moz-skia/gm/shadertext2.cpp

213 строки
8.1 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkGradientShader.h"
namespace skiagm {
static void makebm(SkBitmap* bm, int w, int h) {
bm->allocN32Pixels(w, h);
bm->eraseColor(SK_ColorTRANSPARENT);
SkCanvas canvas(*bm);
SkScalar s = SkIntToScalar(SkMin32(w, h));
static const SkPoint kPts0[] = { { 0, 0 }, { s, s } };
static const SkPoint kPts1[] = { { s, 0 }, { 0, s } };
static const SkScalar kPos[] = { 0, SK_Scalar1/2, SK_Scalar1 };
static const SkColor kColors0[] = {0x40FF00FF, 0xF0FFFF00, 0x4000FFFF };
static const SkColor kColors1[] = {0xF0FF00FF, 0x80FFFF00, 0xF000FFFF };
SkPaint paint;
paint.setShader(SkGradientShader::CreateLinear(kPts0, kColors0, kPos,
SK_ARRAY_COUNT(kColors0), SkShader::kClamp_TileMode))->unref();
canvas.drawPaint(paint);
paint.setShader(SkGradientShader::CreateLinear(kPts1, kColors1, kPos,
SK_ARRAY_COUNT(kColors1), SkShader::kClamp_TileMode))->unref();
canvas.drawPaint(paint);
}
///////////////////////////////////////////////////////////////////////////////
struct LabeledMatrix {
SkMatrix fMatrix;
const char* fLabel;
};
class ShaderText2GM : public GM {
public:
ShaderText2GM() {
this->setBGColor(0xFFDDDDDD);
}
protected:
SkString onShortName() {
return SkString("shadertext2");
}
SkISize onISize() { return SkISize::Make(1800, 900); }
virtual void onDraw(SkCanvas* canvas) {
static const char kText[] = "SKIA";
static const int kTextLen = SK_ARRAY_COUNT(kText) - 1;
static const int kPointSize = 55;
SkTDArray<LabeledMatrix> matrices;
matrices.append()->fMatrix.reset();
matrices.top().fLabel = "Identity";
matrices.append()->fMatrix.setScale(1.2f, 0.8f);
matrices.top().fLabel = "Scale";
matrices.append()->fMatrix.setRotate(10.f);
matrices.top().fLabel = "Rotate";
matrices.append()->fMatrix.reset();
matrices.top().fMatrix.setPerspX(-0.0015f);
matrices.top().fMatrix.setPerspY(+0.0015f);
matrices.top().fLabel = "Persp";
SkTDArray<LabeledMatrix> localMatrices;
localMatrices.append()->fMatrix.reset();
localMatrices.top().fLabel = "Identity";
localMatrices.append()->fMatrix.setScale(2.5f, 0.2f);
localMatrices.top().fLabel = "Scale";
localMatrices.append()->fMatrix.setRotate(45.f);
localMatrices.top().fLabel = "Rotate";
localMatrices.append()->fMatrix.reset();
localMatrices.top().fMatrix.setPerspX(-0.007f);
localMatrices.top().fMatrix.setPerspY(+0.008f);
localMatrices.top().fLabel = "Persp";
static SkBitmap bmp;
if (bmp.isNull()) {
makebm(&bmp, kPointSize / 2, kPointSize / 2);
}
SkPaint fillPaint;
fillPaint.setAntiAlias(true);
fillPaint.setTextSize(SkIntToScalar(kPointSize));
fillPaint.setFilterLevel(SkPaint::kLow_FilterLevel);
SkPaint outlinePaint;
outlinePaint.setAntiAlias(true);
outlinePaint.setTextSize(SkIntToScalar(kPointSize));
outlinePaint.setStyle(SkPaint::kStroke_Style);
outlinePaint.setStrokeWidth(0.f);
SkScalar w = fillPaint.measureText(kText, kTextLen);
static SkScalar kPadY = 0.5f * kPointSize;
static SkScalar kPadX = 1.5f * kPointSize;
SkPaint strokePaint(fillPaint);
strokePaint.setStyle(SkPaint::kStroke_Style);
