1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "gm/gm.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFont.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypeface.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "tools/DecodeUtils.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "tools/Resources.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "tools/ToolUtils.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fonts/FontToolUtils.h"
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker // Hue, Saturation, Color, and Luminosity blend modes are oddballs.
22*c8dee2aaSAndroid Build Coastguard Worker // They nominally convert their inputs to unpremul, then to HSL, then
23*c8dee2aaSAndroid Build Coastguard Worker // mix-and-match H,S,and L from Src and Dst, then convert back, then premul.
24*c8dee2aaSAndroid Build Coastguard Worker //
25*c8dee2aaSAndroid Build Coastguard Worker // In practice that's slow, so instead we pick the color with the correct
26*c8dee2aaSAndroid Build Coastguard Worker // Hue, and then (approximately) apply the other's Saturation and/or Luminosity.
27*c8dee2aaSAndroid Build Coastguard Worker // This isn't just an optimization... it's how the modes are specified.
28*c8dee2aaSAndroid Build Coastguard Worker //
29*c8dee2aaSAndroid Build Coastguard Worker // Each mode's name describes the Src H,S,L components to keep, taking the
30*c8dee2aaSAndroid Build Coastguard Worker // others from Dst, where Color == Hue + Saturation. Color and Luminosity
31*c8dee2aaSAndroid Build Coastguard Worker // are each other's complements; Hue and Saturation have no complement.
32*c8dee2aaSAndroid Build Coastguard Worker //
33*c8dee2aaSAndroid Build Coastguard Worker // All these modes were originally designed to operate on gamma-encoded values,
34*c8dee2aaSAndroid Build Coastguard Worker // and that's what everyone's used to seeing. It's unclear wehther they make
35*c8dee2aaSAndroid Build Coastguard Worker // any sense in a gamma-correct world. They certainly won't look at all similar.
36*c8dee2aaSAndroid Build Coastguard Worker //
37*c8dee2aaSAndroid Build Coastguard Worker // We have had many inconsistent implementations of these modes.
38*c8dee2aaSAndroid Build Coastguard Worker // This GM tries to demonstrate unambigously how they should work.
39*c8dee2aaSAndroid Build Coastguard Worker //
40*c8dee2aaSAndroid Build Coastguard Worker // To go along with our inconsistent implementations, there are two slightly
41*c8dee2aaSAndroid Build Coastguard Worker // inconsistent specifications of how to perform these blends,
42*c8dee2aaSAndroid Build Coastguard Worker // web: https://www.w3.org/TR/compositing-1/#blendingnonseparable
43*c8dee2aaSAndroid Build Coastguard Worker // KHR: https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
44*c8dee2aaSAndroid Build Coastguard Worker // It looks like these are meant to be identical, but they disagree on at least ClipColor().
45*c8dee2aaSAndroid Build Coastguard Worker //
46*c8dee2aaSAndroid Build Coastguard Worker // I think the KHR version is just wrong... it produces values >1. So we use the web version.
47*c8dee2aaSAndroid Build Coastguard Worker
min(float r,float g,float b)48*c8dee2aaSAndroid Build Coastguard Worker static float min(float r, float g, float b) { return std::min(r, std::min(g, b)); }
max(float r,float g,float b)49*c8dee2aaSAndroid Build Coastguard Worker static float max(float r, float g, float b) { return std::max(r, std::max(g, b)); }
50*c8dee2aaSAndroid Build Coastguard Worker
sat(float r,float g,float b)51*c8dee2aaSAndroid Build Coastguard Worker static float sat(float r, float g, float b) { return max(r,g,b) - min(r,g,b); }
lum(float r,float g,float b)52*c8dee2aaSAndroid Build Coastguard Worker static float lum(float r, float g, float b) { return r*0.30f + g*0.59f + b*0.11f; }
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker // The two SetSat() routines in the specs look different, but they're logically equivalent.
55*c8dee2aaSAndroid Build Coastguard Worker // Both map the minimum channel to 0, maximum to s, and scale the middle proportionately.
