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>
427 lines
13 KiB
C++
427 lines
13 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 "tools/viewer/SlideDir.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkCubicMap.h"
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#include "include/core/SkTypeface.h"
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#include "modules/sksg/include/SkSGDraw.h"
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#include "modules/sksg/include/SkSGGroup.h"
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#include "modules/sksg/include/SkSGPaint.h"
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#include "modules/sksg/include/SkSGPlane.h"
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#include "modules/sksg/include/SkSGRect.h"
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#include "modules/sksg/include/SkSGRenderNode.h"
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#include "modules/sksg/include/SkSGScene.h"
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#include "modules/sksg/include/SkSGText.h"
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#include "modules/sksg/include/SkSGTransform.h"
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#include "src/core/SkMakeUnique.h"
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#include "tools/timer/AnimTimer.h"
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#include <cmath>
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#include <utility>
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namespace {
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static constexpr float kAspectRatio = 1.5f;
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static constexpr float kLabelSize = 12.0f;
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static constexpr SkSize kPadding = { 12.0f , 24.0f };
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static constexpr float kFocusDuration = 500;
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static constexpr SkSize kFocusInset = { 100.0f, 100.0f };
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static constexpr SkPoint kFocusCtrl0 = { 0.3f, 1.0f };
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static constexpr SkPoint kFocusCtrl1 = { 0.0f, 1.0f };
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static constexpr SkColor kFocusShade = 0xa0000000;
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// TODO: better unfocus binding?
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static constexpr SkUnichar kUnfocusKey = ' ';
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class SlideAdapter final : public sksg::RenderNode {
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public:
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explicit SlideAdapter(sk_sp<Slide> slide)
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: fSlide(std::move(slide)) {
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SkASSERT(fSlide);
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}
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std::unique_ptr<sksg::Animator> makeForwardingAnimator() {
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// Trivial sksg::Animator -> skottie::Animation tick adapter
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class ForwardingAnimator final : public sksg::Animator {
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public:
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explicit ForwardingAnimator(sk_sp<SlideAdapter> adapter)
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: fAdapter(std::move(adapter)) {}
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protected:
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void onTick(float t) override {
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fAdapter->tick(SkScalarRoundToInt(t));
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}
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private:
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sk_sp<SlideAdapter> fAdapter;
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};
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return skstd::make_unique<ForwardingAnimator>(sk_ref_sp(this));
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}
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protected:
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SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
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const auto isize = fSlide->getDimensions();
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return SkRect::MakeIWH(isize.width(), isize.height());
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}
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void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
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SkAutoCanvasRestore acr(canvas, true);
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canvas->clipRect(SkRect::Make(fSlide->getDimensions()), true);
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// TODO: commit the context?
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fSlide->draw(canvas);
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}
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const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; }
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private:
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void tick(SkMSec t) {
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fSlide->animate(AnimTimer(t * 1e6));
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this->invalidate();
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}
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const sk_sp<Slide> fSlide;
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using INHERITED = sksg::RenderNode;
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};
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SkMatrix SlideMatrix(const sk_sp<Slide>& slide, const SkRect& dst) {
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const auto slideSize = slide->getDimensions();
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return SkMatrix::MakeRectToRect(SkRect::MakeIWH(slideSize.width(), slideSize.height()),
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dst,
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SkMatrix::kCenter_ScaleToFit);
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}
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} // namespace
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struct SlideDir::Rec {
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sk_sp<Slide> fSlide;
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sk_sp<sksg::RenderNode> fSlideRoot;
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sk_sp<sksg::Matrix<SkMatrix>> fMatrix;
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SkRect fRect;
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};
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class SlideDir::FocusController final : public sksg::Animator {
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public:
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FocusController(const SlideDir* dir, const SkRect& focusRect)
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: fDir(dir)
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, fRect(focusRect)
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, fTarget(nullptr)
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, fMap(kFocusCtrl1, kFocusCtrl0)
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, fState(State::kIdle) {
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fShadePaint = sksg::Color::Make(kFocusShade);
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fShade = sksg::Draw::Make(sksg::Plane::Make(), fShadePaint);
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}
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bool hasFocus() const { return fState == State::kFocused; }
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void startFocus(const Rec* target) {
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if (fState != State::kIdle)
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return;
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fTarget = target;
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// Move the shade & slide to front.
