a71e2ef412
SkArcToPathEffect was removed in: https://skia-review.googlesource.com/25981 No-Try: true Docs-Preview: https://skia.org/?cl=35442 Bug: skia: Change-Id: I8fefa6730d8f1d3fdc5516d46ef706052d84b6bf Reviewed-on: https://skia-review.googlesource.com/35442 Reviewed-by: Ben Wagner <benjaminwagner@google.com> Commit-Queue: Joe Gregorio <jcgregorio@google.com>
202 lines
6.4 KiB
Markdown
202 lines
6.4 KiB
Markdown
SkPaint Overview
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=======
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<span id="top"></span>
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*color, stroke, font, effects*
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<div class="float">
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<ul>
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<li><a href="#">SkPaint</a></li>
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<li><a href="#SkXfermode">SkXfermode</a></li>
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<li><a href="#SkShader">SkShader</a></li>
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<li><a href="#SkMaskFilter">SkMaskFilter</a></li>
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<li><a href="#SkColorFilter">SkColorFilter</a></li>
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<li><a href="#SkPathEffect">SkPathEffect</a></li>
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</ul>
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</div>
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Anytime you draw something in Skia, and want to specify what color it
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is, or how it blends with the background, or what style or font to
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draw it in, you specify those attributes in a paint.
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Unlike `SkCanvas`, paints do not maintain an internal stack of state
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(i.e. there is no save/restore on a paint). However, paints are
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relatively light-weight, so the client may create and maintain any
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number of paint objects, each set up for a particular use. Factoring
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all of these color and stylistic attributes out of the canvas state,
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and into (multiple) paint objects, allows canvas' save/restore to be
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that much more efficient, as all they have to do is maintain the stack
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of matrix and clip settings.
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<fiddle-embed name='@skpaint_skia'></fiddle-embed>
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This shows three different paints, each set up to draw in a different
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style. Now the caller can intermix these paints freely, either using
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them as is, or modifying them as the drawing proceeds.
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<fiddle-embed name='@skpaint_mix'></fiddle-embed>
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Beyond simple attributes such as color, strokes, and text values,
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paints support effects. These are subclasses of different aspects of
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the drawing pipeline, that when referenced by a paint (each of them is
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reference-counted), are called to override some part of the drawing
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pipeline.
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For example, to draw using a gradient instead of a single color,
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assign a SkShader to the paint.
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<fiddle-embed name='@skpaint_shader'></fiddle-embed>
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Now, anything drawn with that paint will be drawn with the gradient
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specified in the call to `MakeLinear()`. The shader object that is
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returned is reference-counted. Whenever any effects object, like a
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shader, is assigned to a paint, its reference-count is increased by
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the paint. To balance this, the caller in the above example calls
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`unref()` on the shader once it has assigned it to the paint. Now the
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paint is the only "owner" of that shader, and it will automatically
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call `unref()` on the shader when either the paint goes out of scope, or
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if another shader (or null) is assigned to it.
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There are 6 types of effects that can be assigned to a paint:
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* **SkPathEffect** - modifications to the geometry (path) before it
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generates an alpha mask (e.g. dashing)
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* **SkRasterizer** - composing custom mask layers (e.g. shadows)
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* **SkMaskFilter** - modifications to the alpha mask before it is
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colorized and drawn (e.g. blur)
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* **SkShader** - e.g. gradients (linear, radial, sweep), bitmap patterns
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(clamp, repeat, mirror)
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* **SkColorFilter** - modify the source color(s) before applying the
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xfermode (e.g. color matrix)
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* **SkXfermode** - e.g. porter-duff transfermodes, blend modes
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Paints also hold a reference to a SkTypeface. The typeface represents
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a specific font style, to be used for measuring and drawing
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text. Speaking of which, paints are used not only for drawing text,
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but also for measuring it.
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<!--?prettify lang=cc?-->
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paint.measureText(...);
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paint.getTextBounds(...);
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paint.textToGlyphs(...);
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paint.getFontMetrics(...);
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<span id="SkXfermode"></span>
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SkXfermode
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----------
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The following example demonstrates all of the Skia's standard transfer
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modes. In this example the source is a solid magenta color with a
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horizontal alpha gradient and the destination is a solid cyan color
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with a vertical alpha gradient.
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<fiddle-embed name='@skpaint_xfer'></fiddle-embed>
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<span id="SkShader"></span>
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SkShader
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--------
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Several shaders are defined (besides the linear gradient already mentioned):
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* Bitmap Shader
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<fiddle-embed name='@skpaint_bitmap_shader'></fiddle-embed>
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* Radial Gradient Shader
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<fiddle-embed name='@skpaint_radial'></fiddle-embed>
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* Two-Point Conical Gradient Shader
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<fiddle-embed name='@skpaint_2pt'></fiddle-embed>
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* Sweep Gradient Shader
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<fiddle-embed name='@skpaint_sweep'></fiddle-embed>
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* Fractal Perlin Noise Shader
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<fiddle-embed name='@skpaint_perlin'></fiddle-embed>
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* Turbulence Perlin Noise Shader
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<fiddle-embed name='@skpaint_turb'></fiddle-embed>
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* Compose Shader
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<fiddle-embed name='@skpaint_compose_shader'></fiddle-embed>
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<span id="SkMaskFilter"></span>
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SkMaskFilter
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------------
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* Blur Mask Filter
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<fiddle-embed name='@skpaint_blur_mask_filter'></fiddle-embed>
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<span id="SkColorFilter"></span>
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SkColorFilter
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-------------
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* Color Matrix Color Filter
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<fiddle-embed name='@skpaint_matrix_color_filter'></fiddle-embed>
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* Color Table Color Filter
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<fiddle-embed name='@skpaint_color_table_filter'></fiddle-embed>
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<span id="SkPathEffect"></span>
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SkPathEffect
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------------
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* SkPath2DPathEffect: Stamp the specified path to fill the shape,
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using the matrix to define the latice.
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<fiddle-embed name='@skpaint_path_2d_path_effect'></fiddle-embed>
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* SkLine2DPathEffect: a special case of SkPath2DPathEffect where the
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path is a straight line to be stroked, not a path to be filled.
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<fiddle-embed name='@skpaint_line_2d_path_effect'></fiddle-embed>
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* SkPath1DPathEffect: create dash-like effects by replicating the specified path along the drawn path.
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<fiddle-embed name='@skpaint_path_1d_path_effect'></fiddle-embed>
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* SkCornerPathEffect: a path effect that can turn sharp corners into
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various treatments (e.g. rounded corners).
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<fiddle-embed name='@skpaint_corner_path_effects'></fiddle-embed>
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* SkDashPathEffect: a path effect that implements dashing.
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<fiddle-embed name='@skpaint_dash_path_effect'></fiddle-embed>
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* SkDiscretePathEffect: This path effect chops a path into discrete
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segments, and randomly displaces them.
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<fiddle-embed name='@skpaint_discrete_path_effect'></fiddle-embed>
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* SkComposePathEffect: a pathEffect whose effect is to apply
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first the inner pathEffect and the the outer pathEffect (i.e.
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outer(inner(path))).
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<fiddle-embed name='@skpaint_compose_path_effect'></fiddle-embed>
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* SkSumPathEffect: a pathEffect whose effect is to apply two effects,
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in sequence (i.e. first(path) + second(path)).
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<fiddle-embed name='@skpaint_sum_path_effect'></fiddle-embed>
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