function LinearCanvasGradient(x1, y1, x2, y2) { this._shader = null; this._colors = []; this._pos = []; this.addColorStop = function(offset, color) { if (offset < 0 || offset > 1 || !isFinite(offset)) { throw 'offset must be between 0 and 1 inclusively'; } color = parseColor(color); // From the spec: If multiple stops are added at the same offset on a // gradient, then they must be placed in the order added, with the first // one closest to the start of the gradient, and each subsequent one // infinitesimally further along towards the end point (in effect // causing all but the first and last stop added at each point to be // ignored). // To implement that, if an offset is already in the list, // we just overwrite its color (since the user can't remove Color stops // after the fact). var idx = this._pos.indexOf(offset); if (idx !== -1) { this._colors[idx] = color; } else { // insert it in sorted order for (idx = 0; idx < this._pos.length; idx++) { if (this._pos[idx] > offset) { break; } } this._pos .splice(idx, 0, offset); this._colors.splice(idx, 0, color); } } this._copy = function() { var lcg = new LinearCanvasGradient(x1, y1, x2, y2); lcg._colors = this._colors.slice(); lcg._pos = this._pos.slice(); return lcg; } this._dispose = function() { if (this._shader) { this._shader.delete(); this._shader = null; } } this._getShader = function(currentTransform) { // From the spec: "The points in the linear gradient must be transformed // as described by the current transformation matrix when rendering." var pts = [x1, y1, x2, y2]; CanvasKit.Matrix.mapPoints(currentTransform, pts); var sx1 = pts[0]; var sy1 = pts[1]; var sx2 = pts[2]; var sy2 = pts[3]; this._dispose(); this._shader = CanvasKit.Shader.MakeLinearGradient([sx1, sy1], [sx2, sy2], this._colors, this._pos, CanvasKit.TileMode.Clamp); return this._shader; } }