Searched refs:GetShading (Results 1 – 2 of 2) sorted by relevance
282 float start_x = m_info.fillColor.GetShading()->m_beginPoint.x; in FillPathWithShading()283 float start_y = m_info.fillColor.GetShading()->m_beginPoint.y; in FillPathWithShading()284 float end_x = m_info.fillColor.GetShading()->m_endPoint.x; in FillPathWithShading()285 float end_y = m_info.fillColor.GetShading()->m_endPoint.y; in FillPathWithShading()291 switch (m_info.fillColor.GetShading()->m_type) { in FillPathWithShading()307 if (!m_info.fillColor.GetShading()->m_isExtendedBegin) in FillPathWithShading()311 if (!m_info.fillColor.GetShading()->m_isExtendedEnd) in FillPathWithShading()317 dib_buf[column] = m_info.fillColor.GetShading()->m_argbArray[index]; in FillPathWithShading()324 float start_r = m_info.fillColor.GetShading()->m_beginRadius; in FillPathWithShading()325 float end_r = m_info.fillColor.GetShading()->m_endRadius; in FillPathWithShading()[all …]
35 CXFA_GEShading* GetShading() const { in GetShading() function