Sample/Shaders: use resources; cleanup code
Change-Id: Icd71734927ebb50c8db55730107deb29faf0c61a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/225716
Commit-Queue: Hal Canary <halcanary@google.com>
Reviewed-by: Ben Wagner <bungeman@google.com>
diff --git a/samplecode/SampleShaders.cpp b/samplecode/SampleShaders.cpp
index 7e14932..a3af953 100644
--- a/samplecode/SampleShaders.cpp
+++ b/samplecode/SampleShaders.cpp
@@ -6,94 +6,77 @@
*/
#include "include/core/SkCanvas.h"
-#include "include/core/SkColorFilter.h"
-#include "include/core/SkColorPriv.h"
-#include "include/core/SkGraphics.h"
-#include "include/core/SkPath.h"
-#include "include/core/SkRegion.h"
#include "include/core/SkShader.h"
-#include "include/core/SkTime.h"
-#include "include/core/SkTypeface.h"
#include "include/effects/SkGradientShader.h"
#include "samplecode/DecodeFile.h"
+#include "tools/Resources.h"
#include "samplecode/Sample.h"
-#include "src/utils/SkUTF.h"
+namespace {
static sk_sp<SkShader> make_bitmapfade(const SkBitmap& bm) {
+ SkPoint pts[2] = {
+ {0, 0},
+ {0, (float)bm.height()},
+ };
+ SkColor colors[2] = {
+ SkColorSetARGB(255, 0, 0, 0),
+ SkColorSetARGB(0, 0, 0, 0),
+ };
+ return SkShaders::Blend(SkBlendMode::kDstIn,
+ bm.makeShader(),
+ SkGradientShader::MakeLinear(pts, colors, nullptr, 2,
+ SkTileMode::kClamp));
+}
+
+static sk_sp<SkShader> make_blend_shader() {
SkPoint pts[2];
SkColor colors[2];
pts[0].set(0, 0);
- pts[1].set(0, SkIntToScalar(bm.height()));
- colors[0] = SK_ColorBLACK;
- colors[1] = SkColorSetARGB(0, 0, 0, 0);
+ pts[1].set(SkIntToScalar(100), 0);
+ colors[0] = SK_ColorRED;
+ colors[1] = SK_ColorBLUE;
auto shaderA = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
- auto shaderB = bm.makeShader();
+ pts[0].set(0, 0);
+ pts[1].set(0, SkIntToScalar(100));
+ colors[0] = SK_ColorBLACK;
+ colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
+ auto shaderB = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
- return SkShaders::Blend(SkBlendMode::kDstIn, std::move(shaderB), std::move(shaderA));
+ return SkShaders::Blend(SkBlendMode::kDstIn, std::move(shaderA), std::move(shaderB));
}
-class ShaderView : public Sample {
-public:
+struct ShaderView : public Sample {
sk_sp<SkShader> fShader;
+ sk_sp<SkShader> fShaderFade;
SkBitmap fBitmap;
- ShaderView() {
- decode_file("/skimages/logo.gif", &fBitmap);
-
- SkPoint pts[2];
- SkColor colors[2];
-
- pts[0].set(0, 0);
- pts[1].set(SkIntToScalar(100), 0);
- colors[0] = SK_ColorRED;
- colors[1] = SK_ColorBLUE;
- auto shaderA = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
-
- pts[0].set(0, 0);
- pts[1].set(0, SkIntToScalar(100));
- colors[0] = SK_ColorBLACK;
- colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
- auto shaderB = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
-
- fShader = SkShaders::Blend(SkBlendMode::kDstIn, std::move(shaderA), std::move(shaderB));
+ void onOnceBeforeDraw() override {
+ decode_file(GetResourceAsData("images/dog.jpg"), &fBitmap);
+ fShader = make_blend_shader();
+ fShaderFade = make_bitmapfade(fBitmap);
}
-protected:
SkString name() override { return SkString("Shaders"); }
void onDrawContent(SkCanvas* canvas) override {
canvas->drawBitmap(fBitmap, 0, 0);
-
canvas->translate(20, 120);
SkPaint paint;
- SkRect r;
-
paint.setColor(SK_ColorGREEN);
- canvas->drawRect(SkRect::MakeWH(100, 100), paint);
+ canvas->drawRect(SkRect{0, 0, 100, 100}, paint);
paint.setShader(fShader);
- canvas->drawRect(SkRect::MakeWH(100, 100), paint);
+ canvas->drawRect(SkRect{0, 0, 100, 100}, paint);
canvas->translate(SkIntToScalar(110), 0);
- int w = fBitmap.width();
- int h = fBitmap.height();
- w = 120;
- h = 80;
- r.set(0, 0, SkIntToScalar(w), SkIntToScalar(h));
-
paint.setShader(nullptr);
- canvas->drawRect(r, paint);
- paint.setShader(make_bitmapfade(fBitmap));
- canvas->drawRect(r, paint);
+ canvas->drawRect(SkRect{0, 0, 120, 80}, paint);
+ paint.setShader(fShaderFade);
+ canvas->drawRect(SkRect{0, 0, 120, 80}, paint);
}
-
-private:
- typedef Sample INHERITED;
};
-
-//////////////////////////////////////////////////////////////////////////////
-
+} // namespace
DEF_SAMPLE( return new ShaderView(); )