skia2/experimental/svg/model/SkSVGLinearGradient.cpp
Florin Malita df007e1a7a [SVGDom] Factor out common gradient logic
In preparation of radial gradient support, move common logic into an
abstract base class (SkSVGGradient).

Change-Id: Ie5361048ca8fddd9070c573c8daef0d0f57dc95e
Reviewed-on: https://skia-review.googlesource.com/57108
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2017-10-09 19:36:44 +00:00

72 lines
2.2 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkGradientShader.h"
#include "SkSVGLinearGradient.h"
#include "SkSVGRenderContext.h"
#include "SkSVGValue.h"
SkSVGLinearGradient::SkSVGLinearGradient() : INHERITED(SkSVGTag::kLinearGradient) {}
void SkSVGLinearGradient::setX1(const SkSVGLength& x1) {
fX1 = x1;
}
void SkSVGLinearGradient::setY1(const SkSVGLength& y1) {
fY1 = y1;
}
void SkSVGLinearGradient::setX2(const SkSVGLength& x2) {
fX2 = x2;
}
void SkSVGLinearGradient::setY2(const SkSVGLength& y2) {
fY2 = y2;
}
void SkSVGLinearGradient::onSetAttribute(SkSVGAttribute attr, const SkSVGValue& v) {
switch (attr) {
case SkSVGAttribute::kX1:
if (const auto* x1 = v.as<SkSVGLengthValue>()) {
this->setX1(*x1);
}
break;
case SkSVGAttribute::kY1:
if (const auto* y1 = v.as<SkSVGLengthValue>()) {
this->setY1(*y1);
}
break;
case SkSVGAttribute::kX2:
if (const auto* x2 = v.as<SkSVGLengthValue>()) {
this->setX2(*x2);
}
break;
case SkSVGAttribute::kY2:
if (const auto* y2 = v.as<SkSVGLengthValue>()) {
this->setY2(*y2);
}
break;
default:
this->INHERITED::onSetAttribute(attr, v);
}
}
sk_sp<SkShader> SkSVGLinearGradient::onMakeShader(const SkSVGRenderContext& ctx,
const SkColor* colors, const SkScalar* pos,
int count, SkShader::TileMode tm,
const SkMatrix& localMatrix) const {
const auto& lctx = ctx.lengthContext();
const auto x1 = lctx.resolve(fX1, SkSVGLengthContext::LengthType::kHorizontal);
const auto y1 = lctx.resolve(fY1, SkSVGLengthContext::LengthType::kVertical);
const auto x2 = lctx.resolve(fX2, SkSVGLengthContext::LengthType::kHorizontal);
const auto y2 = lctx.resolve(fY2, SkSVGLengthContext::LengthType::kVertical);
const SkPoint pts[2] = { {x1, y1}, {x2, y2}};
return SkGradientShader::MakeLinear(pts, colors, pos, count, tm, 0, &localMatrix);
}