/* * 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); }