skia2/modules/sksg/include/SkSGOpacityEffect.h
Florin Malita eb46bd892d [sksg] Hit-testing API
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>
2019-02-12 15:01:05 +00:00

44 lines
1019 B
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGOpacityEffect_DEFINED
#define SkSGOpacityEffect_DEFINED
#include "SkSGEffectNode.h"
namespace sksg {
/**
* Concrete Effect node, applying opacity to its descendants.
*
*/
class OpacityEffect final : public EffectNode {
public:
static sk_sp<OpacityEffect> Make(sk_sp<RenderNode> child, float opacity = 1) {
return child ? sk_sp<OpacityEffect>(new OpacityEffect(std::move(child), opacity)) : nullptr;
}
SG_ATTRIBUTE(Opacity, float, fOpacity)
protected:
OpacityEffect(sk_sp<RenderNode>, float);
void onRender(SkCanvas*, const RenderContext*) const override;
const RenderNode* onNodeAt(const SkPoint&) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
float fOpacity;
typedef EffectNode INHERITED;
};
} // namespace sksg
#endif // SkSGOpacityEffect_DEFINED