| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "modules/sksg/include/SkSGPaint.h" |
| |
| #include "modules/sksg/include/SkSGRenderEffect.h" |
| |
| namespace sksg { |
| |
| // Paint nodes don't generate damage on their own, but via their aggregation ancestor Draw nodes. |
| PaintNode::PaintNode() : INHERITED(kBubbleDamage_Trait) {} |
| |
| SkPaint PaintNode::makePaint() const { |
| SkASSERT(!this->hasInval()); |
| |
| SkPaint paint; |
| |
| paint.setAntiAlias(fAntiAlias); |
| paint.setBlendMode(fBlendMode); |
| paint.setStyle(fStyle); |
| paint.setStrokeWidth(fStrokeWidth); |
| paint.setStrokeMiter(fStrokeMiter); |
| paint.setStrokeJoin(fStrokeJoin); |
| paint.setStrokeCap(fStrokeCap); |
| |
| this->onApplyToPaint(&paint); |
| |
| // Compose opacity on top of the subclass value. |
| paint.setAlpha(SkScalarRoundToInt(paint.getAlpha() * SkTPin<SkScalar>(fOpacity, 0, 1))); |
| |
| return paint; |
| } |
| |
| sk_sp<Color> Color::Make(SkColor c) { |
| return sk_sp<Color>(new Color(c)); |
| } |
| |
| Color::Color(SkColor c) : fColor(c) {} |
| |
| SkRect Color::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) { |
| SkASSERT(this->hasInval()); |
| |
| return SkRect::MakeEmpty(); |
| } |
| |
| void Color::onApplyToPaint(SkPaint* paint) const { |
| paint->setColor(fColor); |
| } |
| |
| sk_sp<ShaderPaint> ShaderPaint::Make(sk_sp<Shader> sh) { |
| return sh ? sk_sp<ShaderPaint>(new ShaderPaint(std::move(sh))) |
| : nullptr; |
| } |
| |
| ShaderPaint::ShaderPaint(sk_sp<Shader> sh) |
| : fShader(std::move(sh)) { |
| this->observeInval(fShader); |
| } |
| |
| ShaderPaint::~ShaderPaint() { |
| this->unobserveInval(fShader); |
| } |
| |
| SkRect ShaderPaint::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) { |
| SkASSERT(this->hasInval()); |
| |
| return fShader->revalidate(ic, ctm); |
| } |
| |
| void ShaderPaint::onApplyToPaint(SkPaint* paint) const { |
| paint->setShader(fShader->getShader()); |
| } |
| |
| } // namespace sksg |