1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
|
/*
* 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 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.
*/
explicit SkColorShader(SkColor c);
bool isOpaque() const override;
size_t contextSize() const override {
return sizeof(ColorShaderContext);
}
class ColorShaderContext : public SkShader::Context {
public:
ColorShaderContext(const SkColorShader& shader, const ContextRec&);
uint32_t getFlags() const override;
uint8_t getSpan16Alpha() const override;
void shadeSpan(int x, int y, SkPMColor span[], int count) override;
void shadeSpan16(int x, int y, uint16_t span[], int count) override;
void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) override;
private:
SkPMColor fPMColor;
uint32_t fFlags;
uint16_t fColor16;
typedef SkShader::Context INHERITED;
};
// we return false for this, use asAGradient
virtual BitmapType asABitmap(SkBitmap* outTexture,
SkMatrix* outMatrix,
TileMode xy[2]) const override;
GradientType asAGradient(GradientInfo* info) const override;
virtual bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix& viewM,
const SkMatrix*, GrColor*,
GrFragmentProcessor**) const override;
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkColorShader)
protected:
SkColorShader(SkReadBuffer&);
void flatten(SkWriteBuffer&) const override;
Context* onCreateContext(const ContextRec&, void* storage) const override;
bool onAsLuminanceColor(SkColor* lum) const override {
*lum = fColor;
return true;
}
private:
SkColor fColor;
typedef SkShader INHERITED;
};
#endif
|