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/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkottieComposition_DEFINED
#define SkottieComposition_DEFINED
#include "modules/skottie/src/SkottiePriv.h"
#include "include/private/SkTArray.h"
#include "include/private/SkTHash.h"
#include "modules/skottie/src/Layer.h"
namespace skottie {
namespace internal {
class CompositionBuilder final : SkNoncopyable {
public:
CompositionBuilder(const AnimationBuilder&, const skjson::ObjectValue&);
~CompositionBuilder();
sk_sp<sksg::RenderNode> build(const AnimationBuilder&);
private:
LayerBuilder* layerBuilder(int layer_index);
const sk_sp<sksg::Transform>& getCameraTransform() const { return fCameraTransform; }
void pushMatte(sk_sp<sksg::RenderNode>);
sk_sp<sksg::RenderNode> popMatte();
friend class LayerBuilder;
SkSTArray<64, LayerBuilder> fLayerBuilders;
SkTHashMap<int, size_t> fLayerIndexMap; // Maps layer "ind" to layer builder index.
sk_sp<sksg::Transform> fCameraTransform;
sk_sp<sksg::RenderNode> fCurrentMatte; // Tracks the current/active matte.
size_t fMotionBlurSamples = 1;
float fMotionBlurAngle = 0,
fMotionBlurPhase = 0;
};
} // namespace internal
} // namespace skottie
#endif // SkottieComposition_DEFINED