1/*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "gm.h"
9
10#include "Resources.h"
11#include "SkCanvas.h"
12#include "SkGradientShader.h"
13#include "SkStream.h"
14#include "SkTextBlob.h"
15#include "SkTypeface.h"
16
17namespace skiagm {
18class TextBlobColorTrans : public GM {
19public:
20    // This gm tests that textblobs can be translated and have their colors regenerated
21    // correctly.  With smaller atlas sizes, it can also trigger regeneration of texture coords on
22    // the GPU backend
23    TextBlobColorTrans() { }
24
25protected:
26    void onOnceBeforeDraw() override {
27        SkTextBlobBuilder builder;
28
29        // make textblob
30        // Large text is used to trigger atlas eviction
31        SkPaint paint;
32        paint.setTextSize(256);
33        const char* text = "AB";
34        sk_tool_utils::set_portable_typeface(&paint);
35
36        SkRect bounds;
37        paint.measureText(text, strlen(text), &bounds);
38
39        SkScalar yOffset = bounds.height();
40        sk_tool_utils::add_to_text_blob(&builder, text, paint, 0, yOffset - 30);
41
42        // A8
43        paint.setTextSize(28);
44        text = "The quick brown fox jumps over the lazy dog.";
45        paint.setSubpixelText(false);
46        paint.setLCDRenderText(false);
47        paint.measureText(text, strlen(text), &bounds);
48        sk_tool_utils::add_to_text_blob(&builder, text, paint, 0, yOffset - 8);
49
50        // build
51        fBlob.reset(builder.build());
52    }
53
54    SkString onShortName() override {
55        return SkString("textblobcolortrans");
56    }
57
58    SkISize onISize() override {
59        return SkISize::Make(kWidth, kHeight);
60    }
61
62    void onDraw(SkCanvas* canvas) override {
63
64        canvas->drawColor(SK_ColorGRAY);
65
66        SkPaint paint;
67        canvas->translate(10, 40);
68
69        SkRect bounds = fBlob->bounds();
70
71        // Colors were chosen to map to pairs of canonical colors.  The GPU Backend will cache A8
72        // Texture Blobs based on the canonical color they map to.  Canonical colors are used to
73        // create masks.  For A8 there are 8 of them.
74        SkColor colors[] = {SK_ColorCYAN, SK_ColorLTGRAY, SK_ColorYELLOW, SK_ColorWHITE};
75
76        size_t count = SK_ARRAY_COUNT(colors);
77        size_t colorIndex = 0;
78        for (int y = 0; y + SkScalarFloorToInt(bounds.height()) < kHeight;
79             y += SkScalarFloorToInt(bounds.height())) {
80            paint.setColor(colors[colorIndex++ % count]);
81            canvas->save();
82            canvas->translate(0, SkIntToScalar(y));
83            canvas->drawTextBlob(fBlob, 0, 0, paint);
84            canvas->restore();
85        }
86    }
87
88private:
89    SkAutoTUnref<const SkTextBlob> fBlob;
90
91    static const int kWidth = 675;
92    static const int kHeight = 1600;
93
94    typedef GM INHERITED;
95};
96
97//////////////////////////////////////////////////////////////////////////////
98
99DEF_GM( return SkNEW(TextBlobColorTrans); )
100}
101