/src/skia/modules/sksg/include/SkSGRenderNode.h
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1 | | /* |
2 | | * Copyright 2017 Google Inc. |
3 | | * |
4 | | * Use of this source code is governed by a BSD-style license that can be |
5 | | * found in the LICENSE file. |
6 | | */ |
7 | | |
8 | | #ifndef SkSGRenderNode_DEFINED |
9 | | #define SkSGRenderNode_DEFINED |
10 | | |
11 | | #include "include/core/SkBlender.h" |
12 | | #include "include/core/SkColorFilter.h" |
13 | | #include "include/core/SkMatrix.h" |
14 | | #include "include/core/SkRefCnt.h" |
15 | | #include "include/core/SkShader.h" |
16 | | #include "modules/sksg/include/SkSGNode.h" |
17 | | |
18 | | #include <cstddef> |
19 | | #include <cstdint> |
20 | | #include <utility> |
21 | | #include <vector> |
22 | | |
23 | | class SkCanvas; |
24 | | class SkImageFilter; |
25 | | class SkPaint; |
26 | | struct SkPoint; |
27 | | struct SkRect; |
28 | | |
29 | | namespace sksg { |
30 | | |
31 | | /** |
32 | | * Base class for nodes which can render to a canvas. |
33 | | */ |
34 | | class RenderNode : public Node { |
35 | | protected: |
36 | | struct RenderContext; |
37 | | |
38 | | public: |
39 | | // Render the node and its descendants to the canvas. |
40 | | void render(SkCanvas*, const RenderContext* = nullptr) const; |
41 | | |
42 | | // Perform a front-to-back hit-test, and return the RenderNode located at |point|. |
43 | | // Normally, hit-testing stops at leaf Draw nodes. |
44 | | const RenderNode* nodeAt(const SkPoint& point) const; |
45 | | |
46 | | // Controls the visibility of the render node. Invisible nodes are not rendered, |
47 | | // but they still participate in revalidation. |
48 | | bool isVisible() const; |
49 | | void setVisible(bool); |
50 | | |
51 | | protected: |
52 | | explicit RenderNode(uint32_t inval_traits = 0); |
53 | | |
54 | | virtual void onRender(SkCanvas*, const RenderContext*) const = 0; |
55 | | virtual const RenderNode* onNodeAt(const SkPoint& p) const = 0; |
56 | | |
57 | | // Paint property overrides. |
58 | | // These are deferred until we can determine whether they can be applied to the individual |
59 | | // draw paints, or whether they require content isolation (applied to a layer). |
60 | | struct RenderContext { |
61 | | sk_sp<SkColorFilter> fColorFilter; |
62 | | sk_sp<SkShader> fShader; |
63 | | sk_sp<SkShader> fMaskShader; |
64 | | sk_sp<SkBlender> fBlender; |
65 | | SkMatrix fShaderCTM = SkMatrix::I(), |
66 | | fMaskCTM = SkMatrix::I(); |
67 | | float fOpacity = 1; |
68 | | |
69 | | // Returns true if the paint overrides require a layer when applied to non-atomic draws. |
70 | | bool requiresIsolation() const; |
71 | | |
72 | | void modulatePaint(const SkMatrix& ctm, SkPaint*, bool is_layer_paint = false) const; |
73 | | }; |
74 | | |
75 | | class ScopedRenderContext final { |
76 | | public: |
77 | | ScopedRenderContext(SkCanvas*, const RenderContext*); |
78 | | ~ScopedRenderContext(); |
79 | | |
80 | 10.3k | ScopedRenderContext(ScopedRenderContext&& that) { *this = std::move(that); } |
81 | | |
82 | 10.3k | ScopedRenderContext& operator=(ScopedRenderContext&& that) { |
83 | 10.3k | fCanvas = that.fCanvas; |
84 | 10.3k | fCtx = std::move(that.fCtx); |
85 | 10.3k | fMaskShader = std::move(that.fMaskShader); |
86 | 10.3k | fRestoreCount = that.fRestoreCount; |
87 | | |
88 | | // scope ownership is being transferred |
89 | 10.3k | that.fRestoreCount = -1; |
90 | | |
91 | 10.3k | return *this; |
92 | 10.3k | } |
93 | | |
94 | 43.4k | operator const RenderContext* () const { return &fCtx; } |
95 | 0 | const RenderContext* operator->() const { return &fCtx; } |
96 | | |
97 | | // Add (cumulative) paint overrides to a render node sub-DAG. |
98 | | ScopedRenderContext&& modulateOpacity(float opacity); |
99 | | ScopedRenderContext&& modulateColorFilter(sk_sp<SkColorFilter>); |
100 | | ScopedRenderContext&& modulateShader(sk_sp<SkShader>, const SkMatrix& shader_ctm); |
101 | | ScopedRenderContext&& modulateMaskShader(sk_sp<SkShader>, const SkMatrix& ms_ctm); |
102 | | ScopedRenderContext&& modulateBlender(sk_sp<SkBlender>); |
103 | | |
104 | | // Force content isolation for a node sub-DAG by applying the RenderContext |
105 | | // overrides via a layer. |
106 | | ScopedRenderContext&& setIsolation(const SkRect& bounds, const SkMatrix& ctm, |
107 | | bool do_isolate); |
108 | | |
109 | | // Similarly, force content isolation by applying the RenderContext overrides and |
110 | | // an image filter via a single layer. |
111 | | ScopedRenderContext&& setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm, |
112 | | sk_sp<SkImageFilter>); |
113 | | |
114 | | private: |
115 | | // stack-only |
116 | | void* operator new(size_t) = delete; |
117 | | void* operator new(size_t, void*) = delete; |
118 | | |
119 | | // Scopes cannot be copied. |
120 | | ScopedRenderContext(const ScopedRenderContext&) = delete; |
121 | | ScopedRenderContext& operator=(const ScopedRenderContext&) = delete; |
122 | | |
123 | | SkCanvas* fCanvas; |
124 | | RenderContext fCtx; |
125 | | sk_sp<SkShader> fMaskShader; // to be applied at isolation layer restore time |
126 | | int fRestoreCount; |
127 | | }; |
128 | | |
129 | | private: |
130 | | friend class ImageFilterEffect; |
131 | | |
132 | | using INHERITED = Node; |
133 | | }; |
134 | | |
135 | | /** |
136 | | * Clients outside SkSG looking to implement custom render nodes, |
137 | | * should derive from this class instead of RenderNode. It handles |
138 | | * various book-keeping, and provides a controlled extension point. |
139 | | */ |
140 | | class CustomRenderNode : public RenderNode { |
141 | | protected: |
142 | | explicit CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children); |
143 | | ~CustomRenderNode() override; |
144 | | |
145 | 17.5k | const std::vector<sk_sp<RenderNode>>& children() const { return fChildren; } |
146 | | |
147 | | bool hasChildrenInval() const; |
148 | | |
149 | | private: |
150 | | std::vector<sk_sp<RenderNode>> fChildren; |
151 | | |
152 | | using INHERITED = RenderNode; |
153 | | }; |
154 | | |
155 | | } // namespace sksg |
156 | | |
157 | | #endif // SkSGRenderNode_DEFINED |