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>
87 lines
1.6 KiB
C++
87 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 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 {
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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);
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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<std::unique_ptr<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);
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const RenderNode* nodeAt(const SkPoint&) const;
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void setShowInval(bool show) { fShowInval = show; }
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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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bool fShowInval = false;
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};
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} // namespace sksg
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#endif // SkSGScene_DEFINED
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