ec3ed6a5eb
I have manually examined all of these diffs and restored a few files that seem to require manual adjustment. The following files still need to be modified manually, in a separate CL: android_sample/SampleApp/AndroidManifest.xml android_sample/SampleApp/res/layout/layout.xml android_sample/SampleApp/res/menu/sample.xml android_sample/SampleApp/res/values/strings.xml android_sample/SampleApp/src/com/skia/sampleapp/SampleApp.java android_sample/SampleApp/src/com/skia/sampleapp/SampleView.java experimental/CiCarbonSampleMain.c experimental/CocoaDebugger/main.m experimental/FileReaderApp/main.m experimental/SimpleCocoaApp/main.m experimental/iOSSampleApp/Shared/SkAlertPrompt.h experimental/iOSSampleApp/Shared/SkAlertPrompt.m experimental/iOSSampleApp/SkiOSSampleApp-Base.xcconfig experimental/iOSSampleApp/SkiOSSampleApp-Debug.xcconfig experimental/iOSSampleApp/SkiOSSampleApp-Release.xcconfig gpu/src/android/GrGLDefaultInterface_android.cpp gyp/common.gypi gyp_skia include/ports/SkHarfBuzzFont.h include/views/SkOSWindow_wxwidgets.h make.bat make.py src/opts/memset.arm.S src/opts/memset16_neon.S src/opts/memset32_neon.S src/opts/opts_check_arm.cpp src/ports/SkDebug_brew.cpp src/ports/SkMemory_brew.cpp src/ports/SkOSFile_brew.cpp src/ports/SkXMLParser_empty.cpp src/utils/ios/SkImageDecoder_iOS.mm src/utils/ios/SkOSFile_iOS.mm src/utils/ios/SkStream_NSData.mm tests/FillPathTest.cpp Review URL: http://codereview.appspot.com/4816058 git-svn-id: http://skia.googlecode.com/svn/trunk@1982 2bbb7eff-a529-9590-31e7-b0007b416f81
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
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/*
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* Copyright 2011 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 SkDrawLooper_DEFINED
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#define SkDrawLooper_DEFINED
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#include "SkFlattenable.h"
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class SkCanvas;
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class SkPaint;
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/** \class SkDrawLooper
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Subclasses of SkDrawLooper can be attached to a SkPaint. Where they are,
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and something is drawn to a canvas with that paint, the looper subclass will
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be called, allowing it to modify the canvas and/or paint for that draw call.
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More than that, via the next() method, the looper can modify the draw to be
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invoked multiple times (hence the name loop-er), allow it to perform effects
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like shadows or frame/fills, that require more than one pass.
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*/
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class SK_API SkDrawLooper : public SkFlattenable {
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public:
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/**
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* Called right before something is being drawn. This will be followed by
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* calls to next() until next() returns false.
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*/
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virtual void init(SkCanvas*) = 0;
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/**
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* Called in a loop (after init()). Each time true is returned, the object
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* is drawn (possibly with a modified canvas and/or paint). When false is
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* finally returned, drawing for the object stops.
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*
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* On each call, the paint will be in its original state, but the canvas
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* will be as it was following the previous call to next() or init().
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*
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* The implementation must ensure that, when next() finally returns false,
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* that the canvas has been restored to the state it was initially, before
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* init() was first called.
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*/
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virtual bool next(SkCanvas*, SkPaint* paint) = 0;
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protected:
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SkDrawLooper() {}
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SkDrawLooper(SkFlattenableReadBuffer& buffer) : INHERITED(buffer) {}
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private:
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typedef SkFlattenable INHERITED;
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};
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#endif
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