SkColorShader.h revision 0f10f7bf1fb43ca6346dc220a076773b1f19a367
1e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 2e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng/* 3e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng * Copyright 2007 The Android Open Source Project 4e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng * 5e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng * Use of this source code is governed by a BSD-style license that can be 6e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng * found in the LICENSE file. 7e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng */ 8e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 9e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 10e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng#ifndef SkColorShader_DEFINED 11e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng#define SkColorShader_DEFINED 12e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 13e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng#include "SkShader.h" 14e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 15e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng/** \class SkColorShader 16e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng A Shader that represents a single color. In general, this effect can be 17e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng accomplished by just using the color field on the paint, but if an 18e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng actual shader object is needed, this provides that feature. 19e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng*/ 20e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Chengclass SK_API SkColorShader : public SkShader { 21e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Chengpublic: 22e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng /** Create a ColorShader that will inherit its color from the Paint 23e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng at draw time. 24e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng */ 25e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng SkColorShader(); 26e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 27e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng /** Create a ColorShader that ignores the color in the paint, and uses the 28e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng specified color. Note: like all shaders, at draw time the paint's alpha 29e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng will be respected, and is applied to the specified color. 30e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng */ 31e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng SkColorShader(SkColor c); 32e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 33e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng virtual ~SkColorShader(); 34e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng 35e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng virtual uint32_t getFlags() SK_OVERRIDE; 36e6e8a0bd7cffcc9ae2e0e75546fb12a19213d4aeBen Cheng virtual uint8_t getSpan16Alpha() const SK_OVERRIDE; 37 virtual bool isOpaque() const SK_OVERRIDE; 38 virtual bool setContext(const SkBitmap& device, const SkPaint& paint, 39 const SkMatrix& matrix) SK_OVERRIDE; 40 virtual void shadeSpan(int x, int y, SkPMColor span[], int count) SK_OVERRIDE; 41 virtual void shadeSpan16(int x, int y, uint16_t span[], int count) SK_OVERRIDE; 42 virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) SK_OVERRIDE; 43 44 // we return false for this, use asAGradient 45 virtual BitmapType asABitmap(SkBitmap* outTexture, 46 SkMatrix* outMatrix, 47 TileMode xy[2]) const SK_OVERRIDE; 48 49 virtual GradientType asAGradient(GradientInfo* info) const SK_OVERRIDE; 50 51 SK_TO_STRING_OVERRIDE() 52 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkColorShader) 53 54protected: 55 SkColorShader(SkReadBuffer&); 56 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; 57 58private: 59 60 SkColor fColor; // ignored if fInheritColor is true 61 SkPMColor fPMColor; // cached after setContext() 62 uint32_t fFlags; // cached after setContext() 63 uint16_t fColor16; // cached after setContext() 64 SkBool8 fInheritColor; 65 66 typedef SkShader INHERITED; 67}; 68 69#endif 70