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/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "TestUtils.h"
#include "DeferredLayerUpdater.h"
#include "LayerRenderer.h"
namespace android {
namespace uirenderer {
SkColor TestUtils::interpolateColor(float fraction, SkColor start, SkColor end) {
int startA = (start >> 24) & 0xff;
int startR = (start >> 16) & 0xff;
int startG = (start >> 8) & 0xff;
int startB = start & 0xff;
int endA = (end >> 24) & 0xff;
int endR = (end >> 16) & 0xff;
int endG = (end >> 8) & 0xff;
int endB = end & 0xff;
return (int)((startA + (int)(fraction * (endA - startA))) << 24)
| (int)((startR + (int)(fraction * (endR - startR))) << 16)
| (int)((startG + (int)(fraction * (endG - startG))) << 8)
| (int)((startB + (int)(fraction * (endB - startB))));
}
sp<DeferredLayerUpdater> TestUtils::createTextureLayerUpdater(
renderthread::RenderThread& renderThread, uint32_t width, uint32_t height,
std::function<void(Matrix4*)> transformSetupCallback) {
bool isOpaque = true;
bool forceFilter = true;
GLenum renderTarget = GL_TEXTURE_EXTERNAL_OES;
Layer* layer = LayerRenderer::createTextureLayer(renderThread.renderState());
LayerRenderer::updateTextureLayer(layer, width, height, isOpaque, forceFilter,
renderTarget, Matrix4::identity().data);
transformSetupCallback(&(layer->getTransform()));
sp<DeferredLayerUpdater> layerUpdater = new DeferredLayerUpdater(layer);
return layerUpdater;
}
void TestUtils::drawTextToCanvas(TestCanvas* canvas, const char* text,
const SkPaint& paint, float x, float y) {
// drawing text requires GlyphID TextEncoding (which JNI layer would have done)
LOG_ALWAYS_FATAL_IF(paint.getTextEncoding() != SkPaint::kGlyphID_TextEncoding,
"must use glyph encoding");
SkSurfaceProps surfaceProps(0, kUnknown_SkPixelGeometry);
SkAutoGlyphCacheNoGamma autoCache(paint, &surfaceProps, &SkMatrix::I());
float totalAdvance = 0;
std::vector<glyph_t> glyphs;
std::vector<float> positions;
Rect bounds;
while (*text != '\0') {
SkUnichar unichar = SkUTF8_NextUnichar(&text);
glyph_t glyph = autoCache.getCache()->unicharToGlyph(unichar);
autoCache.getCache()->unicharToGlyph(unichar);
// push glyph and its relative position
glyphs.push_back(glyph);
positions.push_back(totalAdvance);
positions.push_back(0);
// compute bounds
SkGlyph skGlyph = autoCache.getCache()->getUnicharMetrics(unichar);
Rect glyphBounds(skGlyph.fWidth, skGlyph.fHeight);
glyphBounds.translate(totalAdvance + skGlyph.fLeft, skGlyph.fTop);
bounds.unionWith(glyphBounds);
// advance next character
SkScalar skWidth;
paint.getTextWidths(&glyph, sizeof(glyph), &skWidth, NULL);
totalAdvance += skWidth;
}
// apply alignment via x parameter (which JNI layer would have done)
if (paint.getTextAlign() == SkPaint::kCenter_Align) {
x -= totalAdvance / 2;
} else if (paint.getTextAlign() == SkPaint::kRight_Align) {
x -= totalAdvance;
}
bounds.translate(x, y);
// Force left alignment, since alignment offset is already baked in
SkPaint alignPaintCopy(paint);
alignPaintCopy.setTextAlign(SkPaint::kLeft_Align);
canvas->drawText(glyphs.data(), positions.data(), glyphs.size(), alignPaintCopy, x, y,
bounds.left, bounds.top, bounds.right, bounds.bottom, totalAdvance);
}
void TestUtils::drawTextToCanvas(TestCanvas* canvas, const char* text,
const SkPaint& paint, const SkPath& path) {
// drawing text requires GlyphID TextEncoding (which JNI layer would have done)
LOG_ALWAYS_FATAL_IF(paint.getTextEncoding() != SkPaint::kGlyphID_TextEncoding,
"must use glyph encoding");
SkSurfaceProps surfaceProps(0, kUnknown_SkPixelGeometry);
SkAutoGlyphCacheNoGamma autoCache(paint, &surfaceProps, &SkMatrix::I());
std::vector<glyph_t> glyphs;
while (*text != '\0') {
SkUnichar unichar = SkUTF8_NextUnichar(&text);
glyphs.push_back(autoCache.getCache()->unicharToGlyph(unichar));
}
canvas->drawTextOnPath(glyphs.data(), glyphs.size(), path, 0, 0, paint);
}
} /* namespace uirenderer */
} /* namespace android */