Пример #1
0
        void updateDom() {
            const SkPoint corner = pos - SkPoint::Make(size.width() / 2, size.height() / 2);
            objectNode->setX(SkSVGLength(corner.x()));
            objectNode->setY(SkSVGLength(corner.y()));

            // Simulate parallax shadow for a centered light source.
            SkPoint shadowOffset = pos - SkPoint::Make(kBounds.centerX(), kBounds.centerY());
            shadowOffset.scale(kShadowParallax);
            const SkPoint shadowCorner = corner + shadowOffset;

            shadowNode->setX(SkSVGLength(shadowCorner.x()));
            shadowNode->setY(SkSVGLength(shadowCorner.y()));
        }
// https://www.w3.org/TR/SVG/types.html#DataTypeLength
bool SkSVGAttributeParser::parseLength(SkSVGLength* length) {
    SkScalar s;
    SkSVGLength::Unit u = SkSVGLength::Unit::kNumber;

    if (this->parseScalarToken(&s) &&
        (this->parseLengthUnitToken(&u) || this->parseSepToken() || this->parseEOSToken())) {
        *length = SkSVGLength(s, u);
        // consume trailing separators
        this->parseSepToken();
        return true;
    }

    return false;
}
Пример #3
0
SkSVGPresentationAttributes SkSVGPresentationAttributes::MakeInitial() {
    SkSVGPresentationAttributes result;

    result.fFill.set(SkSVGPaint(SkSVGColorType(SK_ColorBLACK)));
    result.fFillOpacity.set(SkSVGNumberType(1));

    result.fStroke.set(SkSVGPaint(SkSVGPaint::Type::kNone));
    result.fStrokeLineCap.set(SkSVGLineCap(SkSVGLineCap::Type::kButt));
    result.fStrokeLineJoin.set(SkSVGLineJoin(SkSVGLineJoin::Type::kMiter));
    result.fStrokeOpacity.set(SkSVGNumberType(1));
    result.fStrokeWidth.set(SkSVGLength(1));

    return result;
}
Пример #4
0
    void onOnceBeforeDraw() override {
        const SkRect fieldBounds = kBounds.makeOutset(kBallSize / 2, kBallSize / 2);
        const SkRRect ball = SkRRect::MakeOval(SkRect::MakeWH(kBallSize, kBallSize));
        const SkRRect paddle = SkRRect::MakeRectXY(SkRect::MakeWH(kPaddleSize.width(),
                                                                  kPaddleSize.height()),
                                                   kPaddleSize.width() / 2,
                                                   kPaddleSize.width() / 2);
        fBall.initialize(ball,
                         SK_ColorGREEN,
                         SkPoint::Make(kBounds.centerX(), kBounds.centerY()),
                         SkVector::Make(fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax),
                                        fRand.nextRangeScalar(kBallSpeedMin, kBallSpeedMax)));
        fPaddle0.initialize(paddle,
                            SK_ColorBLUE,
                            SkPoint::Make(fieldBounds.left() - kPaddleSize.width() / 2,
                                          fieldBounds.centerY()),
                            SkVector::Make(0, 0));
        fPaddle1.initialize(paddle,
                            SK_ColorRED,
                            SkPoint::Make(fieldBounds.right() + kPaddleSize.width() / 2,
                                          fieldBounds.centerY()),
                            SkVector::Make(0, 0));

        // Background decoration.
        SkPath bgPath;
        bgPath.moveTo(kBounds.left() , fieldBounds.top());
        bgPath.lineTo(kBounds.right(), fieldBounds.top());
        bgPath.moveTo(kBounds.left() , fieldBounds.bottom());
        bgPath.lineTo(kBounds.right(), fieldBounds.bottom());
        // TODO: stroke-dash support would come in handy right about now.
        for (uint32_t i = 0; i < kBackgroundDashCount; ++i) {
            bgPath.moveTo(kBounds.centerX(),
                          kBounds.top() + (i + 0.25f) * kBounds.height() / kBackgroundDashCount);
            bgPath.lineTo(kBounds.centerX(),
                          kBounds.top() + (i + 0.75f) * kBounds.height() / kBackgroundDashCount);
        }

        sk_sp<SkSVGPath> bg = SkSVGPath::Make();
        bg->setPath(bgPath);
        bg->setFill(SkSVGPaint(SkSVGPaint::Type::kNone));
        bg->setStroke(SkSVGPaint(SkSVGColorType(SK_ColorBLACK)));
        bg->setStrokeWidth(SkSVGLength(kBackgroundStroke));

        // Build the SVG DOM tree.
        sk_sp<SkSVGSVG> root = SkSVGSVG::Make();
        root->appendChild(std::move(bg));
        root->appendChild(fPaddle0.shadowNode);
        root->appendChild(fPaddle1.shadowNode);
        root->appendChild(fBall.shadowNode);
        root->appendChild(fPaddle0.objectNode);
        root->appendChild(fPaddle1.objectNode);
        root->appendChild(fBall.objectNode);

        // Handle everything in a normalized 1x1 space.
        root->setViewBox(SkSVGViewBoxType(SkRect::MakeWH(1, 1)));

        fDom = sk_sp<SkSVGDOM>(new SkSVGDOM());
        fDom->setContainerSize(SkSize::Make(this->width(), this->height()));
        fDom->setRoot(std::move(root));

        // Off we go.
        this->updatePaddleStrategy();
    }