eb46bd892d
Introduce RenderNode::nodeAt(const SkPoint&) as the entry point for the hit-testing API. This is backed by a onNodeAt() virtual, which gets dispatched throughout the render DAG, and normally stops at the first leaf Draw node in encounters. To support the implementation, introduce a GeometryNode::contains(const SkPoint&) API. This is backed by a onContains() virtual, overridden in each concrete geometry class. Expose nodeAt() on sksg::Scene, and add some basic unit tests. Change-Id: I0c8abd9d1e51ecf2d8b4dd699f325cd636e21084 Reviewed-on: https://skia-review.googlesource.com/c/191296 Commit-Queue: Florin Malita <fmalita@chromium.org> Reviewed-by: Mike Reed <reed@google.com>
53 lines
1.2 KiB
C++
53 lines
1.2 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 SkSGMaskEffect_DEFINED
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#define SkSGMaskEffect_DEFINED
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#include "SkSGEffectNode.h"
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namespace sksg {
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/**
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* Concrete Effect node, applying a mask to its descendants.
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*
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*/
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class MaskEffect final : public EffectNode {
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public:
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enum class Mode {
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kNormal,
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kInvert
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};
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static sk_sp<MaskEffect> Make(sk_sp<RenderNode> child, sk_sp<RenderNode> mask,
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Mode mode = Mode::kNormal) {
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return (child && mask)
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? sk_sp<MaskEffect>(new MaskEffect(std::move(child), std::move(mask), mode))
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: nullptr;
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}
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~MaskEffect() override;
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protected:
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MaskEffect(sk_sp<RenderNode>, sk_sp<RenderNode> mask, Mode);
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void onRender(SkCanvas*, const RenderContext*) const override;
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const RenderNode* onNodeAt(const SkPoint&) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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const sk_sp<RenderNode> fMaskNode;
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const Mode fMaskMode;
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typedef EffectNode INHERITED;
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};
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} // namespace sksg
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#endif // SkSGMaskEffect_DEFINED
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