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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void draw(SkCanvas* canvas) {
// This fiddle draws 4 instances of a LinearGradient, demonstrating
// how the local matrix affects the gradient as well as the flag
// which controls unpremul vs premul color interpolation.
SkPaint strokePaint;
strokePaint.setStyle(SkPaint::kStroke_Style);
strokePaint.setColor(SK_ColorBLACK);
SkPaint p;
p.setStyle(SkPaint::kFill_Style);
SkColor transparentGreen = SkColorSetARGB(0, 0, 255, 255);
SkColor colors[] = { transparentGreen, SK_ColorBLUE, SK_ColorRED };
SkScalar positions[] = { 0.0, 0.65, 1.0 };
for (int i = 0; i < 4; i++) {
SkScalar blockX = (i % 2) * 100;
SkScalar blockY = (i / 2) * 100;
SkPoint pts[] = { {blockX, blockY}, {blockX + 50, blockY + 100} };
int flags = 0; // interpolate colors in unpremul
if (i % 2 == 1) {
// right column will have premul
flags = SkGradientShader::Flags::kInterpolateColorsInPremul_Flag;
}
SkMatrix matr = SkMatrix::I();
if (i / 2 == 1) {
// bottom row will be rotated 45 degrees.
matr.setRotate(45, blockX, blockY);
}
auto lgs = SkGradientShader::MakeLinear(
pts, colors, positions, 3, SkTileMode::kMirror,
flags, &matr);
p.setShader(lgs);
auto r = SkRect::MakeLTRB(blockX, blockY, blockX + 100, blockY + 100);
canvas->drawRect(r, p);
canvas->drawRect(r, strokePaint);
}
}