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>
27 lines
1.0 KiB
C++
27 lines
1.0 KiB
C++
// Copyright 2019 Google LLC.
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// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
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#include "tools/fiddle/examples.h"
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// HASH=6fb11419e99297fe2fe666c296117fb9
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REG_FIDDLE(Conic_Weight_c, 256, 256, true, 0) {
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void draw(SkCanvas* canvas) {
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const char* verbNames[] = { "move", "line", "quad", "conic", "cubic", "close", "done" };
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const int pointCount[] = { 1 , 2 , 3 , 3 , 4 , 1 , 0 };
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SkPath path;
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path.conicTo(20, 0, 20, 20, SK_ScalarInfinity);
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SkPath::Iter iter(path, false);
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SkPath::Verb verb;
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do {
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SkPoint points[4];
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verb = iter.next(points);
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SkDebugf("%s ", verbNames[(int) verb]);
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for (int i = 0; i < pointCount[(int) verb]; ++i) {
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SkDebugf("{%g, %g}, ", points[i].fX, points[i].fY);
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}
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if (SkPath::kConic_Verb == verb) {
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SkDebugf("weight = %g", iter.conicWeight());
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}
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SkDebugf("\n");
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} while (SkPath::kDone_Verb != verb);
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}
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} // END FIDDLE
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