094ccde238
Coarse workflow: * Construction 1) build a Json tree 2) collect asset IDs (for preComp/image layer resolution) 3) "attach" pass - traverse the Json tree - build an SkSG dom, one fragment at a time - attach "animator" objects to the dom, for each animated prop 4) done, we can throw away the Json tree * For each animation tick 1) iterate over active animators and poke their respective dom nodes/attributes 2) revalidate the SkSG dom 3) draw the SkSG dom Note: post construction, things are super-simple - we just poke SkSG DOM attributes with interpolated values, and everything else is handled by SkSG (invalidation, revalidation, render). Change-Id: I96a02be7eb4fb4cb3831f59bf2b3908ea190c0dd Reviewed-on: https://skia-review.googlesource.com/89420 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
129 lines
3.3 KiB
C++
129 lines
3.3 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 SkottyProperties_DEFINED
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#define SkottyProperties_DEFINED
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#include "SkPoint.h"
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#include "SkSize.h"
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#include "SkottyPriv.h"
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#include "SkRefCnt.h"
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#include "SkTArray.h"
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#include "SkTypes.h"
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#include <memory>
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class SkPath;
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namespace sksg {
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class RenderNode;
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class Transform;
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}
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namespace skotty {
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struct BezierVertex {
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SkPoint fInPoint, // "in" control point, relative to the vertex
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fOutPoint, // "out" control point, relative to the vertex
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fVertex;
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};
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struct ScalarValue {
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float fVal;
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static bool Parse(const Json::Value&, ScalarValue*);
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ScalarValue() : fVal(0) {}
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explicit ScalarValue(SkScalar v) : fVal(v) {}
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ScalarValue& operator=(SkScalar v) { fVal = v; return *this; }
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operator SkScalar() const { return fVal; }
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size_t cardinality() const { return 1; }
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template <typename T>
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T as() const;
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};
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template <>
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inline SkScalar ScalarValue::as<SkScalar>() const {
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return fVal;
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}
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struct VectorValue {
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SkTArray<ScalarValue, true> fVals;
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static bool Parse(const Json::Value&, VectorValue*);
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VectorValue() = default;
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VectorValue(const VectorValue&) = delete;
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VectorValue(VectorValue&&) = default;
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VectorValue& operator==(const VectorValue&) = delete;
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size_t cardinality() const { return SkTo<size_t>(fVals.count()); }
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template <typename T>
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T as() const;
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};
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struct ShapeValue {
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SkTArray<BezierVertex, true> fVertices;
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bool fClose = false;
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ShapeValue() = default;
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ShapeValue(const ShapeValue&) = delete;
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ShapeValue(ShapeValue&&) = default;
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ShapeValue& operator==(const ShapeValue&) = delete;
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static bool Parse(const Json::Value&, ShapeValue*);
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size_t cardinality() const { return SkTo<size_t>(fVertices.count()); }
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template <typename T>
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T as() const;
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};
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// Composite properties.
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#define COMPOSITE_PROPERTY(p_name, p_type, p_default) \
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void set##p_name(const p_type& p) { \
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if (p == f##p_name) return; \
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f##p_name = p; \
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this->apply(); \
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} \
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private: \
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p_type f##p_name = p_default; \
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public:
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class CompositeTransform final : public SkRefCnt {
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public:
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explicit CompositeTransform(sk_sp<sksg::RenderNode>);
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const sk_sp<sksg::Transform>& node() const { return fTransformNode; }
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COMPOSITE_PROPERTY(AnchorPoint, SkPoint , SkPoint::Make(0, 0))
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COMPOSITE_PROPERTY(Position , SkPoint , SkPoint::Make(0, 0))
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COMPOSITE_PROPERTY(Scale , SkVector, SkPoint::Make(100, 100))
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COMPOSITE_PROPERTY(Rotation , SkScalar, 0)
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COMPOSITE_PROPERTY(Skew , SkScalar, 0)
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COMPOSITE_PROPERTY(SkewAxis , SkScalar, 0)
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private:
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void apply();
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sk_sp<sksg::Transform> fTransformNode;
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using INHERITED = SkRefCnt;
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};
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#undef COMPOSITE_PROPERTY
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} // namespace skotty
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#endif // SkottyProperties_DEFINED
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