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/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSLSlide_DEFINED
#define SkSLSlide_DEFINED
#include "include/core/SkM44.h"
#include "include/effects/SkRuntimeEffect.h"
#include "tools/viewer/Slide.h"
class SkSLSlide : public Slide {
public:
SkSLSlide();
// TODO: We need a way for primarily interactive slides to always be as large as the window
SkISize getDimensions() const override { return SkISize::MakeEmpty(); }
void draw(SkCanvas* canvas) override;
bool animate(double nanos) override;
void resize(SkScalar winWidth, SkScalar winHeight) override {
fResolution = { winWidth, winHeight, 1.0f };
}
void load(SkScalar winWidth, SkScalar winHeight) override;
void unload() override;
bool onMouse(SkScalar x, SkScalar y, skui::InputState state,
skui::ModifierKey modifiers) override { return true; }
private:
bool rebuild();
SkString fSkSL;
bool fCodeIsDirty;
sk_sp<SkRuntimeEffect> fEffect;
SkAutoTMalloc<char> fInputs;
SkTArray<sk_sp<SkShader>> fChildren;
float fSeconds = 0.0f;
enum Geometry {
kFill,
kCircle,
kRoundRect,
kCapsule,
kText,
};
int fGeometry = kFill;
SkV3 fResolution = { 1, 1, 1 };
SkV4 fMousePos;
// Named shaders that can be selected as inputs
SkTArray<std::pair<const char*, sk_sp<SkShader>>> fShaders;
};
#endif