c0bd9f9fe5
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>
298 lines
12 KiB
C++
298 lines
12 KiB
C++
/*
|
|
* Copyright 2016 Google Inc.
|
|
*
|
|
* Use of this source code is governed by a BSD-style license that can be
|
|
* found in the LICENSE file.
|
|
*/
|
|
|
|
#include "include/core/SkRRect.h"
|
|
#include "include/utils/SkRandom.h"
|
|
#include "samplecode/Sample.h"
|
|
#include "tools/timer/AnimTimer.h"
|
|
|
|
#include "modules/sksg/include/SkSGDraw.h"
|
|
#include "modules/sksg/include/SkSGGroup.h"
|
|
#include "modules/sksg/include/SkSGPaint.h"
|
|
#include "modules/sksg/include/SkSGPath.h"
|
|
#include "modules/sksg/include/SkSGRect.h"
|
|
#include "modules/sksg/include/SkSGScene.h"
|
|
#include "modules/sksg/include/SkSGTransform.h"
|
|
|
|
namespace {
|
|
|
|
static const SkRect kBounds = SkRect::MakeLTRB(0.1f, 0.1f, 0.9f, 0.9f);
|
|
static const SkSize kPaddleSize = SkSize::Make(0.03f, 0.1f);
|
|
static const SkScalar kBallSize = 0.04f;
|
|
static const SkScalar kShadowOpacity = 0.40f;
|
|
static const SkScalar kShadowParallax = 0.04f;
|
|
static const SkScalar kBackgroundStroke = 0.01f;
|
|
static const uint32_t kBackgroundDashCount = 20;
|
|
|
|
static const SkScalar kBallSpeedMax = 0.0020f;
|
|
static const SkScalar kBallSpeedMin = 0.0005f;
|
|
static const SkScalar kBallSpeedFuzz = 0.0002f;
|
|
|
|
static const SkScalar kTimeScaleMin = 0.0f;
|
|
static const SkScalar kTimeScaleMax = 5.0f;
|
|
|
|
// Box the value within [min, max), by applying infinite reflection on the interval endpoints.
|
|
SkScalar box_reflect(SkScalar v, SkScalar min, SkScalar max) {
|
|
const SkScalar intervalLen = max - min;
|
|
SkASSERT(intervalLen > 0);
|
|
|
|
// f(v) is periodic in 2 * intervalLen: one normal progression + one reflection
|
|
const SkScalar P = intervalLen * 2;
|
|
// relative to P origin
|
|
const SkScalar vP = v - min;
|
|
// map to [0, P)
|
|
const SkScalar vMod = (vP < 0) ? P - SkScalarMod(-vP, P) : SkScalarMod(vP, P);
|
|
// reflect if needed, to map to [0, intervalLen)
|
|
const SkScalar vInterval = vMod < intervalLen ? vMod : P - vMod;
|
|
// finally, reposition relative to min
|
|
return vInterval + min;
|
|
}
|
|
|
|
// Compute <t, y> for the trajectory intersection with the next vertical edge.
|
|
std::tuple<SkScalar, SkScalar> find_yintercept(const SkPoint& pos, const SkVector& spd,
|
|
const SkRect& box) {
|
|
const SkScalar edge = spd.fX > 0 ? box.fRight : box.fLeft;
|
|
const SkScalar t = (edge - pos.fX) / spd.fX;
|
|
SkASSERT(t >= 0);
|
|
const SkScalar dY = t * spd.fY;
|
|
|
|
return std::make_tuple(t, box_reflect(pos.fY + dY, box.fTop, box.fBottom));
|
|
}
|
|
|
|
void update_pos(const sk_sp<sksg::RRect>& rr, const SkPoint& pos) {
|
|
// TODO: position setters on RRect?
|
|
|
|
const auto r = rr->getRRect().rect();
|
|
const auto offsetX = pos.x() - r.x(),
|
|
offsetY = pos.y() - r.y();
|
|
rr->setRRect(rr->getRRect().makeOffset(offsetX, offsetY));
|
|
}
|
|
|
|
} // anonymous ns
|
|
|
|
class PongView final : public Sample {
|
|
public:
|
|
PongView() = default;
|
|
|
|
protected:
|
|
void onOnceBeforeDraw() override {
|
|
const SkRect fieldBounds = kBounds.makeOutset(kBallSize / 2, kBallSize / 2);
|
|
const SkRRect ball = SkRRect::MakeOval(SkRect::MakeWH(kBallSize, kBallSize));
|
|
const SkRRect paddle = SkRRect::MakeRectXY(SkRect::MakeWH(kPaddleSize.width(),
|
|
kPaddleSize.height()),
|
|
kPaddleSize.width() / 2,
|
|
kPaddleSize.width() / 2);
|
|
fBall.initialize(ball,
|
|
SkPoint::Make(kBounds.centerX(), kBounds.centerY()),
|
|
SkVector::Make(fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax),
|
|
fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax)));
|
|
fPaddle0.initialize(paddle,
|
|
SkPoint::Make(fieldBounds.left() - kPaddleSize.width() / 2,
|
|
fieldBounds.centerY()),
|
|
SkVector::Make(0, 0));
|
|
fPaddle1.initialize(paddle,
|
|
SkPoint::Make(fieldBounds.right() + kPaddleSize.width() / 2,
|
|
fieldBounds.centerY()),
|
|
SkVector::Make(0, 0));
|
|
|
|
// Background decoration.