56*c8dee2aaSAndroid Build Coastguard Worker // The KHR version has done a better job at simplifying its math, so we use it here.
set_sat(float * r,float * g,float * b,float s)57*c8dee2aaSAndroid Build Coastguard Worker static void set_sat(float* r, float* g, float* b, float s) {
58*c8dee2aaSAndroid Build Coastguard Worker float mn = min(*r,*g,*b),
59*c8dee2aaSAndroid Build Coastguard Worker mx = max(*r,*g,*b);
60*c8dee2aaSAndroid Build Coastguard Worker auto channel = [=](float c) {
61*c8dee2aaSAndroid Build Coastguard Worker return mx == mn ? 0
62*c8dee2aaSAndroid Build Coastguard Worker : (c - mn) * s / (mx - mn);
63*c8dee2aaSAndroid Build Coastguard Worker };
64*c8dee2aaSAndroid Build Coastguard Worker *r = channel(*r);
65*c8dee2aaSAndroid Build Coastguard Worker *g = channel(*g);
66*c8dee2aaSAndroid Build Coastguard Worker *b = channel(*b);
67*c8dee2aaSAndroid Build Coastguard Worker }
clip_color(float * r,float * g,float * b)68*c8dee2aaSAndroid Build Coastguard Worker static void clip_color(float* r, float* g, float* b) {
69*c8dee2aaSAndroid Build Coastguard Worker float l = lum(*r,*g,*b),
70*c8dee2aaSAndroid Build Coastguard Worker mn = min(*r,*g,*b),
71*c8dee2aaSAndroid Build Coastguard Worker mx = max(*r,*g,*b);
72*c8dee2aaSAndroid Build Coastguard Worker auto clip = [=](float c) {
73*c8dee2aaSAndroid Build Coastguard Worker if (mn < 0) { c = l + (c - l) * ( l) / (l - mn); }
74*c8dee2aaSAndroid Build Coastguard Worker if (mx > 1) { c = l + (c - l) * (1 - l) / (mx - l); }
75*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(-0.0001f < c); // This may end up very slightly negative...
76*c8dee2aaSAndroid Build Coastguard Worker SkASSERT( c <= 1);
77*c8dee2aaSAndroid Build Coastguard Worker return c;
78*c8dee2aaSAndroid Build Coastguard Worker };
79*c8dee2aaSAndroid Build Coastguard Worker *r = clip(*r);
80*c8dee2aaSAndroid Build Coastguard Worker *g = clip(*g);
81*c8dee2aaSAndroid Build Coastguard Worker *b = clip(*b);
82*c8dee2aaSAndroid Build Coastguard Worker }
set_lum(float * r,float * g,float * b,float l)83*c8dee2aaSAndroid Build Coastguard Worker static void set_lum(float* r, float* g, float* b, float l) {
84*c8dee2aaSAndroid Build Coastguard Worker float diff = l - lum(*r,*g,*b);
85*c8dee2aaSAndroid Build Coastguard Worker *r += diff;
86*c8dee2aaSAndroid Build Coastguard Worker *g += diff;
87*c8dee2aaSAndroid Build Coastguard Worker *b += diff;
88*c8dee2aaSAndroid Build Coastguard Worker clip_color(r,g,b);
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker
hue(float dr,float dg,float db,float * sr,float * sg,float * sb)92*c8dee2aaSAndroid Build Coastguard Worker static void hue(float dr, float dg, float db,
93*c8dee2aaSAndroid Build Coastguard Worker float* sr, float* sg, float* sb) {
94*c8dee2aaSAndroid Build Coastguard Worker // Hue of Src, Saturation and Luminosity of Dst.
