void init() { if (fOnce.once()) { fSolidBitmap = this->createSolidBitmap(64, 64); fTransparentBitmap = this->createTransparentBitmap(64, 64); } }
void init() { if (fOnce.once()) { fBitmap = createBitmap(64, 64); } }
void makePaths() { if (fOnce.alreadyDone()) { return; } fOnce.accomplished(); // CW fPaths.push_back().moveTo(0, 0); fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1, 0, 100 * SK_Scalar1); fPaths.back().lineTo(0, 0); // CCW fPaths.push_back().moveTo(0, 0); fPaths.back().lineTo(0, 100 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1, 0, 0); // CW fPaths.push_back().moveTo(0, 50 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 0, 100 * SK_Scalar1, 50 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1, 0, 50 * SK_Scalar1); // CCW fPaths.push_back().moveTo(0, 50 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 100 * SK_Scalar1, 100 * SK_Scalar1, 50 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 0, 0, 50 * SK_Scalar1); fPaths.push_back().addRect(0, 0, 100 * SK_Scalar1, 100 * SK_Scalar1, SkPath::kCW_Direction); fPaths.push_back().addRect(0, 0, 100 * SK_Scalar1, 100 * SK_Scalar1, SkPath::kCCW_Direction); fPaths.push_back().addCircle(50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, SkPath::kCW_Direction); fPaths.push_back().addCircle(50 * SK_Scalar1, 50 * SK_Scalar1, 40 * SK_Scalar1, SkPath::kCCW_Direction); fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0, 50 * SK_Scalar1, 100 * SK_Scalar1), SkPath::kCW_Direction); fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0, 100 * SK_Scalar1, 50 * SK_Scalar1), SkPath::kCCW_Direction); fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0, 100 * SK_Scalar1, 5 * SK_Scalar1), SkPath::kCCW_Direction); fPaths.push_back().addOval(SkRect::MakeXYWH(0, 0, SK_Scalar1, 100 * SK_Scalar1), SkPath::kCCW_Direction); fPaths.push_back().addRoundRect(SkRect::MakeXYWH(0, 0, SK_Scalar1 * 100, SK_Scalar1 * 100), 40 * SK_Scalar1, 20 * SK_Scalar1, SkPath::kCW_Direction); fPaths.push_back().addRoundRect(SkRect::MakeXYWH(0, 0, SK_Scalar1 * 100, SK_Scalar1 * 100), 20 * SK_Scalar1, 40 * SK_Scalar1, SkPath::kCCW_Direction); // shallow diagonals fPaths.push_back().lineTo(100 * SK_Scalar1, SK_Scalar1); fPaths.back().lineTo(98 * SK_Scalar1, 100 * SK_Scalar1); fPaths.back().lineTo(3 * SK_Scalar1, 96 * SK_Scalar1); /* It turns out arcTos are not automatically marked as convex and they may in fact be ever so slightly concave. fPaths.push_back().arcTo(SkRect::MakeXYWH(0, 0, 50 * SK_Scalar1, 100 * SK_Scalar1), 25 * SK_Scalar1, 130 * SK_Scalar1, false); */ // cubics fPaths.push_back().cubicTo( 1 * SK_Scalar1, 1 * SK_Scalar1, 10 * SK_Scalar1, 90 * SK_Scalar1, 0 * SK_Scalar1, 100 * SK_Scalar1); fPaths.push_back().cubicTo(100 * SK_Scalar1, 50 * SK_Scalar1, 20 * SK_Scalar1, 100 * SK_Scalar1, 0 * SK_Scalar1, 0 * SK_Scalar1); // triangle where one edge is a degenerate quad fPaths.push_back().moveTo(SkFloatToScalar(8.59375f), 45 * SK_Scalar1); fPaths.back().quadTo(SkFloatToScalar(16.9921875f), 45 * SK_Scalar1, SkFloatToScalar(31.25f), 45 * SK_Scalar1); fPaths.back().lineTo(100 * SK_Scalar1, 100 * SK_Scalar1); fPaths.back().lineTo(SkFloatToScalar(8.59375f), 45 * SK_Scalar1); // point degenerate fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.back().lineTo(50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.back().quadTo(50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.push_back().moveTo(50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.back().cubicTo(50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1); // moveTo only paths fPaths.push_back().moveTo(0, 0); fPaths.back().moveTo(0, 0); fPaths.back().moveTo(SK_Scalar1, SK_Scalar1); fPaths.back().moveTo(SK_Scalar1, SK_Scalar1); fPaths.back().moveTo(10 * SK_Scalar1, 10 * SK_Scalar1); fPaths.push_back().moveTo(0, 0); fPaths.back().moveTo(0, 0); // line degenerate fPaths.push_back().lineTo(100 * SK_Scalar1, 100 * SK_Scalar1); fPaths.push_back().quadTo(100 * SK_Scalar1, 100 * SK_Scalar1, 0, 0); fPaths.push_back().quadTo(100 * SK_Scalar1, 100 * SK_Scalar1, 50 * SK_Scalar1, 50 * SK_Scalar1); fPaths.push_back().quadTo(50 * SK_Scalar1, 50 * SK_Scalar1, 100 * SK_Scalar1, 100 * SK_Scalar1); fPaths.push_back().cubicTo(0, 0, 0, 0, 100 * SK_Scalar1, 100 * SK_Scalar1); // small circle. This is listed last so that it has device coords far // from the origin (small area relative to x,y values). fPaths.push_back().addCircle(0, 0, SkFloatToScalar(0.8f)); }