|
|
SkPath bgPath;
|
|
bgPath.moveTo(kBounds.left() , fieldBounds.top());
|
|
bgPath.lineTo(kBounds.right(), fieldBounds.top());
|
|
bgPath.moveTo(kBounds.left() , fieldBounds.bottom());
|
|
bgPath.lineTo(kBounds.right(), fieldBounds.bottom());
|
|
// TODO: stroke-dash support would come in handy right about now.
|
|
for (uint32_t i = 0; i < kBackgroundDashCount; ++i) {
|
|
bgPath.moveTo(kBounds.centerX(),
|
|
kBounds.top() + (i + 0.25f) * kBounds.height() / kBackgroundDashCount);
|
|
bgPath.lineTo(kBounds.centerX(),
|
|
kBounds.top() + (i + 0.75f) * kBounds.height() / kBackgroundDashCount);
|
|
}
|
|
|
|
auto bg_path = sksg::Path::Make(bgPath);
|
|
auto bg_paint = sksg::Color::Make(SK_ColorBLACK);
|
|
bg_paint->setStyle(SkPaint::kStroke_Style);
|
|
bg_paint->setStrokeWidth(kBackgroundStroke);
|
|
|
|
auto ball_paint = sksg::Color::Make(SK_ColorGREEN),
|
|
paddle0_paint = sksg::Color::Make(SK_ColorBLUE),
|
|
paddle1_paint = sksg::Color::Make(SK_ColorRED),
|
|
shadow_paint = sksg::Color::Make(SK_ColorBLACK);
|
|
ball_paint->setAntiAlias(true);
|
|
paddle0_paint->setAntiAlias(true);
|
|
paddle1_paint->setAntiAlias(true);
|
|
shadow_paint->setAntiAlias(true);
|
|
shadow_paint->setOpacity(kShadowOpacity);
|
|
|
|
// Build the scene graph.
|
|
auto group = sksg::Group::Make();
|
|
group->addChild(sksg::Draw::Make(std::move(bg_path), std::move(bg_paint)));
|
|
group->addChild(sksg::Draw::Make(fPaddle0.shadowNode, shadow_paint));
|
|
group->addChild(sksg::Draw::Make(fPaddle1.shadowNode, shadow_paint));
|
|
group->addChild(sksg::Draw::Make(fBall.shadowNode, shadow_paint));
|
|
group->addChild(sksg::Draw::Make(fPaddle0.objectNode, paddle0_paint));
|
|
group->addChild(sksg::Draw::Make(fPaddle1.objectNode, paddle1_paint));
|
|
group->addChild(sksg::Draw::Make(fBall.objectNode, ball_paint));
|
|
|
|
// Handle everything in a normalized 1x1 space.
|
|
fContentMatrix = sksg::Matrix<SkMatrix>::Make(
|
|
SkMatrix::MakeRectToRect(SkRect::MakeWH(1, 1),
|
|
SkRect::MakeIWH(this->width(), this->height()),
|
|
SkMatrix::kFill_ScaleToFit));
|
|
auto root = sksg::TransformEffect::Make(std::move(group), fContentMatrix);
|
|
fScene = sksg::Scene::Make(std::move(root), sksg::AnimatorList());
|
|
|
|
// Off we go.
|
|
this->updatePaddleStrategy();
|
|
}
|
|
|
|
bool onQuery(Event* evt) override {
|
|
if (Sample::TitleQ(*evt)) {
|
|
Sample::TitleR(evt, "SGPong");
|
|
return true;
|
|
}
|
|
|
|
SkUnichar uni;
|
|
if (Sample::CharQ(*evt, &uni)) {
|
|
switch (uni) {
|
|
case '[':
|
|
fTimeScale = SkTPin(fTimeScale - 0.1f, kTimeScaleMin, kTimeScaleMax);
|
|
return true;
|
|
case ']':
|
|
fTimeScale = SkTPin(fTimeScale + 0.1f, kTimeScaleMin, kTimeScaleMax);
|
|
return true;
|
|
case 'I':
|
|
fShowInval = !fShowInval;
|
|
fScene->setShowInval(fShowInval);
|
|
return true;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return this->INHERITED::onQuery(evt);
|
|
}
|
|
|
|
void onSizeChange() override {
|
|
if (fContentMatrix) {
|
|
fContentMatrix->setMatrix(SkMatrix::MakeRectToRect(SkRect::MakeWH(1, 1),
|
|
SkRect::MakeIWH(this->width(),
|
|
this->height()),
|
|
SkMatrix::kFill_ScaleToFit));
|
|
}
|
|
|
|
this->INHERITED::onSizeChange();
|
|
}
|
|
|
|
void onDrawContent(SkCanvas* canvas) override {
|
|
fScene->render(canvas);
|
|
}
|
|
|
|
bool onAnimate(const AnimTimer& timer) override {
|
|
// onAnimate may fire before the first draw.
