c0132ffa64
- plumb a RenderContext RenderNode::render() argument to track pending opacity - defer opacity application until we can determine whether a layer is required (group with multiple children) or the opacity can be pushed onto the draw paint (for single/atomic draws) Bug: skia: Change-Id: I962ba08bad780395d5d738307bde986e9efa502b Reviewed-on: https://skia-review.googlesource.com/146445 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
52 lines
1.1 KiB
C++
52 lines
1.1 KiB
C++
/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkSGMaskEffect_DEFINED
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#define SkSGMaskEffect_DEFINED
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#include "SkSGEffectNode.h"
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namespace sksg {
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/**
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* Concrete Effect node, applying a mask to its descendants.
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*
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*/
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class MaskEffect final : public EffectNode {
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public:
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enum class Mode {
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kNormal,
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kInvert
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};
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static sk_sp<MaskEffect> Make(sk_sp<RenderNode> child, sk_sp<RenderNode> mask,
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Mode mode = Mode::kNormal) {
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return (child && mask)
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? sk_sp<MaskEffect>(new MaskEffect(std::move(child), std::move(mask), mode))
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: nullptr;
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}
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~MaskEffect() override;
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protected:
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MaskEffect(sk_sp<RenderNode>, sk_sp<RenderNode> mask, Mode);
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void onRender(SkCanvas*, const RenderContext*) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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const sk_sp<RenderNode> fMaskNode;
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const Mode fMaskMode;
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typedef EffectNode INHERITED;
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};
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} // namespace sksg
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#endif // SkSGMaskEffect_DEFINED
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