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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 SkEmptyShader_DEFINED
#define SkEmptyShader_DEFINED
#include "SkShaderBase.h"
// TODO: move this to private, as there is a public factory on SkShader
/**
* \class SkEmptyShader
* A Shader that always draws nothing. Its createContext always returns nullptr.
*/
class SkEmptyShader : public SkShaderBase {
public:
SkEmptyShader() {}
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkEmptyShader)
protected:
Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override {
return nullptr;
}
void flatten(SkWriteBuffer& buffer) const override {
// Do nothing.
// We just don't want to fall through to SkShader::flatten(),
// which will write data we don't care to serialize or decode.
}
bool onAppendStages(SkRasterPipeline*, SkColorSpace*, SkArenaAlloc*, const SkMatrix&,
const SkPaint&, const SkMatrix*) const override {
return false;
}
private:
typedef SkShaderBase INHERITED;
};
#endif