7fde8e1728
This almost gets gms to be iwyu clean. The last bit is around gm.cpp and the tracing framework and its use of atomic. Will also need a way of keeping things from regressing, which is difficult due to needing to do this outside-in. Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Ben Wagner <bungeman@google.com>
319 lines
13 KiB
C++
319 lines
13 KiB
C++
/*
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* Copyright 2011 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 "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPath.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTypes.h"
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#include "include/private/SkNoncopyable.h"
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#include "include/private/SkTArray.h"
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#include "include/utils/SkRandom.h"
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class SkDoOnce : SkNoncopyable {
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public:
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SkDoOnce() { fDidOnce = false; }
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bool needToDo() const { return !fDidOnce; }
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bool alreadyDone() const { return fDidOnce; }
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void accomplished() {
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SkASSERT(!fDidOnce);
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fDidOnce = true;
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}
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private:
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bool fDidOnce;
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};
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namespace skiagm {
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class ConvexPathsGM : public GM {
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SkDoOnce fOnce;
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public:
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ConvexPathsGM() {
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this->setBGColor(0xFF000000);
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}
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protected:
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virtual SkString onShortName() {
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return SkString("convexpaths");
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}
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virtual SkISize onISize() {
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return SkISize::Make(1200, 1100);
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}
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void makePaths() {
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if (fOnce.alreadyDone()) {
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return;
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}
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fOnce.accomplished();
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fPaths.push_back().moveTo(0, 0);
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fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1,
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0, 100 * SK_Scalar1);
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fPaths.back().lineTo(0, 0);
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fPaths.push_back().moveTo(0, 50 * SK_Scalar1);
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fPaths.back().quadTo(50 * SK_Scalar1, 0,
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100 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1,
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0, 50 * SK_Scalar1);
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fPaths.push_back().addRect(0, 0,
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100 * SK_Scalar1, 100 * SK_Scalar1,
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SkPath::kCW_Direction);
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fPaths.push_back().addRect(0, 0,
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100 * SK_Scalar1, 100 * SK_Scalar1,
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SkPath::kCCW_Direction);
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fPaths.push_back().addCircle(50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, SkPath::kCW_Direction);
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fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0,
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50 * SK_Scalar1,
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100 * SK_Scalar1),
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SkPath::kCW_Direction);
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fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0,
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100 * SK_Scalar1,
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5 * SK_Scalar1),
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SkPath::kCCW_Direction);
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fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0,
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SK_Scalar1,
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100 * SK_Scalar1),
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SkPath::kCCW_Direction);
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fPaths.push_back().addRoundRect(SkRect::MakeXYWH(0, 0,
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SK_Scalar1 * 100,
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SK_Scalar1 * 100),
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40 * SK_Scalar1, 20 * SK_Scalar1,
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SkPath::kCW_Direction);
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// large number of points
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enum {
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kLength = 100,
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kPtsPerSide = (1 << 12),
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};
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fPaths.push_back().moveTo(0, 0);
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for (int i = 1; i < kPtsPerSide; ++i) { // skip the first point due to moveTo.
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fPaths.back().lineTo(kLength * SkIntToScalar(i) / kPtsPerSide, 0);
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}
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for (int i = 0; i < kPtsPerSide; ++i) {
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fPaths.back().lineTo(kLength, kLength * SkIntToScalar(i) / kPtsPerSide);
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}
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for (int i = kPtsPerSide; i > 0; --i) {
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fPaths.back().lineTo(kLength * SkIntToScalar(i) / kPtsPerSide, kLength);
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}
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for (int i = kPtsPerSide; i > 0; --i) {
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fPaths.back().lineTo(0, kLength * SkIntToScalar(i) / kPtsPerSide);
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}
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// shallow diagonals
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fPaths.push_back().lineTo(100 * SK_Scalar1, SK_Scalar1);
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fPaths.back().lineTo(98 * SK_Scalar1, 100 * SK_Scalar1);
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fPaths.back().lineTo(3 * SK_Scalar1, 96 * SK_Scalar1);
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fPaths.push_back().arcTo(SkRect::MakeXYWH(0, 0,
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50 * SK_Scalar1,
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100 * SK_Scalar1),
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25 * SK_Scalar1, 130 * SK_Scalar1, false);
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// cubics
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fPaths.push_back().cubicTo( 1 * SK_Scalar1, 1 * SK_Scalar1,
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10 * SK_Scalar1, 90 * SK_Scalar1,
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0 * SK_Scalar1, 100 * SK_Scalar1);
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fPaths.push_back().cubicTo(100 * SK_Scalar1, 50 * SK_Scalar1,
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20 * SK_Scalar1, 100 * SK_Scalar1,
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0 * SK_Scalar1, 0 * SK_Scalar1);
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// path that has a cubic with a repeated first control point and
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// a repeated last control point.
