本文整理汇总了C++中SkPicture::needsNewGenID方法的典型用法代码示例。如果您正苦于以下问题:C++ SkPicture::needsNewGenID方法的具体用法?C++ SkPicture::needsNewGenID怎么用?C++ SkPicture::needsNewGenID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SkPicture
的用法示例。
在下文中一共展示了SkPicture::needsNewGenID方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: clone
// fRecord TODO
void SkPicture::clone(SkPicture* pictures, int count) const {
SkPictCopyInfo copyInfo;
for (int i = 0; i < count; i++) {
SkPicture* clone = &pictures[i];
clone->needsNewGenID();
clone->fWidth = fWidth;
clone->fHeight = fHeight;
clone->fPlayback.reset(NULL);
/* We want to copy the src's playback. However, if that hasn't been built
yet, we need to fake a call to endRecording() without actually calling
it (since it is destructive, and we don't want to change src).
*/
if (fPlayback.get()) {
if (!copyInfo.initialized) {
int paintCount = SafeCount(fPlayback->fPaints);
/* The alternative to doing this is to have a clone method on the paint and have it
* make the deep copy of its internal structures as needed. The holdup to doing
* that is at this point we would need to pass the SkBitmapHeap so that we don't
* unnecessarily flatten the pixels in a bitmap shader.
*/
copyInfo.paintData.setCount(paintCount);
/* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is
* one, use it. If this SkPicturePlayback was created from a stream, fBitmapHeap
* will be NULL, so create a new one.
*/
if (fPlayback->fBitmapHeap.get() == NULL) {
// FIXME: Put this on the stack inside SkPicture::clone.
SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
copyInfo.controller.setBitmapStorage(heap);
heap->unref();
} else {
copyInfo.controller.setBitmapStorage(fPlayback->fBitmapHeap);
}
SkDEBUGCODE(int heapSize = SafeCount(fPlayback->fBitmapHeap.get());)
for (int i = 0; i < paintCount; i++) {
if (NeedsDeepCopy(fPlayback->fPaints->at(i))) {
copyInfo.paintData[i] =
SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller,
fPlayback->fPaints->at(i), 0);
} else {
// this is our sentinel, which we use in the unflatten loop
copyInfo.paintData[i] = NULL;
}
}
SkASSERT(SafeCount(fPlayback->fBitmapHeap.get()) == heapSize);
// needed to create typeface playback
copyInfo.controller.setupPlaybacks();
copyInfo.initialized = true;
}
clone->fPlayback.reset(SkNEW_ARGS(SkPicturePlayback, (*fPlayback, ©Info)));
clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0
}