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>
77 lines
1.9 KiB
C++
77 lines
1.9 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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#include "modules/sksg/include/SkSGScene.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "modules/sksg/include/SkSGInvalidationController.h"
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#include "modules/sksg/include/SkSGRenderNode.h"
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namespace sksg {
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Animator::Animator() = default;
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Animator::~Animator() = default;
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void Animator::tick(float t) {
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this->onTick(t);
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}
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GroupAnimator::GroupAnimator(AnimatorList&& animators)
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: fAnimators(std::move(animators)) {}
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void GroupAnimator::onTick(float t) {
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for (const auto& a : fAnimators) {
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a->tick(t);
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}
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}
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std::unique_ptr<Scene> Scene::Make(sk_sp<RenderNode> root, AnimatorList&& anims) {
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return root ? std::unique_ptr<Scene>(new Scene(std::move(root), std::move(anims))) : nullptr;
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}
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Scene::Scene(sk_sp<RenderNode> root, AnimatorList&& animators)
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: fRoot(std::move(root))
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, fAnimators(std::move(animators)) {}
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Scene::~Scene() = default;
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void Scene::render(SkCanvas* canvas) const {
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// TODO: externalize the inval controller.
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// TODO: relocate the revalidation to tick()?
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InvalidationController ic;
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fRoot->revalidate(fShowInval ? &ic : nullptr, SkMatrix::I());
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fRoot->render(canvas);
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if (fShowInval) {
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SkPaint fill, stroke;
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fill.setAntiAlias(true);
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fill.setColor(0x40ff0000);
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stroke.setAntiAlias(true);
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stroke.setColor(0xffff0000);
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stroke.setStyle(SkPaint::kStroke_Style);
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for (const auto& r : ic) {
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canvas->drawRect(r, fill);
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canvas->drawRect(r, stroke);
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}
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}
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}
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void Scene::animate(float t) {
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for (const auto& anim : fAnimators) {
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anim->tick(t);
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}
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}
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const RenderNode* Scene::nodeAt(const SkPoint& p) const {
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return fRoot->nodeAt(p);
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}
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} // namespace sksg
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