Add AndroidPathRenderer to experimental gyp and get it compiling with Skia code.

https://codereview.appspot.com/6938074/


git-svn-id: http://skia.googlecode.com/svn/trunk@6874 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/experimental/AndroidPathRenderer/AndroidPathRenderer.h b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
index a17ce9b..64aebfa 100644
--- a/experimental/AndroidPathRenderer/AndroidPathRenderer.h
+++ b/experimental/AndroidPathRenderer/AndroidPathRenderer.h
@@ -8,16 +8,15 @@
 #ifndef ANDROID_HWUI_PATH_RENDERER_H
 #define ANDROID_HWUI_PATH_RENDERER_H
 
-#include <utils/Vector.h>
+#include <SkTArray.h>
 
 #include "Vertex.h"
 
+class SkMatrix;
+
 namespace android {
 namespace uirenderer {
 
-class Matrix4;
-typedef Matrix4 mat4;
-
 class VertexBuffer {
 public:
     VertexBuffer():
@@ -56,37 +55,37 @@
 
 class PathRenderer {
 public:
-    static SkRect computePathBounds(const SkPath& path, const SkPaint* paint);
+    static SkRect ComputePathBounds(const SkPath& path, const SkPaint* paint);
 
-    static void convexPathVertices(const SkPath& path, const SkPaint* paint,
-            const mat4 *transform, VertexBuffer& vertexBuffer);
+    static void ConvexPathVertices(const SkPath& path, const SkPaint* paint,
+            const SkMatrix* transform, VertexBuffer* vertexBuffer);
 
 private:
-    static bool convexPathPerimeterVertices(const SkPath &path, bool forceClose,
-        float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
+    static bool ConvexPathPerimeterVertices(const SkPath &path, bool forceClose,
+        float sqrInvScaleX, float sqrInvScaleY, SkTArray<Vertex, true>* outputVertices);
 
 /*
   endpoints a & b,
   control c
  */
-    static void recursiveQuadraticBezierVertices(
+    static void RecursiveQuadraticBezierVertices(
             float ax, float ay,
             float bx, float by,
             float cx, float cy,
             float sqrInvScaleX, float sqrInvScaleY,
-            Vector<Vertex> &outputVertices);
+            SkTArray<Vertex, true>* outputVertices);
 
 /*
   endpoints p1, p2
   control c1, c2
  */
-    static void recursiveCubicBezierVertices(
+    static void RecursiveCubicBezierVertices(
             float p1x, float p1y,
             float c1x, float c1y,
             float p2x, float p2y,
             float c2x, float c2y,
             float sqrInvScaleX, float sqrInvScaleY,
-            Vector<Vertex> &outputVertices);
+            SkTArray<Vertex, true>* outputVertices);
 };
 
 }; // namespace uirenderer