1
2 /*
3 * Copyright 2006 The Android Open Source Project
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9
10 #include "SkDrawShader.h"
11 #include "SkDrawBitmap.h"
12 #include "SkDrawMatrix.h"
13 #include "SkDrawPaint.h"
14 #include "SkTemplates.h"
15
16 #if SK_USE_CONDENSED_INFO == 0
17
18 const SkMemberInfo SkDrawShader::fInfo[] = {
19 SK_MEMBER(matrix, Matrix),
20 SK_MEMBER(tileMode, TileMode)
21 };
22
23 #endif
24
25 DEFINE_GET_MEMBER(SkDrawShader);
26
SkDrawShader()27 SkDrawShader::SkDrawShader() : matrix(NULL),
28 tileMode(SkShader::kClamp_TileMode) {
29 }
30
add()31 bool SkDrawShader::add() {
32 if (fPaint->shader != (SkDrawShader*) -1)
33 return true;
34 fPaint->shader = this;
35 fPaint->fOwnsShader = true;
36 return false;
37 }
38
getMatrix()39 SkMatrix* SkDrawShader::getMatrix() {
40 return matrix ? &matrix->getMatrix() : NULL;
41 }
42
43 #if SK_USE_CONDENSED_INFO == 0
44
45 const SkMemberInfo SkDrawBitmapShader::fInfo[] = {
46 SK_MEMBER_INHERITED,
47 SK_MEMBER(filterBitmap, Boolean),
48 SK_MEMBER(image, BaseBitmap)
49 };
50
51 #endif
52
53 DEFINE_GET_MEMBER(SkDrawBitmapShader);
54
SkDrawBitmapShader()55 SkDrawBitmapShader::SkDrawBitmapShader() : filterBitmap(-1), image(NULL) {}
56
add()57 bool SkDrawBitmapShader::add() {
58 if (fPaint->shader != (SkDrawShader*) -1)
59 return true;
60 fPaint->shader = this;
61 fPaint->fOwnsShader = true;
62 return false;
63 }
64
getShader()65 SkShader* SkDrawBitmapShader::getShader() {
66 if (image == NULL)
67 return NULL;
68
69 // note: bitmap shader now supports independent tile modes for X and Y
70 // we pass the same to both, but later we should extend this flexibility
71 // to the xml (e.g. tileModeX="repeat" tileModeY="clmap")
72 //
73 // oops, bitmapshader no longer takes filterBitmap, but deduces it at
74 // draw-time from the paint
75 SkShader* shader = SkShader::CreateBitmapShader(image->fBitmap,
76 (SkShader::TileMode) tileMode,
77 (SkShader::TileMode) tileMode,
78 getMatrix());
79 SkAutoTDelete<SkShader> autoDel(shader);
80 (void)autoDel.detach();
81 return shader;
82 }
83