blob: 689eb00e941a044071c4735a5f654a1d8c8e5493 [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef sktext_gpu_Slug_DEFINED
#define sktext_gpu_Slug_DEFINED
#include "include/core/SkData.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
class SkCanvas;
class SkMatrix;
class SkPaint;
class SkTextBlob;
class SkReadBuffer;
class SkStrikeClient;
class SkWriteBuffer;
namespace sktext::gpu {
// You can use Slug to simulate drawTextBlob by defining the following at compile time.
// SK_EXPERIMENTAL_SIMULATE_DRAWGLYPHRUNLIST_WITH_SLUG
// You can use Slug serialization to simulate drawTextBlob by defining the following:
// SK_EXPERIMENTAL_SIMULATE_DRAWGLYPHRUNLIST_WITH_SLUG_SERIALIZE
// For Skia, add this to your args.gn file.
// extra_cflags = ["-D", "SK_EXPERIMENTAL_SIMULATE_DRAWGLYPHRUNLIST_WITH_SLUG"]
// Slug encapsulates an SkTextBlob at a specific origin, using a specific paint. It can be
// manipulated using matrix and clip changes to the canvas. If the canvas is transformed, then
// the Slug will also transform with smaller glyphs using bi-linear interpolation to render. You
// can think of a Slug as making a rubber stamp out of a SkTextBlob.
class SK_API Slug : public SkRefCnt {
public:
// Return nullptr if the blob would not draw. This is not because of clipping, but because of
// some paint optimization. The Slug is captured as if drawn using drawTextBlob.
static sk_sp<Slug> ConvertBlob(
SkCanvas* canvas, const SkTextBlob& blob, SkPoint origin, const SkPaint& paint);
// Serialize the slug.
sk_sp<SkData> serialize() const;
size_t serialize(void* buffer, size_t size) const;
// Set the client parameter to the appropriate SkStrikeClient when typeface ID translation
// is needed.
static sk_sp<Slug> Deserialize(
const void* data, size_t size, const SkStrikeClient* client = nullptr);
static sk_sp<Slug> MakeFromBuffer(SkReadBuffer& buffer);
// Draw the Slug obeying the canvas's mapping and clipping.
void draw(SkCanvas* canvas) const;
virtual SkRect sourceBounds() const = 0;
// The paint passed into ConvertBlob; this paint is used instead of the paint resulting from
// the call to aboutToDraw because when we call draw(), the initial paint is needed to call
// aboutToDraw again to get the layer right.
virtual const SkPaint& initialPaint() const = 0;
virtual void doFlatten(SkWriteBuffer&) const = 0;
uint32_t uniqueID() const { return fUniqueID; }
private:
static uint32_t NextUniqueID();
const uint32_t fUniqueID{NextUniqueID()};
};
} // namespace sktext::gpu
#endif // sktext_gpu_Slug_DEFINED