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 27 SkDrawShader::SkDrawShader() : matrix(NULL), 28 tileMode(SkShader::kClamp_TileMode) { 29 } 30 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 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 55 SkDrawBitmapShader::SkDrawBitmapShader() : filterBitmap(-1), image(NULL) {} 56 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 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