void ShellWindow::onSizeChange() { this->INHERITED::onSizeChange(); SkView::F2BIter iter(this); SkView* view = iter.next(); view->setSize(this->width(), this->height()); }
void State::setViewport(int w, int h) { fViewport.set(w, h); if (fView) { fView->setSize(SkIntToScalar(w), SkIntToScalar(h)); } resetGpuState(); }
void SampleWindow::onSizeChange() { this->INHERITED::onSizeChange(); SkView::F2BIter iter(this); SkView* view = iter.next(); view->setSize(this->width(), this->height()); // rebuild our clippath { const SkScalar W = this->width(); const SkScalar H = this->height(); fClipPath.reset(); #if 0 for (SkScalar y = SK_Scalar1; y < H; y += SkIntToScalar(32)) { SkRect r; r.set(SK_Scalar1, y, SkIntToScalar(30), y + SkIntToScalar(30)); for (; r.fLeft < W; r.offset(SkIntToScalar(32), 0)) fClipPath.addRect(r); } #else SkRect r; r.set(0, 0, W, H); fClipPath.addRect(r, SkPath::kCCW_Direction); r.set(W/4, H/4, W*3/4, H*3/4); fClipPath.addRect(r, SkPath::kCW_Direction); #endif } this->updateTitle(); // to refresh our config }
void SkFillViewLayout::onLayoutChildren(SkView* parent) { SkView::B2FIter iter(parent); SkView* child; while ((child = iter.next()) != nullptr) { child->setLoc(fMargin.fLeft, fMargin.fTop); child->setSize( parent->width() - fMargin.fRight - fMargin.fLeft, parent->height() - fMargin.fBottom - fMargin.fTop); } }
void OverView::onSizeChange() { this->detachAllChildren(); SkScalar locX = 0; SkScalar locY = 0; for (int i = 0; i < fCount; i++) { SkView* view = (*fFactories[i])(); view->setVisibleP(true); this->attachChildToBack(view)->unref(); view->setLoc(locX, locY); view->setSize(W, H); locX += W; if ((i % N) == N - 1) { locY += H; locX = 0; } } }