skia2/include/core/SkDrawLooper.h
ctguil@chromium.org 7ffb1b21ab Add code needed to build skia as a windows dll within the chromium project.
- Export/import skia APIs if SKIA_DLL is defined.
- This change has no effect on skia.

Review URL: http://codereview.appspot.com/4282042

git-svn-id: http://skia.googlecode.com/svn/trunk@944 2bbb7eff-a529-9590-31e7-b0007b416f81
2011-03-15 21:27:08 +00:00

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2.4 KiB
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/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SkDrawLooper_DEFINED
#define SkDrawLooper_DEFINED
#include "SkFlattenable.h"
////////////////// EXPERIMENTAL //////////////////////////
class SkCanvas;
class SkPaint;
/** \class SkDrawLooper
Subclasses of SkDrawLooper can be attached to a SkPaint. Where they are,
and something is drawn to a canvas with that paint, the looper subclass will
be called, allowing it to modify the canvas and/or paint for that draw call.
More than that, via the next() method, the looper can modify the draw to be
invoked multiple times (hence the name loop-er), allow it to perform effects
like shadows or frame/fills, that require more than one pass.
*/
class SK_API SkDrawLooper : public SkFlattenable {
public:
/** Called right before something is being drawn to the specified canvas
with the specified paint. Subclass that want to modify either parameter
can do so now.
*/
virtual void init(SkCanvas*, SkPaint*) {}
/** Called in a loop (after init()). Each time true is returned, the object
is drawn (possibly with a modified canvas and/or paint). When false is
finally returned, drawing for the object stops.
*/
virtual bool next() { return false; }
/** Called after the looper has finally returned false from next(), allowing
the looper to restore the canvas/paint to their original states.
is this required, since the subclass knows when it is done???
should we pass the canvas/paint here, and/or to the next call
so that subclasses don't need to retain pointers to them during the
loop?
*/
virtual void restore() {}
protected:
SkDrawLooper() {}
SkDrawLooper(SkFlattenableReadBuffer& buffer) : INHERITED(buffer) {}
private:
typedef SkFlattenable INHERITED;
};
#endif