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>
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
/*
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* Copyright 2017 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 SkSGDraw_DEFINED
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#define SkSGDraw_DEFINED
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#include "SkSGRenderNode.h"
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namespace sksg {
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class GeometryNode;
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class PaintNode;
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/**
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* Concrete rendering node.
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*
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* Wraps and draws a [geometry, paint] tuple.
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*
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* Think Skia SkCanvas::drawFoo(foo, paint) calls.
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*/
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class Draw : public RenderNode {
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public:
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static sk_sp<Draw> Make(sk_sp<GeometryNode> geo, sk_sp<PaintNode> paint) {
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return (geo && paint) ? sk_sp<Draw>(new Draw(std::move(geo), std::move(paint))) : nullptr;
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}
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protected:
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Draw(sk_sp<GeometryNode>, sk_sp<PaintNode> paint);
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~Draw() override;
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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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sk_sp<GeometryNode> fGeometry;
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sk_sp<PaintNode> fPaint;
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typedef RenderNode INHERITED;
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};
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} // namespace sksg
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#endif // SkSGDraw_DEFINED
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