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-rw-r--r--gfx/skia/skia/include/private/chromium/Slug.h67
1 files changed, 67 insertions, 0 deletions
diff --git a/gfx/skia/skia/include/private/chromium/Slug.h b/gfx/skia/skia/include/private/chromium/Slug.h
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+/*
+ * 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 {
+// 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;
+ virtual SkRect sourceBoundsWithOrigin () 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