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