52337de95c
PS2 adds a rewrite for Skia #include <...> to #include "...", letting them be otherwise rewritten and sorted too. (We do need one exception for the Vulkan headers, which will otherwise be rewritten to always point to our own.) I don't think it's particularly important to favor "" or <>, but picking one keeps things consistent. PS3 adds a missing SkMutex.h include. PS4 fixes a terrible readability problem. Change-Id: Id9fe752727ef30e802b1daf755ee2ed15e267577 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229742 Commit-Queue: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: Mike Klein <mtklein@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright 2019 Google LLC.
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#include "modules/skparagraph/src/ParagraphImpl.h"
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#include "modules/skparagraph/utils/TestFontCollection.h"
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#include "src/core/SkOSFile.h"
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#include "src/utils/SkUTF.h"
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#include "tools/Resources.h"
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namespace skia {
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namespace textlayout {
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TestFontCollection::TestFontCollection(const std::string& resourceDir)
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: fResourceDir(resourceDir)
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, fFontsFound(0) {
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if (fDirs == resourceDir) {
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return;
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}
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fFontProvider = sk_make_sp<TypefaceFontProvider>();
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SkOSFile::Iter iter(fResourceDir.c_str());
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SkString path;
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while (iter.next(&path)) {
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SkString file_path;
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file_path.printf("%s/%s", fResourceDir.c_str(), path.c_str());
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// fonts from data are faster (skips file overhead), so we use them here for testing
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auto data = SkData::MakeFromFileName(file_path.c_str());
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if (data) {
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fFontProvider->registerTypeface(SkTypeface::MakeFromData(data));
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}
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}
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fFontsFound = fFontProvider->countFamilies();
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this->setTestFontManager(fFontProvider);
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this->disableFontFallback();
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fDirs = resourceDir;
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}
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} // namespace textlayout
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} // namespace skia
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