95*c8dee2aaSAndroid Build Coastguard Worker float R = *sr,
96*c8dee2aaSAndroid Build Coastguard Worker G = *sg,
97*c8dee2aaSAndroid Build Coastguard Worker B = *sb;
98*c8dee2aaSAndroid Build Coastguard Worker set_sat(&R,&G,&B, sat(dr,dg,db));
99*c8dee2aaSAndroid Build Coastguard Worker set_lum(&R,&G,&B, lum(dr,dg,db));
100*c8dee2aaSAndroid Build Coastguard Worker *sr = R;
101*c8dee2aaSAndroid Build Coastguard Worker *sg = G;
102*c8dee2aaSAndroid Build Coastguard Worker *sb = B;
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
saturation(float dr,float dg,float db,float * sr,float * sg,float * sb)105*c8dee2aaSAndroid Build Coastguard Worker static void saturation(float dr, float dg, float db,
106*c8dee2aaSAndroid Build Coastguard Worker float* sr, float* sg, float* sb) {
107*c8dee2aaSAndroid Build Coastguard Worker // Saturation of Src, Hue and Luminosity of Dst
108*c8dee2aaSAndroid Build Coastguard Worker float R = dr,
109*c8dee2aaSAndroid Build Coastguard Worker G = dg,
110*c8dee2aaSAndroid Build Coastguard Worker B = db;
111*c8dee2aaSAndroid Build Coastguard Worker set_sat(&R,&G,&B, sat(*sr,*sg,*sb));
112*c8dee2aaSAndroid Build Coastguard Worker set_lum(&R,&G,&B, lum( dr, dg, db)); // This may seem redundant, but it is not.
113*c8dee2aaSAndroid Build Coastguard Worker *sr = R;
114*c8dee2aaSAndroid Build Coastguard Worker *sg = G;
115*c8dee2aaSAndroid Build Coastguard Worker *sb = B;
116*c8dee2aaSAndroid Build Coastguard Worker }
117*c8dee2aaSAndroid Build Coastguard Worker
color(float dr,float dg,float db,float * sr,float * sg,float * sb)118*c8dee2aaSAndroid Build Coastguard Worker static void color(float dr, float dg, float db,
119*c8dee2aaSAndroid Build Coastguard Worker float* sr, float* sg, float* sb) {
120*c8dee2aaSAndroid Build Coastguard Worker // Hue and Saturation of Src, Luminosity of Dst.
121*c8dee2aaSAndroid Build Coastguard Worker float R = *sr,
122*c8dee2aaSAndroid Build Coastguard Worker G = *sg,
123*c8dee2aaSAndroid Build Coastguard Worker B = *sb;
124*c8dee2aaSAndroid Build Coastguard Worker set_lum(&R,&G,&B, lum(dr,dg,db));
125*c8dee2aaSAndroid Build Coastguard Worker *sr = R;
126*c8dee2aaSAndroid Build Coastguard Worker *sg = G;
127*c8dee2aaSAndroid Build Coastguard Worker *sb = B;
128*c8dee2aaSAndroid Build Coastguard Worker }
129*c8dee2aaSAndroid Build Coastguard Worker
luminosity(float dr,float dg,float db,float * sr,float * sg,float * sb)130*c8dee2aaSAndroid Build Coastguard Worker static void luminosity(float dr, float dg, float db,
131*c8dee2aaSAndroid Build Coastguard Worker float* sr, float* sg, float* sb) {
132*c8dee2aaSAndroid Build Coastguard Worker // Luminosity of Src, Hue and Saturation of Dst.
133*c8dee2aaSAndroid Build Coastguard Worker float R = dr,
134*c8dee2aaSAndroid Build Coastguard Worker G = dg,
135*c8dee2aaSAndroid Build Coastguard Worker B = db;
136*c8dee2aaSAndroid Build Coastguard Worker set_lum(&R,&G,&B, lum(*sr,*sg,*sb));
137*c8dee2aaSAndroid Build Coastguard Worker *sr = R;
138*c8dee2aaSAndroid Build Coastguard Worker *sg = G;
139*c8dee2aaSAndroid Build Coastguard Worker *sb = B;
140*c8dee2aaSAndroid Build Coastguard Worker }
141*c8dee2aaSAndroid Build Coastguard Worker
blend(SkColor dst,SkColor src,void (* mode)(float,float,float,float *,float *,float *))142*c8dee2aaSAndroid Build Coastguard Worker static SkColor blend(SkColor dst, SkColor src,
143*c8dee2aaSAndroid Build Coastguard Worker void (*mode)(float,float,float, float*,float*,float*)) {
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(SkColorGetA(dst) == 0xff
146*c8dee2aaSAndroid Build Coastguard Worker && SkColorGetA(src) == 0xff); // Not fundamental, just simplifying for this GM.
