9fa60daad4
Refactoring pattern: 1. guard the existing constructor(readbuffer) with the legacy build-flag 2. If you are a instancable subclass, implement CreateProc(readbuffer) to create a new instances from the buffer params (or return NULL). If you're a shader subclass 1. You must read/write the local matrix if your class accepts that in its factory/constructor, else ignore it. R=robertphillips@google.com, mtklein@google.com, senorblanco@google.com, senorblanco@chromium.org, sugoi@chromium.org Author: reed@google.com Review URL: https://codereview.chromium.org/395603002
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkTransparentShader_DEFINED
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#define SkTransparentShader_DEFINED
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#include "SkShader.h"
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class SK_API SkTransparentShader : public SkShader {
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public:
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SkTransparentShader() {}
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virtual size_t contextSize() const SK_OVERRIDE;
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class TransparentShaderContext : public SkShader::Context {
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public:
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TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
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virtual ~TransparentShaderContext();
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virtual uint32_t getFlags() const SK_OVERRIDE;
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virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
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virtual void shadeSpan16(int x, int y, uint16_t span[], int count) SK_OVERRIDE;
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private:
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const SkBitmap* fDevice;
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typedef SkShader::Context INHERITED;
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};
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SK_TO_STRING_OVERRIDE()
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SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkTransparentShader)
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protected:
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virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
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// we don't need to flatten anything at all
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virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE {}
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private:
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#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
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SkTransparentShader(SkReadBuffer& buffer) : INHERITED(buffer) {}
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#endif
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typedef SkShader INHERITED;
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};
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#endif
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