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>
54 lines
1.0 KiB
C++
54 lines
1.0 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 SkSGGeometryNode_DEFINED
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#define SkSGGeometryNode_DEFINED
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#include "SkSGNode.h"
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class SkCanvas;
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class SkPaint;
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class SkPath;
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namespace sksg {
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/**
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* Base class for nodes which provide 'geometry' (as opposed to paint)
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* for drawing.
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*
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* Think SkRect, SkPath, etc.
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*/
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class GeometryNode : public Node {
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public:
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void clip(SkCanvas*, bool antiAlias) const;
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void draw(SkCanvas*, const SkPaint&) const;
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bool contains(const SkPoint&) const;
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SkPath asPath() const;
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protected:
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GeometryNode();
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virtual void onClip(SkCanvas*, bool antiAlias) const = 0;
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virtual void onDraw(SkCanvas*, const SkPaint&) const = 0;
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virtual bool onContains(const SkPoint&) const = 0;
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virtual SkPath onAsPath() const = 0;
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private:
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friend class Draw; // wants to know the cached bounds.
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typedef Node INHERITED;
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};
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} // namespace sksg
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#endif // SkSGGeometryNode_DEFINED
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