skia2/gm/composeshader.cpp
scroggo b3c0f4886e Provide static global initializers for SkColorTable and SkComposeShader.
This makes some GMs which were broken on Android work. Reenable them on
Android.

Also fix a typo in gmmain.
Review URL: https://codereview.appspot.com/6344069

git-svn-id: http://skia.googlecode.com/svn/trunk@4426 2bbb7eff-a529-9590-31e7-b0007b416f81
2012-07-02 19:07:57 +00:00

84 lines
2.1 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkComposeShader.h"
#include "SkGradientShader.h"
#include "SkGraphics.h"
#include "SkShader.h"
#include "SkString.h"
#include "SkXfermode.h"
namespace skiagm {
class ShaderGM : public GM {
public:
ShaderGM() {
SkPoint pts[2];
SkColor colors[2];
pts[0].set(0, 0);
pts[1].set(SkIntToScalar(100), 0);
colors[0] = SK_ColorRED;
colors[1] = SK_ColorBLUE;
SkShader* shaderA = SkGradientShader::CreateLinear(pts, colors, NULL, 2,
SkShader::kClamp_TileMode);
pts[0].set(0, 0);
pts[1].set(0, SkIntToScalar(100));
colors[0] = SK_ColorBLACK;
colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
SkShader* shaderB = SkGradientShader::CreateLinear(pts, colors, NULL, 2,
SkShader::kClamp_TileMode);
SkXfermode* mode = SkXfermode::Create(SkXfermode::kDstIn_Mode);
fShader = new SkComposeShader(shaderA, shaderB, mode);
shaderA->unref();
shaderB->unref();
mode->unref();
}
virtual ~ShaderGM() {
SkSafeUnref(fShader);
}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("composeshader");
}
virtual SkISize onISize() SK_OVERRIDE {
return make_isize(640, 480);
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
SkPaint paint;
paint.setColor(SK_ColorGREEN);
canvas->drawRectCoords(0, 0, SkIntToScalar(100), SkIntToScalar(100), paint);
paint.setShader(fShader);
canvas->drawRectCoords(0, 0, SkIntToScalar(100), SkIntToScalar(100), paint);
}
private:
SkShader* fShader;
typedef GM INHERITED ;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new ShaderGM; }
static GMRegistry reg(MyFactory);
} // namespace