/* * Copyright 2007 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkColorShader_DEFINED #define SkColorShader_DEFINED #include "SkShader.h" /** \class SkColorShader A Shader that represents a single color. In general, this effect can be accomplished by just using the color field on the paint, but if an actual shader object is needed, this provides that feature. */ class SK_API SkColorShader : public SkShader { public: /** Create a ColorShader that will inherit its color from the Paint at draw time. */ SkColorShader(); /** Create a ColorShader that ignores the color in the paint, and uses the specified color. Note: like all shaders, at draw time the paint's alpha will be respected, and is applied to the specified color. */ SkColorShader(SkColor c); virtual ~SkColorShader(); virtual uint32_t getFlags() { return fFlags; } virtual uint8_t getSpan16Alpha() const; virtual bool setContext(const SkBitmap& device, const SkPaint& paint, const SkMatrix& matrix); virtual void shadeSpan(int x, int y, SkPMColor span[], int count); virtual void shadeSpan16(int x, int y, uint16_t span[], int count); virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count); // we return false for this, use asAGradient virtual BitmapType asABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2], SkScalar* twoPointRadialParams) const; virtual GradientType asAGradient(GradientInfo* info) const; protected: SkColorShader(SkFlattenableReadBuffer& ); virtual void flatten(SkFlattenableWriteBuffer& ); virtual Factory getFactory() { return CreateProc; } private: static SkFlattenable* CreateProc(SkFlattenableReadBuffer& buffer) { return SkNEW_ARGS(SkColorShader, (buffer)); } SkColor fColor; // ignored if fInheritColor is true SkPMColor fPMColor; // cached after setContext() uint32_t fFlags; // cached after setContext() uint16_t fColor16; // cached after setContext() SkBool8 fInheritColor; typedef SkShader INHERITED; }; #endif