void SceneBuilder::pushTransform(const Float64List& matrix4, ExceptionState& es) { SkMatrix sk_matrix = toSkMatrix(matrix4, es); if (es.had_exception()) return; std::unique_ptr<sky::compositor::TransformLayer> layer(new sky::compositor::TransformLayer()); layer->set_transform(sk_matrix); addLayer(std::move(layer)); }
void Canvas::setMatrix(const Float32List& matrix4, ExceptionState& es) { if (!m_canvas) return es.ThrowTypeError("No canvas"); SkMatrix sk_matrix = toSkMatrix(matrix4, es); if (es.had_exception()) return; m_canvas->setMatrix(sk_matrix); }
void ImageShader::initWithImage(CanvasImage* image, SkShader::TileMode tmx, SkShader::TileMode tmy, const Float64List& matrix4, ExceptionState& es) { ASSERT(image != NULL); SkMatrix sk_matrix = toSkMatrix(matrix4, es); if (es.had_exception()) return; SkBitmap bitmap; image->image()->asLegacyBitmap(&bitmap, SkImage::kRO_LegacyBitmapMode); set_shader(adoptRef(SkShader::CreateBitmapShader(bitmap, tmx, tmy, &sk_matrix))); }
void Canvas::setMatrix(const Float64List& matrix4) { if (!m_canvas) return; m_canvas->setMatrix(toSkMatrix(matrix4)); }
void Canvas::transform(const Float64List& matrix4) { if (!m_canvas) return; m_canvas->concat(toSkMatrix(matrix4)); }