skia2/experimental/skotty/SkottyProperties.h
Florin Malita 094ccde238 Initial Lottie loader impl (Skotty)
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>
2017-12-30 22:55:39 +00:00

129 lines
3.3 KiB
C++

/*
* 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 SkottyProperties_DEFINED
#define SkottyProperties_DEFINED
#include "SkPoint.h"
#include "SkSize.h"
#include "SkottyPriv.h"
#include "SkRefCnt.h"
#include "SkTArray.h"
#include "SkTypes.h"
#include <memory>
class SkPath;
namespace sksg {
class RenderNode;
class Transform;
}
namespace skotty {
struct BezierVertex {
SkPoint fInPoint, // "in" control point, relative to the vertex
fOutPoint, // "out" control point, relative to the vertex
fVertex;
};
struct ScalarValue {
float fVal;
static bool Parse(const Json::Value&, ScalarValue*);
ScalarValue() : fVal(0) {}
explicit ScalarValue(SkScalar v) : fVal(v) {}
ScalarValue& operator=(SkScalar v) { fVal = v; return *this; }
operator SkScalar() const { return fVal; }
size_t cardinality() const { return 1; }
template <typename T>
T as() const;
};
template <>
inline SkScalar ScalarValue::as<SkScalar>() const {
return fVal;
}
struct VectorValue {
SkTArray<ScalarValue, true> fVals;
static bool Parse(const Json::Value&, VectorValue*);
VectorValue() = default;
VectorValue(const VectorValue&) = delete;
VectorValue(VectorValue&&) = default;
VectorValue& operator==(const VectorValue&) = delete;
size_t cardinality() const { return SkTo<size_t>(fVals.count()); }
template <typename T>
T as() const;
};
struct ShapeValue {
SkTArray<BezierVertex, true> fVertices;
bool fClose = false;
ShapeValue() = default;
ShapeValue(const ShapeValue&) = delete;
ShapeValue(ShapeValue&&) = default;
ShapeValue& operator==(const ShapeValue&) = delete;
static bool Parse(const Json::Value&, ShapeValue*);
size_t cardinality() const { return SkTo<size_t>(fVertices.count()); }
template <typename T>
T as() const;
};
// Composite properties.
#define COMPOSITE_PROPERTY(p_name, p_type, p_default) \
void set##p_name(const p_type& p) { \
if (p == f##p_name) return; \
f##p_name = p; \
this->apply(); \
} \
private: \
p_type f##p_name = p_default; \
public:
class CompositeTransform final : public SkRefCnt {
public:
explicit CompositeTransform(sk_sp<sksg::RenderNode>);
const sk_sp<sksg::Transform>& node() const { return fTransformNode; }
COMPOSITE_PROPERTY(AnchorPoint, SkPoint , SkPoint::Make(0, 0))
COMPOSITE_PROPERTY(Position , SkPoint , SkPoint::Make(0, 0))
COMPOSITE_PROPERTY(Scale , SkVector, SkPoint::Make(100, 100))
COMPOSITE_PROPERTY(Rotation , SkScalar, 0)
COMPOSITE_PROPERTY(Skew , SkScalar, 0)
COMPOSITE_PROPERTY(SkewAxis , SkScalar, 0)
private:
void apply();
sk_sp<sksg::Transform> fTransformNode;
using INHERITED = SkRefCnt;
};
#undef COMPOSITE_PROPERTY
} // namespace skotty
#endif // SkottyProperties_DEFINED