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fDir->fRoot->removeChild(fTarget->fSlideRoot);
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fDir->fRoot->addChild(fShade);
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fDir->fRoot->addChild(fTarget->fSlideRoot);
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fM0 = SlideMatrix(fTarget->fSlide, fTarget->fRect);
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fM1 = SlideMatrix(fTarget->fSlide, fRect);
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fOpacity0 = 0;
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fOpacity1 = 1;
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fTimeBase = 0;
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fState = State::kFocusing;
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// Push initial state to the scene graph.
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this->onTick(fTimeBase);
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}
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void startUnfocus() {
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SkASSERT(fTarget);
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using std::swap;
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swap(fM0, fM1);
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swap(fOpacity0, fOpacity1);
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fTimeBase = 0;
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fState = State::kUnfocusing;
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}
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bool onMouse(SkScalar x, SkScalar y, sk_app::Window::InputState state, uint32_t modifiers) {
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SkASSERT(fTarget);
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if (!fRect.contains(x, y)) {
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this->startUnfocus();
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return true;
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}
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// Map coords to slide space.
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const auto xform = SkMatrix::MakeRectToRect(fRect,
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SkRect::MakeSize(fDir->fWinSize),
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SkMatrix::kCenter_ScaleToFit);
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const auto pt = xform.mapXY(x, y);
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return fTarget->fSlide->onMouse(pt.x(), pt.y(), state, modifiers);
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}
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bool onChar(SkUnichar c) {
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SkASSERT(fTarget);
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return fTarget->fSlide->onChar(c);
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}
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protected:
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void onTick(float t) {
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if (!this->isAnimating())
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return;
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if (!fTimeBase) {
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fTimeBase = t;
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}
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const auto rel_t = (t - fTimeBase) / kFocusDuration,
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map_t = SkTPin(fMap.computeYFromX(rel_t), 0.0f, 1.0f);
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SkMatrix m;
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for (int i = 0; i < 9; ++i) {
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m[i] = fM0[i] + map_t * (fM1[i] - fM0[i]);
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}
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SkASSERT(fTarget);
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fTarget->fMatrix->setMatrix(m);
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const auto shadeOpacity = fOpacity0 + map_t * (fOpacity1 - fOpacity0);
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fShadePaint->setOpacity(shadeOpacity);
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if (rel_t < 1)
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return;
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switch (fState) {
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case State::kFocusing:
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fState = State::kFocused;
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break;
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case State::kUnfocusing:
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fState = State::kIdle;
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fDir->fRoot->removeChild(fShade);
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break;
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case State::kIdle:
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case State::kFocused:
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SkASSERT(false);
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break;
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}
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}
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private:
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enum class State {
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kIdle,
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kFocusing,
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kUnfocusing,
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kFocused,
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};
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bool isAnimating() const { return fState == State::kFocusing || fState == State::kUnfocusing; }
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const SlideDir* fDir;
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const SkRect fRect;
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const Rec* fTarget;
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SkCubicMap fMap;
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sk_sp<sksg::RenderNode> fShade;
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sk_sp<sksg::PaintNode> fShadePaint;
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SkMatrix fM0 = SkMatrix::I(),
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fM1 = SkMatrix::I();
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float fOpacity0 = 0,
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fOpacity1 = 1,
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fTimeBase = 0;
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State fState = State::kIdle;
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using INHERITED = sksg::Animator;
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};
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SlideDir::SlideDir(const SkString& name, SkTArray<sk_sp<Slide>>&& slides, int columns)
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: fSlides(std::move(slides))
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, fColumns(columns) {
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fName = name;
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}
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static sk_sp<sksg::RenderNode> MakeLabel(const SkString& txt,
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const SkPoint& pos,
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const SkMatrix& dstXform) {
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const auto size = kLabelSize / std::sqrt(dstXform.getScaleX() * dstXform.getScaleY());
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auto text = sksg::Text::Make(nullptr, txt);
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text->setEdging(SkFont::Edging::kAntiAlias);
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text->setSize(size);
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text->setAlign(SkTextUtils::kCenter_Align);
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text->setPosition(pos + SkPoint::Make(0, size));
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return sksg::Draw::Make(std::move(text), sksg::Color::Make(SK_ColorBLACK));
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}
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void SlideDir::load(SkScalar winWidth, SkScalar winHeight) {
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// Build a global scene using transformed animation fragments:
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//
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// [Group(root)]
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// [Transform]
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// [Group]
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// [AnimationWrapper]
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// [Draw]
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// [Text]
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// [Color]
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// [Transform]
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// [Group]
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// [AnimationWrapper]
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// [Draw]
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// [Text]
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// [Color]
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// ...
