/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkLayerDrawLooper_DEFINED #define SkLayerDrawLooper_DEFINED #include "SkDrawLooper.h" #include "SkPaint.h" #include "SkPoint.h" #include "SkBlendMode.h" class SK_API SkLayerDrawLooper : public SkDrawLooper { public: ~SkLayerDrawLooper() override; /** * Bits specifies which aspects of the layer's paint should replace the * corresponding aspects on the draw's paint. * kEntirePaint_Bits means use the layer's paint completely. * 0 means ignore the layer's paint... except for fColorMode, which is * always applied. */ enum Bits { kStyle_Bit = 1 << 0, //!< use this layer's Style/stroke settings kTextSkewX_Bit = 1 << 1, //!< use this layer's textskewx kPathEffect_Bit = 1 << 2, //!< use this layer's patheffect kMaskFilter_Bit = 1 << 3, //!< use this layer's maskfilter kShader_Bit = 1 << 4, //!< use this layer's shader kColorFilter_Bit = 1 << 5, //!< use this layer's colorfilter kXfermode_Bit = 1 << 6, //!< use this layer's xfermode /** * Use the layer's paint entirely, with these exceptions: * - We never override the draw's paint's text_encoding, since that is * used to interpret the text/len parameters in draw[Pos]Text. * - Color is always computed using the LayerInfo's fColorMode. */ kEntirePaint_Bits = -1 }; typedef int32_t BitFlags; /** * Info for how to apply the layer's paint and offset. * * fColorMode controls how we compute the final color for the layer: * The layer's paint's color is treated as the SRC * The draw's paint's color is treated as the DST * final-color = Mode(layers-color, draws-color); * Any SkBlendMode will work. Two common choices are: * kSrc: to use the layer's color, ignoring the draw's * kDst: to just keep the draw's color, ignoring the layer's */ struct SK_API LayerInfo { BitFlags fPaintBits; SkBlendMode fColorMode; SkVector fOffset; bool fPostTranslate; //!< applies to fOffset /** * Initial the LayerInfo. Defaults to settings that will draw the * layer with no changes: e.g. * fPaintBits == 0 * fColorMode == kDst_Mode * fOffset == (0, 0) */ LayerInfo(); }; SkDrawLooper::Context* makeContext(SkCanvas*, SkArenaAlloc*) const override; bool asABlurShadow(BlurShadowRec* rec) const override; Factory getFactory() const override { return CreateProc; } static sk_sp CreateProc(SkReadBuffer& buffer); protected: sk_sp onMakeColorSpace(SkColorSpaceXformer*) const override; SkLayerDrawLooper(); void flatten(SkWriteBuffer&) const override; private: struct Rec { Rec* fNext; SkPaint fPaint; LayerInfo fInfo; }; Rec* fRecs; int fCount; // state-machine during the init/next cycle class LayerDrawLooperContext : public SkDrawLooper::Context { public: explicit LayerDrawLooperContext(const SkLayerDrawLooper* looper); protected: bool next(SkCanvas*, SkPaint* paint) override; private: Rec* fCurrRec; static void ApplyInfo(SkPaint* dst, const SkPaint& src, const LayerInfo&); }; typedef SkDrawLooper INHERITED; public: class SK_API Builder { public: Builder(); ~Builder(); /** * Call for each layer you want to add (from top to bottom). * This returns a paint you can modify, but that ptr is only valid until * the next call made to addLayer(). */ SkPaint* addLayer(const LayerInfo&); /** * This layer will draw with the original paint, at the specified offset */ void addLayer(SkScalar dx, SkScalar dy); /** * This layer will with the original paint and no offset. */ void addLayer() { this->addLayer(0, 0); } /// Similar to addLayer, but adds a layer to the top. SkPaint* addLayerOnTop(const LayerInfo&); /** * Pass list of layers on to newly built looper and return it. This will * also reset the builder, so it can be used to build another looper. */ sk_sp detach(); private: Rec* fRecs; Rec* fTopRec; int fCount; }; }; #endif