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authorGravatar Ruiqi Mao <ruiqimao@google.com>2018-07-02 15:20:10 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-03 13:33:43 +0000
commit94d57c477fe122c146a034c625cebb6c44ef21b0 (patch)
treec2709663d47bce026cc465ff6cda2b77f1c59efa /docs
parentd7425b58df89b1cf67cf9a8b0a055c1d071a6d88 (diff)
updated SkCanvas documentation for animation overloads of drawVertices
changed bookmaker ParserCommon::writeBlockTrim limit to 20000 disabled broken SkPaint::containsText example Docs-Preview: https://skia.org/?cl=138862 Bug: skia:8123 Change-Id: Ib4003bf7b9603bf652f86cd56e0975cd09bcbf71 Reviewed-on: https://skia-review.googlesource.com/138862 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'docs')
-rw-r--r--docs/SkCanvas_Reference.bmh100
-rw-r--r--docs/SkPaint_Reference.bmh2
-rw-r--r--docs/usingBookmaker.bmh2
3 files changed, 101 insertions, 3 deletions
diff --git a/docs/SkCanvas_Reference.bmh b/docs/SkCanvas_Reference.bmh
index fc6093cf7a..cfeef6331b 100644
--- a/docs/SkCanvas_Reference.bmh
+++ b/docs/SkCanvas_Reference.bmh
@@ -5752,7 +5752,105 @@ void draw(SkCanvas* canvas) {
SkShader::kClamp_TileMode));
auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
SK_ARRAY_COUNT(points), points, texs, colors);
- canvas->drawVertices(vertices.get(), SkBlendMode::kDarken, paint);
+ canvas->drawVertices(vertices, SkBlendMode::kDarken, paint);
+}
+##
+
+#SeeAlso drawPatch drawPicture
+
+##
+
+# ------------------------------------------------------------------------------
+
+#Method void drawVertices(const SkVertices* vertices, const SkMatrix* bones, int boneCount,
+ SkBlendMode mode, const SkPaint& paint)
+
+Draw Vertices vertices, a triangle mesh, using Clip and Matrix. Bone data is used to
+deform vertices with bone weights.
+If Vertices_Texs and Vertices_Colors are defined in vertices, and Paint paint
+contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
+The first element of bones should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+#Param vertices triangle mesh to draw ##
+#Param bones bone matrix data ##
+#Param boneCount number of bone matrices ##
+#Param mode combines Vertices_Colors with Shader, if both are present ##
+#Param paint specifies the Shader, used as Vertices texture, may be nullptr ##
+
+#Example
+void draw(SkCanvas* canvas) {
+ SkPaint paint;
+ SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };
+ SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };
+ SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };
+ SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },
+ { 1, 0, 0, 0 },
+ { 2, 0, 0, 0 },
+ { 3, 0, 0, 0 } };
+ SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f } };
+ SkMatrix bones[] = { SkMatrix::I(),
+ SkMatrix::MakeTrans(0, 20),
+ SkMatrix::MakeTrans(50, 50),
+ SkMatrix::MakeTrans(20, 0) };
+ paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,
+ SkShader::kClamp_TileMode));
+ auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
+ SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);
+ canvas->drawVertices(vertices.get(), bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);
+}
+##
+
+#SeeAlso drawPatch drawPicture
+
+##
+
+# ------------------------------------------------------------------------------
+
+#Method void drawVertices(const sk_sp<SkVertices>& vertices, const SkMatrix* bones, int boneCount,
+ SkBlendMode mode, const SkPaint& paint)
+
+Draw Vertices vertices, a triangle mesh, using Clip and Matrix. Bone data is used to
+deform vertices with bone weights.
+If Vertices_Texs and Vertices_Colors are defined in vertices, and Paint paint
+contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
+The first element of bones should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+#Param vertices triangle mesh to draw ##
+#Param bones bone matrix data ##
+#Param boneCount number of bone matrices ##
+#Param mode combines Vertices_Colors with Shader, if both are present ##
+#Param paint specifies the Shader, used as Vertices texture, may be nullptr ##
+
+#Example
+void draw(SkCanvas* canvas) {
+ SkPaint paint;
+ SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };
+ SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };
+ SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };
+ SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },
+ { 1, 0, 0, 0 },
+ { 2, 0, 0, 0 },
+ { 3, 0, 0, 0 } };
+ SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f, 0.0f } };
+ SkMatrix bones[] = { SkMatrix::I(),
+ SkMatrix::MakeTrans(0, 20),
+ SkMatrix::MakeTrans(50, 50),
+ SkMatrix::MakeTrans(20, 0) };
+ paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,
+ SkShader::kClamp_TileMode));
+ auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
+ SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);
+ canvas->drawVertices(vertices, bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);
}
##
diff --git a/docs/SkPaint_Reference.bmh b/docs/SkPaint_Reference.bmh
index 21521af798..2b844fc9eb 100644
--- a/docs/SkPaint_Reference.bmh
+++ b/docs/SkPaint_Reference.bmh
@@ -4394,7 +4394,7 @@ text contains an invalid UTF-8 sequence, zero is returned.
#Return true if all text corresponds to a non-zero glyph index ##
- #Example
+ #NoExample
#Description
containsText succeeds for degree symbol, but cannot find a glyph index
corresponding to the Unicode surrogate code point.
diff --git a/docs/usingBookmaker.bmh b/docs/usingBookmaker.bmh
index d804a3e37f..236c16d7c5 100644
--- a/docs/usingBookmaker.bmh
+++ b/docs/usingBookmaker.bmh
@@ -122,7 +122,7 @@ Get the fiddle command line interface tool.
By default this will appear in your home directory.
#Code
-$ go get go.skia.org/infra/fiddle/go/fiddlecli
+$ go get go.skia.org/infra/fiddlek/go/fiddlecli
##
Build Bookmaker.