strokePaint.setStrokeWidth(kPointSize * 0.1f);
SkPaint labelPaint;
labelPaint.setColor(0xff000000);
labelPaint.setAntiAlias(true);
labelPaint.setTextSize(12.f);
canvas->translate(15.f, 15.f);
canvas->drawBitmap(bmp, 0, 0);
canvas->translate(0, bmp.height() + labelPaint.getTextSize() + 15.f);
static const char kLabelLabel[] = "localM / canvasM";
canvas->drawText(kLabelLabel, strlen(kLabelLabel), 0, 0, labelPaint);
canvas->translate(0, 15.f);
canvas->save();
SkScalar maxLabelW = 0;
canvas->translate(0, kPadY / 2 + kPointSize);
for (int lm = 0; lm < localMatrices.count(); ++lm) {
canvas->drawText(matrices[lm].fLabel, strlen(matrices[lm].fLabel),
0, labelPaint.getTextSize() - 1, labelPaint);
SkScalar labelW = labelPaint.measureText(matrices[lm].fLabel,
strlen(matrices[lm].fLabel));
maxLabelW = SkMaxScalar(maxLabelW, labelW);
canvas->translate(0.f, 2 * kPointSize + 2.5f * kPadY);
}
canvas->restore();
canvas->translate(maxLabelW + kPadX / 2.f, 0.f);
for (int s = 0; s < 2; ++s) {
SkPaint& paint = s ? strokePaint : fillPaint;
SkScalar columnH = 0;
for (int m = 0; m < matrices.count(); ++m) {
columnH = 0;
canvas->save();
canvas->drawText(matrices[m].fLabel, strlen(matrices[m].fLabel),
0, labelPaint.getTextSize() - 1, labelPaint);
canvas->translate(0, kPadY / 2 + kPointSize);
columnH += kPadY / 2 + kPointSize;
for (int lm = 0; lm < localMatrices.count(); ++lm) {
paint.setShader(
SkShader::CreateBitmapShader(bmp,
SkShader::kMirror_TileMode,
SkShader::kRepeat_TileMode,
&localMatrices[lm].fMatrix))->unref();
canvas->save();
canvas->concat(matrices[m].fMatrix);
canvas->drawText(kText, kTextLen, 0, 0, paint);
canvas->drawText(kText, kTextLen, 0, 0, outlinePaint);
canvas->restore();
SkPath path;
path.arcTo(SkRect::MakeXYWH(-0.1f * w, 0.f,
1.2f * w, 2.f * kPointSize),
225.f, 359.f,
false);
path.close();
canvas->translate(0.f, kPointSize + kPadY);
columnH += kPointSize + kPadY;
canvas->save();
canvas->concat(matrices[m].fMatrix);
canvas->drawTextOnPath(kText, kTextLen, path, NULL, paint);
canvas->drawTextOnPath(kText, kTextLen, path, NULL, outlinePaint);
canvas->restore();
SkPaint stroke;
stroke.setStyle(SkPaint::kStroke_Style);
canvas->translate(0.f, kPointSize + kPadY);
columnH += kPointSize + kPadY;
}
canvas->restore();
canvas->translate(w + kPadX, 0.f);
}
if (0 == s) {
canvas->drawLine(0.f, -kPadY, 0.f, columnH + kPadY, outlinePaint);
canvas->translate(kPadX / 2, 0.f);
static const char kFillLabel[] = "Filled";
static const char kStrokeLabel[] = "Stroked";
SkScalar y = columnH + kPadY / 2;
SkScalar fillX = -outlinePaint.measureText(kFillLabel, strlen(kFillLabel)) - kPadX;
SkScalar strokeX = kPadX;
canvas->drawText(kFillLabel, strlen(kFillLabel), fillX, y, labelPaint);
canvas->drawText(kStrokeLabel, strlen(kStrokeLabel), strokeX, y, labelPaint);
}
}
}
virtual uint32_t onGetFlags() const SK_OVERRIDE {
// disable 565 for now, til mike fixes the debug assert
return kSkip565_Flag | kSkipTiled_Flag;
}
private:
typedef GM INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new ShaderText2GM; }
static GMRegistry reg(MyFactory);
}