skia2/include/atlastext/SkAtlasTextTarget.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
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>
2019-04-24 16:27:11 +00:00

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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkAtlasTextTarget_DEFINED
#define SkAtlasTextTarget_DEFINED
#include "include/core/SkDeque.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include <memory>
class SkAtlasTextContext;
class SkAtlasTextFont;
class SkMatrix;
struct SkPoint;
/** Represents a client-created renderable surface and is used to draw text into the surface. */
class SK_API SkAtlasTextTarget {
public:
virtual ~SkAtlasTextTarget();
/**
* Creates a text drawing target. handle is used to identify this rendering surface when
* draws are flushed to the SkAtlasTextContext's SkAtlasTextRenderer.
*/
static std::unique_ptr<SkAtlasTextTarget> Make(sk_sp<SkAtlasTextContext>,
int width,
int height,
void* handle);
/**
* Enqueues a text draw in the target. The caller provides an array of glyphs and their
* positions. The meaning of 'color' here is interpreted by the client's SkAtlasTextRenderer
* when it actually renders the text.
*/
virtual void drawText(const SkGlyphID[], const SkPoint[], int glyphCnt, uint32_t color,
const SkAtlasTextFont&) = 0;
/** Issues all queued text draws to SkAtlasTextRenderer. */
virtual void flush() = 0;
int width() const { return fWidth; }
int height() const { return fHeight; }
void* handle() const { return fHandle; }
SkAtlasTextContext* context() const { return fContext.get(); }
/** Saves the current matrix in a stack. Returns the prior depth of the saved matrix stack. */
int save();
/** Pops the top matrix on the stack if the stack is not empty. */
void restore();
/**
* Pops the matrix stack until the stack depth is count. Does nothing if the depth is already
* less than count.
*/
void restoreToCount(int count);
/** Pre-translates the current CTM. */
void translate(SkScalar dx, SkScalar dy);
/** Pre-scales the current CTM. */
void scale(SkScalar sx, SkScalar sy);
/** Pre-rotates the current CTM about the origin. */
void rotate(SkScalar degrees);
/** Pre-rotates the current CTM about the (px, py). */
void rotate(SkScalar degrees, SkScalar px, SkScalar py);
/** Pre-skews the current CTM. */
void skew(SkScalar sx, SkScalar sy);
/** Pre-concats the current CTM. */
void concat(const SkMatrix& matrix);
protected:
SkAtlasTextTarget(sk_sp<SkAtlasTextContext>, int width, int height, void* handle);
const SkMatrix& ctm() const { return *static_cast<const SkMatrix*>(fMatrixStack.back()); }
void* const fHandle;
const sk_sp<SkAtlasTextContext> fContext;
const int fWidth;
const int fHeight;
private:
SkDeque fMatrixStack;
int fSaveCnt;
SkMatrix* accessCTM() const {
return static_cast<SkMatrix*>(const_cast<void*>(fMatrixStack.back()));
}
SkAtlasTextTarget() = delete;
SkAtlasTextTarget(const SkAtlasTextContext&) = delete;
SkAtlasTextTarget& operator=(const SkAtlasTextContext&) = delete;
};
#endif