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>
70 lines
2.3 KiB
C++
70 lines
2.3 KiB
C++
/*
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* Copyright 2013 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 SkLua_DEFINED
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#define SkLua_DEFINED
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#include "include/core/SkColor.h"
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#include "include/core/SkPathEffect.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkString.h"
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struct lua_State;
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class SkCanvas;
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class SkMatrix;
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class SkPaint;
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class SkPath;
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struct SkRect;
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class SkRRect;
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class SkTextBlob;
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#define SkScalarToLua(x) SkScalarToDouble(x)
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#define SkLuaToScalar(x) SkDoubleToScalar(x)
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class SkLua {
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public:
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static void Load(lua_State*);
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SkLua(const char termCode[] = nullptr); // creates a new L, will close it
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SkLua(lua_State*); // uses L, will not close it
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~SkLua();
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lua_State* get() const { return fL; }
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lua_State* operator*() const { return fL; }
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lua_State* operator->() const { return fL; }
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bool runCode(const char code[]);
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bool runCode(const void* code, size_t size);
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void pushBool(bool, const char tableKey[] = nullptr);
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void pushString(const char[], const char tableKey[] = nullptr);
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void pushString(const char[], size_t len, const char tableKey[] = nullptr);
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void pushString(const SkString&, const char tableKey[] = nullptr);
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void pushArrayU16(const uint16_t[], int count, const char tableKey[] = nullptr);
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void pushArrayPoint(const SkPoint[], int count, const char key[] = nullptr);
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void pushArrayScalar(const SkScalar[], int count, const char key[] = nullptr);
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void pushColor(SkColor, const char tableKey[] = nullptr);
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void pushU32(uint32_t, const char tableKey[] = nullptr);
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void pushScalar(SkScalar, const char tableKey[] = nullptr);
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void pushRect(const SkRect&, const char tableKey[] = nullptr);
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void pushRRect(const SkRRect&, const char tableKey[] = nullptr);
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void pushDash(const SkPathEffect::DashInfo&, const char tableKey[] = nullptr);
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void pushMatrix(const SkMatrix&, const char tableKey[] = nullptr);
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void pushPaint(const SkPaint&, const char tableKey[] = nullptr);
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void pushPath(const SkPath&, const char tableKey[] = nullptr);
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void pushCanvas(SkCanvas*, const char tableKey[] = nullptr);
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void pushTextBlob(const SkTextBlob*, const char tableKey[] = nullptr);
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private:
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lua_State* fL;
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SkString fTermCode;
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bool fWeOwnL;
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};
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#endif
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