|
|
if (fScene) {
|
|
SkScalar dt = (timer.msec() - fLastTick) * fTimeScale;
|
|
fLastTick = timer.msec();
|
|
|
|
fPaddle0.posTick(dt);
|
|
fPaddle1.posTick(dt);
|
|
fBall.posTick(dt);
|
|
|
|
this->enforceConstraints();
|
|
|
|
fPaddle0.updateDom();
|
|
fPaddle1.updateDom();
|
|
fBall.updateDom();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
struct Object {
|
|
void initialize(const SkRRect& rrect, const SkPoint& p, const SkVector& s) {
|
|
objectNode = sksg::RRect::Make(rrect);
|
|
shadowNode = sksg::RRect::Make(rrect);
|
|
|
|
pos = p;
|
|
spd = s;
|
|
size = SkSize::Make(rrect.width(), rrect.height());
|
|
}
|
|
|
|
void posTick(SkScalar dt) {
|
|
pos += spd * dt;
|
|
}
|
|
|
|
void updateDom() {
|
|
const SkPoint corner = pos - SkPoint::Make(size.width() / 2, size.height() / 2);
|
|
update_pos(objectNode, corner);
|
|
|
|
// Simulate parallax shadow for a centered light source.
|
|
SkPoint shadowOffset = pos - SkPoint::Make(kBounds.centerX(), kBounds.centerY());
|
|
shadowOffset.scale(kShadowParallax);
|
|
const SkPoint shadowCorner = corner + shadowOffset;
|
|
|
|
update_pos(shadowNode, shadowCorner);
|
|
}
|
|
|
|
sk_sp<sksg::RRect> objectNode,
|
|
shadowNode;
|
|
SkPoint pos;
|
|
SkVector spd;
|
|
SkSize size;
|
|
};
|
|
|
|
void enforceConstraints() {
|
|
// Perfect vertical reflection.
|
|
if (fBall.pos.fY < kBounds.fTop || fBall.pos.fY >= kBounds.fBottom) {
|
|
fBall.spd.fY = -fBall.spd.fY;
|
|
fBall.pos.fY = box_reflect(fBall.pos.fY, kBounds.fTop, kBounds.fBottom);
|
|
}
|
|
|
|
// Horizontal bounce - introduces a speed fuzz.
|
|
if (fBall.pos.fX < kBounds.fLeft || fBall.pos.fX >= kBounds.fRight) {
|
|
fBall.spd.fX = this->fuzzBallSpeed(-fBall.spd.fX);
|
|
fBall.spd.fY = this->fuzzBallSpeed(fBall.spd.fY);
|
|
fBall.pos.fX = box_reflect(fBall.pos.fX, kBounds.fLeft, kBounds.fRight);
|
|
this->updatePaddleStrategy();
|
|
}
|
|
}
|
|
|
|
SkScalar fuzzBallSpeed(SkScalar spd) {
|
|
// The speed limits are absolute values.
|
|
const SkScalar sign = spd >= 0 ? 1.0f : -1.0f;
|
|
const SkScalar fuzzed = fabs(spd) + fRand.nextRangeScalar(-kBallSpeedFuzz, kBallSpeedFuzz);
|
|
|
|
return sign * SkTPin(fuzzed, kBallSpeedMin, kBallSpeedMax);
|
|
}
|
|
|
|
void updatePaddleStrategy() {
|
|
Object* pitcher = fBall.spd.fX > 0 ? &fPaddle0 : &fPaddle1;
|
|
Object* catcher = fBall.spd.fX > 0 ? &fPaddle1 : &fPaddle0;
|
|
|
|
SkScalar t, yIntercept;
|
|
std::tie(t, yIntercept) = find_yintercept(fBall.pos, fBall.spd, kBounds);
|
|
|
|
// The pitcher aims for a neutral/centered position.
|
|
pitcher->spd.fY = (kBounds.centerY() - pitcher->pos.fY) / t;
|
|
|
|
// The catcher goes for the ball. Duh.
|
|
catcher->spd.fY = (yIntercept - catcher->pos.fY) / t;
|
|
}
|
|
|
|
std::unique_ptr<sksg::Scene> fScene;
|
|
sk_sp<sksg::Matrix<SkMatrix>> fContentMatrix;
|
|
Object fPaddle0, fPaddle1, fBall;
|
|
SkRandom fRand;
|
|
|
|
SkMSec fLastTick = 0;
|
|
SkScalar fTimeScale = 1.0f;
|
|
bool fShowInval = false;
|
|
|
|
typedef Sample INHERITED;
|
|
};
|
|
|
|
DEF_SAMPLE( return new PongView(); )
|