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//
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fWinSize = SkSize::Make(winWidth, winHeight);
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const auto cellWidth = winWidth / fColumns;
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fCellSize = SkSize::Make(cellWidth, cellWidth / kAspectRatio);
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sksg::AnimatorList sceneAnimators;
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fRoot = sksg::Group::Make();
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for (int i = 0; i < fSlides.count(); ++i) {
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const auto& slide = fSlides[i];
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slide->load(winWidth, winHeight);
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const auto slideSize = slide->getDimensions();
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const auto cell = SkRect::MakeXYWH(fCellSize.width() * (i % fColumns),
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fCellSize.height() * (i / fColumns),
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fCellSize.width(),
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fCellSize.height()),
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slideRect = cell.makeInset(kPadding.width(), kPadding.height());
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auto slideMatrix = sksg::Matrix<SkMatrix>::Make(SlideMatrix(slide, slideRect));
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auto adapter = sk_make_sp<SlideAdapter>(slide);
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auto slideGrp = sksg::Group::Make();
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slideGrp->addChild(sksg::Draw::Make(sksg::Rect::Make(SkRect::MakeIWH(slideSize.width(),
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slideSize.height())),
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sksg::Color::Make(0xfff0f0f0)));
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slideGrp->addChild(adapter);
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slideGrp->addChild(MakeLabel(slide->getName(),
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SkPoint::Make(slideSize.width() / 2, slideSize.height()),
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slideMatrix->getMatrix()));
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auto slideRoot = sksg::TransformEffect::Make(std::move(slideGrp), slideMatrix);
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sceneAnimators.push_back(adapter->makeForwardingAnimator());
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fRoot->addChild(slideRoot);
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fRecs.push_back({ slide, slideRoot, slideMatrix, slideRect });
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}
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fScene = sksg::Scene::Make(fRoot, std::move(sceneAnimators));
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const auto focusRect = SkRect::MakeSize(fWinSize).makeInset(kFocusInset.width(),
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kFocusInset.height());
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fFocusController = skstd::make_unique<FocusController>(this, focusRect);
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}
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void SlideDir::unload() {
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for (const auto& slide : fSlides) {
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slide->unload();
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}
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fRecs.reset();
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fScene.reset();
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fFocusController.reset();
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fRoot.reset();
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fTimeBase = 0;
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}
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SkISize SlideDir::getDimensions() const {
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return SkSize::Make(fWinSize.width(),
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fCellSize.height() * (1 + (fSlides.count() - 1) / fColumns)).toCeil();
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}
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void SlideDir::draw(SkCanvas* canvas) {
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fScene->render(canvas);
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}
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bool SlideDir::animate(const AnimTimer& timer) {
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if (fTimeBase == 0) {
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// Reset the animation time.
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fTimeBase = timer.msec();
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}
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const auto t = timer.msec() - fTimeBase;
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fScene->animate(t);
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fFocusController->tick(t);
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return true;
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}
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bool SlideDir::onChar(SkUnichar c) {
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if (fFocusController->hasFocus()) {
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if (c == kUnfocusKey) {
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fFocusController->startUnfocus();
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return true;
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}
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return fFocusController->onChar(c);
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}
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return false;
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}
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bool SlideDir::onMouse(SkScalar x, SkScalar y, sk_app::Window::InputState state,
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uint32_t modifiers) {
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if (state == sk_app::Window::kMove_InputState || modifiers)
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return false;
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if (fFocusController->hasFocus()) {
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return fFocusController->onMouse(x, y, state, modifiers);
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}
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const auto* cell = this->findCell(x, y);
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if (!cell)
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return false;
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static constexpr SkScalar kClickMoveTolerance = 4;
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switch (state) {
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case sk_app::Window::kDown_InputState:
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fTrackingCell = cell;
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fTrackingPos = SkPoint::Make(x, y);
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break;
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case sk_app::Window::kUp_InputState:
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if (cell == fTrackingCell &&
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SkPoint::Distance(fTrackingPos, SkPoint::Make(x, y)) < kClickMoveTolerance) {
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fFocusController->startFocus(cell);
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}
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break;
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default:
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break;
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}
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return false;
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}
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const SlideDir::Rec* SlideDir::findCell(float x, float y) const {
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// TODO: use SG hit testing instead of layout info?
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const auto size = this->getDimensions();
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if (x < 0 || y < 0 || x >= size.width() || y >= size.height()) {
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return nullptr;
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}
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const int col = static_cast<int>(x / fCellSize.width()),
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row = static_cast<int>(y / fCellSize.height()),
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idx = row * fColumns + col;
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return idx < fRecs.count() ? &fRecs[idx] : nullptr;
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}
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