skia2/tools/viewer/ParticlesSlide.h
Brian Osman df18296f98 Add accessors to get/set SkParticleEffect fields
Simplify burst handling. Scripts should just add to burst (if
they want to handle programmatic bursting, as well).

Update most effects to handle dynamic updates to position better,
and add a sample effect meant to be used with mouse tracking.

Change-Id: Ia302e1d04e62e2b07974807c44067786cc10a8ad
Bug: skia:9513
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/248798
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2019-10-15 14:54:50 +00:00

58 lines
1.4 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef ParticlesSlide_DEFINED
#define ParticlesSlide_DEFINED
#include "tools/viewer/Slide.h"
#include "include/core/SkPath.h"
#include "include/private/SkTArray.h"
#include "include/utils/SkRandom.h"
class SkParticleEffect;
class SkParticleEffectParams;
class ParticlesSlide : public Slide {
public:
ParticlesSlide();
// TODO: We need a way for primarily interactive slides to always be as large as the window
SkISize getDimensions() const override { return SkISize::MakeEmpty(); }
void load(SkScalar winWidth, SkScalar winHeight) override;
void draw(SkCanvas* canvas) override;
bool animate(double) override;
bool onMouse(SkScalar x, SkScalar y, skui::InputState state,
skui::ModifierKey modifiers) override;
private:
void loadEffects(const char* dirname);
SkRandom fRandom;
bool fAnimated = false;
double fAnimationTime = 0;
SkPoint fPlayPosition;
struct LoadedEffect {
SkString fName;
sk_sp<SkParticleEffectParams> fParams;
};
SkTArray<LoadedEffect> fLoaded;
struct RunningEffect {
SkPoint fPosition;
SkString fName;
sk_sp<SkParticleEffect> fEffect;
bool fTrackMouse;
};
SkTArray<RunningEffect> fRunning;
};
#endif