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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkLayerDrawLooper_DEFINED
#define SkLayerDrawLooper_DEFINED
#include "include/core/SkBlendMode.h"
#include "include/core/SkDrawLooper.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPoint.h"
class SK_API SkLayerDrawLooper : public SkDrawLooper {
public:
~SkLayerDrawLooper() override;
/**
* Bits specifies which aspects of the layer's paint should replace the
* corresponding aspects on the draw's paint.
* kEntirePaint_Bits means use the layer's paint completely.
* 0 means ignore the layer's paint... except for fColorMode, which is
* always applied.
*/
enum Bits {
kStyle_Bit = 1 << 0, //!< use this layer's Style/stroke settings
kPathEffect_Bit = 1 << 2, //!< use this layer's patheffect
kMaskFilter_Bit = 1 << 3, //!< use this layer's maskfilter
kShader_Bit = 1 << 4, //!< use this layer's shader
kColorFilter_Bit = 1 << 5, //!< use this layer's colorfilter
kXfermode_Bit = 1 << 6, //!< use this layer's xfermode
// unsupported kTextSkewX_Bit = 1 << 1,
/**
* Use the layer's paint entirely, with these exceptions:
* - We never override the draw's paint's text_encoding, since that is
* used to interpret the text/len parameters in draw[Pos]Text.
* - Color is always computed using the LayerInfo's fColorMode.
*/
kEntirePaint_Bits = -1
};
typedef int32_t BitFlags;
/**
* Info for how to apply the layer's paint and offset.
*
* fColorMode controls how we compute the final color for the layer:
* The layer's paint's color is treated as the SRC
* The draw's paint's color is treated as the DST
* final-color = Mode(layers-color, draws-color);
* Any SkBlendMode will work. Two common choices are:
* kSrc: to use the layer's color, ignoring the draw's
* kDst: to just keep the draw's color, ignoring the layer's
*/
struct SK_API LayerInfo {
BitFlags fPaintBits;
SkBlendMode fColorMode;
SkVector fOffset;
bool fPostTranslate; //!< applies to fOffset
/**
* Initial the LayerInfo. Defaults to settings that will draw the
* layer with no changes: e.g.
* fPaintBits == 0
* fColorMode == kDst_Mode
* fOffset == (0, 0)
*/
LayerInfo();
};
SkDrawLooper::Context* makeContext(SkArenaAlloc*) const override;
bool asABlurShadow(BlurShadowRec* rec) const override;
protected:
SkLayerDrawLooper();
void flatten(SkWriteBuffer&) const override;
private:
SK_FLATTENABLE_HOOKS(SkLayerDrawLooper)
struct Rec {
Rec* fNext;
SkPaint fPaint;
LayerInfo fInfo;
};
Rec* fRecs;
int fCount;
// state-machine during the init/next cycle
class LayerDrawLooperContext : public SkDrawLooper::Context {
public:
explicit LayerDrawLooperContext(const SkLayerDrawLooper* looper);
protected:
bool next(Info*, SkPaint* paint) override;
private:
Rec* fCurrRec;
static void ApplyInfo(SkPaint* dst, const SkPaint& src, const LayerInfo&);
};
typedef SkDrawLooper INHERITED;
public:
class SK_API Builder {
public:
Builder();
~Builder();
/**
* Call for each layer you want to add (from top to bottom).
* This returns a paint you can modify, but that ptr is only valid until
* the next call made to addLayer().
*/
SkPaint* addLayer(const LayerInfo&);
/**
* This layer will draw with the original paint, at the specified offset
*/
void addLayer(SkScalar dx, SkScalar dy);
/**
* This layer will with the original paint and no offset.
*/
void addLayer() { this->addLayer(0, 0); }
/// Similar to addLayer, but adds a layer to the top.
SkPaint* addLayerOnTop(const LayerInfo&);
/**
* Pass list of layers on to newly built looper and return it. This will
* also reset the builder, so it can be used to build another looper.
*/
sk_sp<SkDrawLooper> detach();
private:
Rec* fRecs;
Rec* fTopRec;
int fCount;
};
};
#endif