops, and splashes when those drops hit "the ground". Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Osman <brianosman@google.com> |
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SkCurve.h | ||
SkParticleBinding.h | ||
SkParticleData.h | ||
SkParticleDrawable.h | ||
SkParticleEffect.h | ||
SkParticleSerialization.h | ||
SkReflected.h |