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fPaths.push_back().moveTo(SK_Scalar1 * 10, SK_Scalar1 * 10);
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fPaths.back().cubicTo(10 * SK_Scalar1, 10 * SK_Scalar1,
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10 * SK_Scalar1, 0,
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20 * SK_Scalar1, 0);
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fPaths.back().lineTo(40 * SK_Scalar1, 0);
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fPaths.back().cubicTo(40 * SK_Scalar1, 0,
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50 * SK_Scalar1, 0,
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50 * SK_Scalar1, 10 * SK_Scalar1);
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// path that has two cubics with repeated middle control points.
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fPaths.push_back().moveTo(SK_Scalar1 * 10, SK_Scalar1 * 10);
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fPaths.back().cubicTo(10 * SK_Scalar1, 0,
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10 * SK_Scalar1, 0,
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20 * SK_Scalar1, 0);
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fPaths.back().lineTo(40 * SK_Scalar1, 0);
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fPaths.back().cubicTo(50 * SK_Scalar1, 0,
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50 * SK_Scalar1, 0,
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50 * SK_Scalar1, 10 * SK_Scalar1);
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// cubic where last three points are almost a line
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fPaths.push_back().moveTo(0, 228 * SK_Scalar1 / 8);
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fPaths.back().cubicTo(628 * SK_Scalar1 / 8, 82 * SK_Scalar1 / 8,
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1255 * SK_Scalar1 / 8, 141 * SK_Scalar1 / 8,
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1883 * SK_Scalar1 / 8, 202 * SK_Scalar1 / 8);
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// flat cubic where the at end point tangents both point outward.
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fPaths.push_back().moveTo(10 * SK_Scalar1, 0);
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fPaths.back().cubicTo(0, SK_Scalar1,
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30 * SK_Scalar1, SK_Scalar1,
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20 * SK_Scalar1, 0);
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// flat cubic where initial tangent is in, end tangent out
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fPaths.push_back().moveTo(0, 0 * SK_Scalar1);
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fPaths.back().cubicTo(10 * SK_Scalar1, SK_Scalar1,
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30 * SK_Scalar1, SK_Scalar1,
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20 * SK_Scalar1, 0);
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// flat cubic where initial tangent is out, end tangent in
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fPaths.push_back().moveTo(10 * SK_Scalar1, 0);
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fPaths.back().cubicTo(0, SK_Scalar1,
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20 * SK_Scalar1, SK_Scalar1,
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30 * SK_Scalar1, 0);
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// triangle where one edge is a degenerate quad
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fPaths.push_back().moveTo(8.59375f, 45 * SK_Scalar1);
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fPaths.back().quadTo(16.9921875f, 45 * SK_Scalar1,
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31.25f, 45 * SK_Scalar1);
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fPaths.back().lineTo(100 * SK_Scalar1, 100 * SK_Scalar1);
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fPaths.back().lineTo(8.59375f, 45 * SK_Scalar1);
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// triangle where one edge is a quad with a repeated point
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fPaths.push_back().moveTo(0, 25 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 0);
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fPaths.back().quadTo(50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1);
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// triangle where one edge is a cubic with a 2x repeated point
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fPaths.push_back().moveTo(0, 25 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 0);
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fPaths.back().cubicTo(50 * SK_Scalar1, 0,
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50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// triangle where one edge is a quad with a nearly repeated point
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fPaths.push_back().moveTo(0, 25 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 0);
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fPaths.back().quadTo(50 * SK_Scalar1, 49.95f,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// triangle where one edge is a cubic with a 3x nearly repeated point
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fPaths.push_back().moveTo(0, 25 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 0);
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fPaths.back().cubicTo(50 * SK_Scalar1, 49.95f,
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50 * SK_Scalar1, 49.97f,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// triangle where there is a point degenerate cubic at one corner
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fPaths.push_back().moveTo(0, 25 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 0);
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fPaths.back().lineTo(50 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.back().cubicTo(50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// point line