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker SkColor4f d = SkColor4f::FromColor(dst),
149*c8dee2aaSAndroid Build Coastguard Worker s = SkColor4f::FromColor(src);
150*c8dee2aaSAndroid Build Coastguard Worker
151*c8dee2aaSAndroid Build Coastguard Worker mode( d.fR, d.fG, d.fB,
152*c8dee2aaSAndroid Build Coastguard Worker &s.fR, &s.fG, &s.fB);
153*c8dee2aaSAndroid Build Coastguard Worker
154*c8dee2aaSAndroid Build Coastguard Worker return s.toSkColor();
155*c8dee2aaSAndroid Build Coastguard Worker }
156*c8dee2aaSAndroid Build Coastguard Worker
157*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(hsl, canvas, 600, 100) {
158*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
159*c8dee2aaSAndroid Build Coastguard Worker SkFont font = ToolUtils::DefaultPortableFont();
160*c8dee2aaSAndroid Build Coastguard Worker
161*c8dee2aaSAndroid Build Coastguard Worker const char* comment = "HSL blend modes are correct when you see no circles in the squares.";
162*c8dee2aaSAndroid Build Coastguard Worker canvas->drawString(comment, 10,10, font, paint);
163*c8dee2aaSAndroid Build Coastguard Worker
164*c8dee2aaSAndroid Build Coastguard Worker // Just to keep things reaaaal simple, we'll only use opaque colors.
165*c8dee2aaSAndroid Build Coastguard Worker SkPaint bg, fg;
166*c8dee2aaSAndroid Build Coastguard Worker bg.setColor(0xff00ff00); // Fully-saturated bright green, H = 120°, S = 100%, L = 50%.
167*c8dee2aaSAndroid Build Coastguard Worker fg.setColor(0xff7f3f7f); // Partly-saturated dim magenta, H = 300°, S = ~33%, L = ~37%.
168*c8dee2aaSAndroid Build Coastguard Worker
169*c8dee2aaSAndroid Build Coastguard Worker struct {
170*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode mode;
171*c8dee2aaSAndroid Build Coastguard Worker void (*reference)(float,float,float, float*,float*,float*);
172*c8dee2aaSAndroid Build Coastguard Worker } tests[] = {
173*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kSrc, nullptr },
174*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kDst, nullptr },
175*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kHue, hue },
176*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kSaturation, saturation },
177*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kColor, color },
178*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kLuminosity, luminosity },
179*c8dee2aaSAndroid Build Coastguard Worker };
180*c8dee2aaSAndroid Build Coastguard Worker for (auto test : tests) {
181*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect({20,20,80,80}, bg);
182*c8dee2aaSAndroid Build Coastguard Worker
183*c8dee2aaSAndroid Build Coastguard Worker fg.setBlendMode(test.mode);
184*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect({20,20,80,80}, fg);
185*c8dee2aaSAndroid Build Coastguard Worker
186*c8dee2aaSAndroid Build Coastguard Worker if (test.reference) {
187*c8dee2aaSAndroid Build Coastguard Worker SkPaint ref;
188*c8dee2aaSAndroid Build Coastguard Worker ref.setColor(blend(bg.getColor(), fg.getColor(), test.reference));
189*c8dee2aaSAndroid Build Coastguard Worker canvas->drawCircle(50,50, 20, ref);
190*c8dee2aaSAndroid Build Coastguard Worker }
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker canvas->drawString(SkBlendMode_Name(test.mode), 20, 90, font, paint);
193*c8dee2aaSAndroid Build Coastguard Worker
194*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(100,0);
195*c8dee2aaSAndroid Build Coastguard Worker }
196*c8dee2aaSAndroid Build Coastguard Worker }
197*c8dee2aaSAndroid Build Coastguard Worker
198*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
199*c8dee2aaSAndroid Build Coastguard Worker
200*c8dee2aaSAndroid Build Coastguard Worker // Trying to match sample images on https://www.w3.org/TR/compositing-1/#blendingnonseparable
201*c8dee2aaSAndroid Build Coastguard Worker //
make_grad(SkScalar width)202*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> make_grad(SkScalar width) {
203*c8dee2aaSAndroid Build Coastguard Worker SkColor colors[] = {
