Compile all fiddle examples locally
Motivation: it would be a good idea if the API documentation examples
were checked into the skia repository, so we could make sure they
compile as part of the commit queue.
Fiddle would make/update a named fiddle each time it gets a new
commit of Skia, extracted from the code in the examples/ directory.
The docs would point at those named fiddles. Named fiddles have urls
in the form:
https://fiddle.skia.org/c/@Bitmap_000
Then we would stick a link to the example into the header documentation
like this:
/** Allocates the pixel memory for the bitmap, given its dimensions
and SkColorType. Returns true on success, where success means
either setPixels() or setPixelRef() was called.
@param bitmap SkBitmap containing SkImageInfo as input, and
SkPixelRef as output
@return true if SkPixelRef was allocated
@example https://fiddle.skia.org/c/@Bitmap_000
*/
bool allocPixelRef(SkBitmap* bitmap) override;
There are still around 200 disabled examples that need to be fixed
(these result from API changes since the author left).
Change-Id: I14a31348a9ccaaa31f65424b91e3a3533d2583a7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/198824
Commit-Queue: Hal Canary <halcanary@google.com>
Reviewed-by: Leon Scroggins <scroggo@google.com>
Reviewed-by: Joe Gregorio <jcgregorio@google.com>
diff --git a/docs/examples/Canvas_022.cpp b/docs/examples/Canvas_022.cpp
new file mode 100644
index 0000000..453dd93
--- /dev/null
+++ b/docs/examples/Canvas_022.cpp
@@ -0,0 +1,22 @@
+// Copyright 2019 Google LLC.
+// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
+#include "fiddle/examples.h"
+// HASH=8b128e067881f9251357653692fa28da
+REG_FIDDLE(Canvas_022, 256, 256, false, 0) {
+void draw(SkCanvas* canvas) {
+ SkImageInfo imageInfo = SkImageInfo::MakeN32Premul(2, 2);
+ SkBitmap bitmap;
+ bitmap.setInfo(imageInfo);
+ uint32_t pixels[4];
+ bitmap.setPixels(pixels);
+ for (int y = 0; y < 256; y += 2) {
+ for (int x = 0; x < 256; x += 2) {
+ pixels[0] = SkColorSetRGB(x, y, x | y);
+ pixels[1] = SkColorSetRGB(x ^ y, y, x);
+ pixels[2] = SkColorSetRGB(x, x & y, y);
+ pixels[3] = SkColorSetRGB((~x) & 0xFF, (~y) & 0xFF, x);
+ canvas->writePixels(bitmap, x, y);
+ }
+ }
+}
+} // END FIDDLE