skia2/modules/sksg/include/SkSGRenderNode.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
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>
2019-04-24 16:27:11 +00:00

119 lines
3.8 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGRenderNode_DEFINED
#define SkSGRenderNode_DEFINED
#include "modules/sksg/include/SkSGNode.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkShader.h"
class SkCanvas;
class SkImageFilter;
class SkPaint;
namespace sksg {
/**
* Base class for nodes which can render to a canvas.
*/
class RenderNode : public Node {
protected:
struct RenderContext;
public:
// Render the node and its descendants to the canvas.
void render(SkCanvas*, const RenderContext* = nullptr) const;
// Perform a front-to-back hit-test, and return the RenderNode located at |point|.
// Normally, hit-testing stops at leaf Draw nodes.
const RenderNode* nodeAt(const SkPoint& point) const;
protected:
explicit RenderNode(uint32_t inval_traits = 0);
virtual void onRender(SkCanvas*, const RenderContext*) const = 0;
virtual const RenderNode* onNodeAt(const SkPoint& p) const = 0;
// Paint property overrides.
// These are deferred until we can determine whether they can be applied to the individual
// draw paints, or whether they require content isolation (applied to a layer).
struct RenderContext {
sk_sp<SkColorFilter> fColorFilter;
sk_sp<SkShader> fShader;
SkMatrix fShaderCTM = SkMatrix::I();
float fOpacity = 1;
SkBlendMode fBlendMode = SkBlendMode::kSrcOver;
// Returns true if the paint overrides require a layer when applied to non-atomic draws.
bool requiresIsolation() const;
void modulatePaint(const SkMatrix& ctm, SkPaint*) const;
};
class ScopedRenderContext final {
public:
ScopedRenderContext(SkCanvas*, const RenderContext*);
~ScopedRenderContext();
ScopedRenderContext(ScopedRenderContext&& that) { *this = std::move(that); }
ScopedRenderContext& operator=(ScopedRenderContext&& that) {
fCanvas = that.fCanvas;
fCtx = std::move(that.fCtx);
fRestoreCount = that.fRestoreCount;
// scope ownership is being transferred
that.fRestoreCount = -1;
return *this;
}
operator const RenderContext* () const { return &fCtx; }
// Add (cumulative) paint overrides to a render node sub-DAG.
ScopedRenderContext&& modulateOpacity(float opacity);
ScopedRenderContext&& modulateColorFilter(sk_sp<SkColorFilter>);
ScopedRenderContext&& modulateShader(sk_sp<SkShader>, const SkMatrix& shader_ctm);
ScopedRenderContext&& modulateBlendMode(SkBlendMode);
// Force content isolation for a node sub-DAG by applying the RenderContext
// overrides via a layer.
ScopedRenderContext&& setIsolation(const SkRect& bounds, const SkMatrix& ctm,
bool do_isolate);
// Similarly, force content isolation by applying the RenderContext overrides and
// an image filter via a single layer.
ScopedRenderContext&& setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
sk_sp<SkImageFilter>);
private:
// stack-only
void* operator new(size_t) = delete;
void* operator new(size_t, void*) = delete;
// Scopes cannot be copied.
ScopedRenderContext(const ScopedRenderContext&) = delete;
ScopedRenderContext& operator=(const ScopedRenderContext&) = delete;
SkCanvas* fCanvas;
RenderContext fCtx;
int fRestoreCount;
};
private:
friend class ImageFilterEffect;
typedef Node INHERITED;
};
} // namespace sksg
#endif // SkSGRenderNode_DEFINED