204*c8dee2aaSAndroid Build Coastguard Worker 0xFF00CCCC, 0xFF0000CC, 0xFFCC00CC, 0xFFCC0000, 0xFFCCCC00, 0xFF00CC00,
205*c8dee2aaSAndroid Build Coastguard Worker };
206*c8dee2aaSAndroid Build Coastguard Worker SkPoint pts[] = {{0, 0}, {width, 0}};
207*c8dee2aaSAndroid Build Coastguard Worker
208*c8dee2aaSAndroid Build Coastguard Worker return SkGradientShader::MakeLinear(pts, colors, nullptr, std::size(colors),
209*c8dee2aaSAndroid Build Coastguard Worker SkTileMode::kClamp);
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker
212*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(HSL_duck, canvas, 1110, 620) {
213*c8dee2aaSAndroid Build Coastguard Worker auto src = ToolUtils::GetResourceAsImage("images/ducky.png");
214*c8dee2aaSAndroid Build Coastguard Worker auto dst = make_grad(src->width());
215*c8dee2aaSAndroid Build Coastguard Worker SkRect r = SkRect::MakeIWH(src->width(), src->height());
216*c8dee2aaSAndroid Build Coastguard Worker
217*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(10, 50);
218*c8dee2aaSAndroid Build Coastguard Worker canvas->scale(0.5f, 0.5f);
219*c8dee2aaSAndroid Build Coastguard Worker
220*c8dee2aaSAndroid Build Coastguard Worker const struct {
221*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode fMode;
222*c8dee2aaSAndroid Build Coastguard Worker const char* fName;
223*c8dee2aaSAndroid Build Coastguard Worker } recs[] = {
224*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kHue, "Hue" },
225*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kSaturation, "Saturation" },
226*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kColor, "Color" },
227*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kLuminosity, "Luminosity" },
228*c8dee2aaSAndroid Build Coastguard Worker };
229*c8dee2aaSAndroid Build Coastguard Worker
230*c8dee2aaSAndroid Build Coastguard Worker SkFont font = ToolUtils::DefaultPortableFont();
231*c8dee2aaSAndroid Build Coastguard Worker font.setSize(40);
232*c8dee2aaSAndroid Build Coastguard Worker font.setEdging(SkFont::Edging::kAntiAlias);
233*c8dee2aaSAndroid Build Coastguard Worker
234*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
235*c8dee2aaSAndroid Build Coastguard Worker for (auto [_, name] : recs) {
236*c8dee2aaSAndroid Build Coastguard Worker canvas->drawSimpleText(name, strlen(name), SkTextEncoding::kUTF8, 150, -20,
237*c8dee2aaSAndroid Build Coastguard Worker font, SkPaint());
238*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(r.width() + 10, 0);
239*c8dee2aaSAndroid Build Coastguard Worker }
240*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
241*c8dee2aaSAndroid Build Coastguard Worker
242*c8dee2aaSAndroid Build Coastguard Worker for (SkScalar src_a : {1.0f, 0.5f}) {
243*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
244*c8dee2aaSAndroid Build Coastguard Worker for (auto [mode, _] : recs) {
245*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
246*c8dee2aaSAndroid Build Coastguard Worker p.setShader(dst);
247*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, p); // bg
248*c8dee2aaSAndroid Build Coastguard Worker
249*c8dee2aaSAndroid Build Coastguard Worker p.setShader(nullptr);
250*c8dee2aaSAndroid Build Coastguard Worker p.setBlendMode(mode);
251*c8dee2aaSAndroid Build Coastguard Worker p.setAlphaf(src_a);
252*c8dee2aaSAndroid Build Coastguard Worker canvas->drawImageRect(src, r, SkSamplingOptions(), &p);
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(r.width() + 10, 0);
255*c8dee2aaSAndroid Build Coastguard Worker }
256*c8dee2aaSAndroid Build Coastguard Worker SkString str;
257*c8dee2aaSAndroid Build Coastguard Worker str.printf("alpha %g", src_a);
258*c8dee2aaSAndroid Build Coastguard Worker canvas->drawSimpleText(str.c_str(), str.size(), SkTextEncoding::kUTF8, 10, r.height()/2,
259*c8dee2aaSAndroid Build Coastguard Worker font, SkPaint());
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
262*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, r.height() + 10);
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker }
265