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/*
* Copyright 2016 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef COBALT_RENDER_TREE_RECT_SHADOW_NODE_H_
#define COBALT_RENDER_TREE_RECT_SHADOW_NODE_H_
#include "base/compiler_specific.h"
#include "base/optional.h"
#include "cobalt/base/type_id.h"
#include "cobalt/math/rect_f.h"
#include "cobalt/render_tree/node.h"
#include "cobalt/render_tree/rounded_corners.h"
#include "cobalt/render_tree/shadow.h"
namespace cobalt {
namespace render_tree {
// A filled rectangle with a border and rounded corners.
class RectShadowNode : public Node {
public:
class Builder {
public:
Builder(const math::RectF& rect, const Shadow& shadow)
: rect(rect), shadow(shadow), inset(false), spread(0.0f) {}
Builder(const math::RectF& rect, const Shadow& shadow, bool inset,
float spread)
: rect(rect), shadow(shadow), inset(inset), spread(spread) {}
// The destination rectangle.
math::RectF rect;
// If specified, the source shadow rectangle shape will have rounded
// corners.
base::optional<RoundedCorners> rounded_corners;
// The shadow parameters that will be cast from the specified rectangle.
// None of the area within the rectangle will be shaded.
Shadow shadow;
// If true, a shadow will be rendered within |rect| instead of outside of
// it. The shadow parameters define an inner rectangle that will NOT
// be shaded.
bool inset;
// If set, will outset the shadow rectangle specified by the shadow
// parameters by |spread|. If the shadow is inset, it will inset the
// shadow rectangle instead of outset it.
float spread;
};
explicit RectShadowNode(const Builder& builder) : data_(builder) {}
RectShadowNode(const math::RectF& rect, const Shadow& shadow)
: data_(rect, shadow) {}
RectShadowNode(const math::RectF& rect, const Shadow& shadow, bool inset,
float spread)
: data_(rect, shadow, inset, spread) {}
void Accept(NodeVisitor* visitor) OVERRIDE;
math::RectF GetBounds() const OVERRIDE;
base::TypeId GetTypeId() const OVERRIDE {
return base::GetTypeId<RectShadowNode>();
}
const Builder& data() const { return data_; }
private:
const Builder data_;
};
} // namespace render_tree
} // namespace cobalt
#endif // COBALT_RENDER_TREE_RECT_SHADOW_NODE_H_