| Commit message (Collapse) | Author | Age |
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TBR=
Change-Id: Ifcf6beb75eaf08a150785b72e322bb30ab84b779
Reviewed-on: https://skia-review.googlesource.com/90902
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
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TBR=
Change-Id: I48bbc6aabaab1c3ab5cc9fb19c87ad1f5606eb54
Reviewed-on: https://skia-review.googlesource.com/90900
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
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SkPath supports interpolation, no reason to handle that explicitly in
Skotty.
Change skotty::ShapeValue to convert to SkPaths upfront, when parsing,
and then rely in native interpolation.
TBR=
Change-Id: I32d424ea359e0736909d4e51602ffeb14403feed
Reviewed-on: https://skia-review.googlesource.com/90362
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
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Bug: skia:
Change-Id: I51bf6619e8d857d5d14fcd6651c144bd3c59453f
Reviewed-on: https://skia-review.googlesource.com/90027
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
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Coarse workflow:
* Construction
1) build a Json tree
2) collect asset IDs (for preComp/image layer resolution)
3) "attach" pass
- traverse the Json tree
- build an SkSG dom, one fragment at a time
- attach "animator" objects to the dom, for each animated prop
4) done, we can throw away the Json tree
* For each animation tick
1) iterate over active animators and poke their respective dom nodes/attributes
2) revalidate the SkSG dom
3) draw the SkSG dom
Note: post construction, things are super-simple - we just poke SkSG DOM attributes
with interpolated values, and everything else is handled by SkSG (invalidation,
revalidation, render).
Change-Id: I96a02be7eb4fb4cb3831f59bf2b3908ea190c0dd
Reviewed-on: https://skia-review.googlesource.com/89420
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
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