Options
These globals are now defined:
double duration; // The requested duration of the animation. double frame; // A value in [0, 1] of where we are in the animation.
This global is now defined:
GrBackendRenderTarget backEndRenderTarget;
GrBackendTexture backEndTextureRenderTarget;
Optional source image
These globals are now defined:
SkBitmap source; sk_sp<SkImage> image; GrBackendTexture backEndTexture; // GPU Only.
Note:
Adding comments with SK_FOLD_START and SK_FOLD_END creates foldable code
blocks.
These blocks will be folded by default and are useful for highlighting specific lines of code.
You can also use the keyboard shortcuts Ctrl+S and Ctrl+E in the code editor to set them.
These blocks will be folded by default and are useful for highlighting specific lines of code.
You can also use the keyboard shortcuts Ctrl+S and Ctrl+E in the code editor to set them.
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// If pathops works, nearly all of this should appear overdrawn in Blue
// If pathops fails, it will just appear in Red
void draw(SkCanvas* canvas) {
const char* svgStr[] = {
"M474.889 27.0952C474.889 27.1002 474.888 27.1018 474.889 27.1004L479.872 27.5019C479.883 27.3656 479.889 27.2299 479.889 27.0952L474.889 27.0952L474.889 27.0952Z",
"M474.94 26.9405C474.93 26.9482 474.917 26.9576 474.901 26.9683L477.689 31.1186C477.789 31.0512 477.888 30.9804 477.985 30.9059L474.94 26.9405L474.94 26.9405Z"
};
SkPath path[2], resultPath;
SkOpBuilder builder;
for (int i = 0; i < 2; i++)
{
SkParsePath::FromSVGString(svgStr[i], &path[i]);
builder.add(path[i], kUnion_SkPathOp);
}
builder.resolve(&resultPath);
SkString outSvg;
SkParsePath::ToSVGString(resultPath, &outSvg);
SkDebugf(outSvg.c_str());
auto r = path[0].getBounds();
canvas->translate(30, 30);
canvas->scale(200 / r.width(), 200 / r.width());
canvas->translate(-r.fLeft, -r.fTop);
SkPaint paint;
paint.setColor(SK_ColorRED);
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
canvas->drawPath(path[0], paint);
canvas->drawPath(path[1], paint);
paint.setColor(SK_ColorBLUE);
canvas->drawPath(resultPath, paint);
}
Compilation Warnings/Errors
Runtime Errors
Run Details
GL Version: OpenGL ES 3.0 SwiftShader 4.1.0.5 GL Vendor: Google Inc. GL Renderer: Google SwiftShader GL Extensions: GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_3D GL_OES_vertex_array_object GL_OES_vertex_half_float GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_draw_buffers GL_EXT_instanced_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_ARB_texture_rectangle GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_texture_format_BGRA8888 GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_texture_filtering_hint GL_NV_depth_buffer_float2 GL_NV_fence GL_NV_framebuffer_blit GL_NV_read_depth GL_NV_read_depth_stencil GL_NV_read_stencil