d5c42c8c03
Currently, property animators use lambda captures (std::function<>) to push values to adapters and then to the scene graph. Some downsides: * complex lambda captures are expensive in terms of object code size * adapters with multiple animated properties don't synchronize/quiesce: each individual property tick triggers a SG synchronization, possibly with inconsistent state (as animator running order is unspecified) * there is no enforced scoping, resulting in fragile constructs when SG fragments are discarded This CL introduces a simplified and more robust animator pattern: * property animators are scoped to explicit containers * instead of capturing arbitrary value functors, animators only capture a pointer to the target value Some implementation details: * keyframe/interpolation logic is pretty much unchanged (just relocated) * introduced AnimatablePropertyContainer - a base class for animatable adapters * legacy binding functions are refactored based on the new mechanism (they now/transitionally inject adapter objects) * converted a handful of effects, to exercise trivial refactoring patterns * converted the text animator goo, to exercise non-trivial refactoring: - detecting value changes is now trickier (no more lambda magic) - value adjustments must be hoisted into adapter logic (no more lambda magic) - all dependent animated values (selectors, etc) must be scoped to the text adapter to avoid lifetime issues TBR= Change-Id: Ia5821982f251de0de58fd3f87812219ff7fcc726 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/263938 Commit-Queue: Florin Malita <fmalita@chromium.org> Reviewed-by: Mike Reed <reed@google.com>
84 lines
1.6 KiB
C++
84 lines
1.6 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 SkSGScene_DEFINED
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#define SkSGScene_DEFINED
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkTypes.h"
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#include <memory>
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#include <vector>
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class SkCanvas;
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struct SkPoint;
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namespace sksg {
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class InvalidationController;
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class RenderNode;
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/**
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* Base class for animators.
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*
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*/
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class Animator : public SkRefCnt {
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public:
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virtual ~Animator();
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Animator(const Animator&) = delete;
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Animator& operator=(const Animator&) = delete;
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void tick(float t) { this->onTick(t); }
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protected:
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Animator();
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virtual void onTick(float t) = 0;
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};
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using AnimatorList = std::vector<sk_sp<Animator>>;
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class GroupAnimator : public Animator {
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protected:
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explicit GroupAnimator(AnimatorList&&);
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void onTick(float t) override;
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private:
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const AnimatorList fAnimators;
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using INHERITED = Animator;
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};
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/**
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* Holds a scene root and a list of animators.
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*
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* Provides high-level mehods for driving rendering and animations.
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*
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*/
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class Scene final {
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public:
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static std::unique_ptr<Scene> Make(sk_sp<RenderNode> root, AnimatorList&& animators);
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~Scene();
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Scene(const Scene&) = delete;
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Scene& operator=(const Scene&) = delete;
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void render(SkCanvas*) const;
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void animate(float t, InvalidationController* = nullptr);
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const RenderNode* nodeAt(const SkPoint&) const;
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private:
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Scene(sk_sp<RenderNode> root, AnimatorList&& animators);
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const sk_sp<RenderNode> fRoot;
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const AnimatorList fAnimators;
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};
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} // namespace sksg
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#endif // SkSGScene_DEFINED
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