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fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.back().lineTo(50 * SK_Scalar1, 50 * SK_Scalar1);
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// point quad
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fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.back().quadTo(50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// point cubic
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fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.back().cubicTo(50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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// moveTo only paths
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fPaths.push_back().moveTo(0, 0);
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fPaths.back().moveTo(0, 0);
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fPaths.back().moveTo(SK_Scalar1, SK_Scalar1);
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fPaths.back().moveTo(SK_Scalar1, SK_Scalar1);
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fPaths.back().moveTo(10 * SK_Scalar1, 10 * SK_Scalar1);
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fPaths.push_back().moveTo(0, 0);
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fPaths.back().moveTo(0, 0);
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// line degenerate
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fPaths.push_back().lineTo(100 * SK_Scalar1, 100 * SK_Scalar1);
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fPaths.push_back().quadTo(100 * SK_Scalar1, 100 * SK_Scalar1, 0, 0);
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fPaths.push_back().quadTo(100 * SK_Scalar1, 100 * SK_Scalar1,
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50 * SK_Scalar1, 50 * SK_Scalar1);
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fPaths.push_back().quadTo(50 * SK_Scalar1, 50 * SK_Scalar1,
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100 * SK_Scalar1, 100 * SK_Scalar1);
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fPaths.push_back().cubicTo(0, 0,
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0, 0,
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100 * SK_Scalar1, 100 * SK_Scalar1);
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// skbug.com/8928
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fPaths.push_back().moveTo(16.875f, 192.594f);
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fPaths.back().cubicTo(45.625f, 192.594f, 74.375f, 192.594f, 103.125f, 192.594f);
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fPaths.back().cubicTo(88.75f, 167.708f, 74.375f, 142.823f, 60, 117.938f);
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fPaths.back().cubicTo(45.625f, 142.823f, 31.25f, 167.708f, 16.875f, 192.594f);
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fPaths.back().close();
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SkMatrix m;
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m.setAll(0.1f, 0, -1, 0, 0.115207f, -2.64977f, 0, 0, 1);
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fPaths.back().transform(m);
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// small circle. This is listed last so that it has device coords far
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// from the origin (small area relative to x,y values).
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fPaths.push_back().addCircle(0, 0, 1.2f);
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}
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virtual void onDraw(SkCanvas* canvas) {
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this->makePaths();
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SkPaint paint;
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paint.setAntiAlias(true);
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SkRandom rand;
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canvas->translate(20 * SK_Scalar1, 20 * SK_Scalar1);
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// As we've added more paths this has gotten pretty big. Scale the whole thing down.
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canvas->scale(2 * SK_Scalar1 / 3, 2 * SK_Scalar1 / 3);
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for (int i = 0; i < fPaths.count(); ++i) {
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canvas->save();
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// position the path, and make it at off-integer coords.
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canvas->translate(SK_Scalar1 * 200 * (i % 5) + SK_Scalar1 / 10,
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SK_Scalar1 * 200 * (i / 5) + 9 * SK_Scalar1 / 10);
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SkColor color = rand.nextU();
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color |= 0xff000000;
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paint.setColor(color);
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#if 0 // This hitting on 32bit Linux builds for some paths. Temporarily disabling while it is
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// debugged.
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SkASSERT(fPaths[i].isConvex());
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#endif
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canvas->drawPath(fPaths[i], paint);
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canvas->restore();
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}
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}
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private:
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typedef GM INHERITED;
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SkTArray<SkPath> fPaths;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM( return new ConvexPathsGM; )
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}
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