/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkRectShaderImageFilter.h" #include "SkBitmap.h" #include "SkCanvas.h" #include "SkDevice.h" #include "SkFlattenableBuffers.h" #include "SkShader.h" SkRectShaderImageFilter* SkRectShaderImageFilter::Create(SkShader* s, const SkRect& rect) { SkASSERT(s); uint32_t flags = CropRect::kHasAll_CropEdge; if (rect.width() == 0 || rect.height() == 0) { flags = 0x0; } CropRect cropRect(rect, flags); return SkNEW_ARGS(SkRectShaderImageFilter, (s, &cropRect)); } SkRectShaderImageFilter* SkRectShaderImageFilter::Create(SkShader* s, const CropRect* cropRect) { SkASSERT(s); return SkNEW_ARGS(SkRectShaderImageFilter, (s, cropRect)); } SkRectShaderImageFilter::SkRectShaderImageFilter(SkShader* s, const CropRect* cropRect) : INHERITED(NULL, cropRect) , fShader(s) { SkASSERT(s); s->ref(); } SkRectShaderImageFilter::SkRectShaderImageFilter(SkFlattenableReadBuffer& buffer) : INHERITED(1, buffer) { fShader = buffer.readShader(); } void SkRectShaderImageFilter::flatten(SkFlattenableWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); buffer.writeFlattenable(fShader); } SkRectShaderImageFilter::~SkRectShaderImageFilter() { SkSafeUnref(fShader); } bool SkRectShaderImageFilter::onFilterImage(Proxy* proxy, const SkBitmap& source, const SkMatrix& ctm, SkBitmap* result, SkIPoint* offset) { SkIRect bounds; source.getBounds(&bounds); if (!this->applyCropRect(&bounds, ctm)) { return false; } SkAutoTUnref device(proxy->createDevice(bounds.width(), bounds.height())); if (NULL == device.get()) { return false; } SkCanvas canvas(device.get()); SkPaint paint; paint.setShader(fShader); SkMatrix matrix; matrix.setTranslate(-SkIntToScalar(bounds.fLeft), -SkIntToScalar(bounds.fTop)); fShader->setLocalMatrix(matrix); SkRect rect = SkRect::MakeWH(SkIntToScalar(bounds.width()), SkIntToScalar(bounds.height())); canvas.drawRect(rect, paint); *result = device.get()->accessBitmap(false); offset->fX += bounds.fLeft; offset->fY += bounds.fTop; return true; }