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 "modules/sksg/include/SkSGGroup.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGNode.h"
14*c8dee2aaSAndroid Build Coastguard Worker
15*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
18*c8dee2aaSAndroid Build Coastguard Worker struct SkPoint;
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
21*c8dee2aaSAndroid Build Coastguard Worker class InvalidationController;
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker Group::Group() = default;
24*c8dee2aaSAndroid Build Coastguard Worker
Group(std::vector<sk_sp<RenderNode>> children)25*c8dee2aaSAndroid Build Coastguard Worker Group::Group(std::vector<sk_sp<RenderNode>> children)
26*c8dee2aaSAndroid Build Coastguard Worker : fChildren(std::move(children)) {
27*c8dee2aaSAndroid Build Coastguard Worker for (const auto& child : fChildren) {
28*c8dee2aaSAndroid Build Coastguard Worker this->observeInval(child);
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker
~Group()32*c8dee2aaSAndroid Build Coastguard Worker Group::~Group() {
33*c8dee2aaSAndroid Build Coastguard Worker for (const auto& child : fChildren) {
34*c8dee2aaSAndroid Build Coastguard Worker this->unobserveInval(child);
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker }
37*c8dee2aaSAndroid Build Coastguard Worker
clear()38*c8dee2aaSAndroid Build Coastguard Worker void Group::clear() {
39*c8dee2aaSAndroid Build Coastguard Worker for (const auto& child : fChildren) {
40*c8dee2aaSAndroid Build Coastguard Worker this->unobserveInval(child);
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker fChildren.clear();
43*c8dee2aaSAndroid Build Coastguard Worker }
44*c8dee2aaSAndroid Build Coastguard Worker
addChild(sk_sp<RenderNode> node)45*c8dee2aaSAndroid Build Coastguard Worker void Group::addChild(sk_sp<RenderNode> node) {
46*c8dee2aaSAndroid Build Coastguard Worker // should we allow duplicates?
47*c8dee2aaSAndroid Build Coastguard Worker for (const auto& child : fChildren) {
48*c8dee2aaSAndroid Build Coastguard Worker if (child == node) {
49*c8dee2aaSAndroid Build Coastguard Worker return;
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker this->observeInval(node);
54*c8dee2aaSAndroid Build Coastguard Worker fChildren.push_back(std::move(node));
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker this->invalidate();
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker
removeChild(const sk_sp<RenderNode> & node)59*c8dee2aaSAndroid Build Coastguard Worker void Group::removeChild(const sk_sp<RenderNode>& node) {
60*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(const auto origSize = fChildren.size());
61*c8dee2aaSAndroid Build Coastguard Worker fChildren.erase(std::remove(fChildren.begin(), fChildren.end(), node), fChildren.end());
62*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fChildren.size() == origSize - 1);
63*c8dee2aaSAndroid Build Coastguard Worker
64*c8dee2aaSAndroid Build Coastguard Worker this->unobserveInval(node);
65*c8dee2aaSAndroid Build Coastguard Worker this->invalidate();
66*c8dee2aaSAndroid Build Coastguard Worker }
67*c8dee2aaSAndroid Build Coastguard Worker
onRender(SkCanvas * canvas,const RenderContext * ctx) const68*c8dee2aaSAndroid Build Coastguard Worker void Group::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
69*c8dee2aaSAndroid Build Coastguard Worker const auto local_ctx = ScopedRenderContext(canvas, ctx).setIsolation(this->bounds(),
70*c8dee2aaSAndroid Build Coastguard Worker canvas->getTotalMatrix(),
71*c8dee2aaSAndroid Build Coastguard Worker fRequiresIsolation);
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker for (const auto& child : fChildren) {
74*c8dee2aaSAndroid Build Coastguard Worker child->render(canvas, local_ctx);
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker
onNodeAt(const SkPoint & p) const78*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* Group::onNodeAt(const SkPoint& p) const {
79*c8dee2aaSAndroid Build Coastguard Worker for (auto it = fChildren.crbegin(); it != fChildren.crend(); ++it) {
80*c8dee2aaSAndroid Build Coastguard Worker if (const auto* node = (*it)->nodeAt(p)) {
81*c8dee2aaSAndroid Build Coastguard Worker return node;
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker
85*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
86*c8dee2aaSAndroid Build Coastguard Worker }
87*c8dee2aaSAndroid Build Coastguard Worker
onRevalidate(InvalidationController * ic,const SkMatrix & ctm)88*c8dee2aaSAndroid Build Coastguard Worker SkRect Group::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
89*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->hasInval());
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker SkRect bounds = SkRect::MakeEmpty();
92*c8dee2aaSAndroid Build Coastguard Worker fRequiresIsolation = false;
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < fChildren.size(); ++i) {
95*c8dee2aaSAndroid Build Coastguard Worker const auto child_bounds = fChildren[i]->revalidate(ic, ctm);
96*c8dee2aaSAndroid Build Coastguard Worker
97*c8dee2aaSAndroid Build Coastguard Worker // If any of the child nodes overlap, group effects require layer isolation.
98*c8dee2aaSAndroid Build Coastguard Worker if (!fRequiresIsolation && i > 0 && child_bounds.intersects(bounds)) {
99*c8dee2aaSAndroid Build Coastguard Worker #if 1
100*c8dee2aaSAndroid Build Coastguard Worker // Testing conservatively against the union of prev bounds is cheap and good enough.
101*c8dee2aaSAndroid Build Coastguard Worker fRequiresIsolation = true;
102*c8dee2aaSAndroid Build Coastguard Worker #else
103*c8dee2aaSAndroid Build Coastguard Worker // Testing exhaustively doesn't seem to increase the layer elision rate in practice.
104*c8dee2aaSAndroid Build Coastguard Worker for (size_t j = 0; j < i; ++ j) {
105*c8dee2aaSAndroid Build Coastguard Worker if (child_bounds.intersects(fChildren[i]->bounds())) {
106*c8dee2aaSAndroid Build Coastguard Worker fRequiresIsolation = true;
107*c8dee2aaSAndroid Build Coastguard Worker break;
108*c8dee2aaSAndroid Build Coastguard Worker }
109*c8dee2aaSAndroid Build Coastguard Worker }
110*c8dee2aaSAndroid Build Coastguard Worker #endif
111*c8dee2aaSAndroid Build Coastguard Worker }
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker bounds.join(child_bounds);
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
116*c8dee2aaSAndroid Build Coastguard Worker return bounds;
117*c8dee2aaSAndroid Build Coastguard Worker }
118*c8dee2aaSAndroid Build Coastguard Worker
119*c8dee2aaSAndroid Build Coastguard Worker } // namespace sksg
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