#include <SkColorFilter.h>
Inherits SkShader.
Public Member Functions | |
SkFilterShader (SkShader *shader, SkColorFilter *filter) | |
virtual | ~SkFilterShader () |
virtual uint32_t | getFlags () |
virtual bool | setContext (const SkBitmap &device, const SkPaint &paint, const SkMatrix &matrix) |
virtual void | shadeSpan (int x, int y, SkPMColor result[], int count) |
virtual void | shadeSpan16 (int x, int y, uint16_t result[], int count) |
virtual void | beginSession () |
virtual void | endSession () |
Protected Member Functions | |
SkFilterShader (SkFlattenableReadBuffer &) | |
virtual void | flatten (SkFlattenableWriteBuffer &) |
virtual Factory | getFactory () |
Definition at line 97 of file SkColorFilter.h.
SkFilterShader::SkFilterShader | ( | SkShader * | shader, | |
SkColorFilter * | filter | |||
) |
virtual SkFilterShader::~SkFilterShader | ( | ) | [virtual] |
SkFilterShader::SkFilterShader | ( | SkFlattenableReadBuffer & | ) | [protected] |
virtual void SkFilterShader::beginSession | ( | ) | [virtual] |
Called before a session using the shader begins. Some shaders override this to defer some of their work (like calling bitmap.lockPixels()). Must be balanced by a call to endSession.
Reimplemented from SkShader.
virtual void SkFilterShader::endSession | ( | ) | [virtual] |
Reimplemented from SkShader.
virtual void SkFilterShader::flatten | ( | SkFlattenableWriteBuffer & | ) | [protected, virtual] |
Override this to write data specific to your subclass into the buffer, being sure to call your super-class' version first. This data will later be passed to your Factory function, returned by getFactory().
Reimplemented from SkShader.
virtual Factory SkFilterShader::getFactory | ( | ) | [inline, protected, virtual] |
Implement this to return a factory function pointer that can be called to recreate your class given a buffer (previously written to by your override of flatten().
Implements SkFlattenable.
Definition at line 114 of file SkColorFilter.h.
virtual uint32_t SkFilterShader::getFlags | ( | ) | [virtual] |
Called sometimes before drawing with this shader. Return the type of alpha your shader will return. The default implementation returns 0. Your subclass should override if it can (even sometimes) report a non-zero value, since that will enable various blitters to perform faster.
Reimplemented from SkShader.
virtual bool SkFilterShader::setContext | ( | const SkBitmap & | device, | |
const SkPaint & | paint, | |||
const SkMatrix & | matrix | |||
) | [virtual] |
Called once before drawing, with the current paint and device matrix. Return true if your shader supports these parameters, or false if not. If false is returned, nothing will be drawn.
Reimplemented from SkShader.
virtual void SkFilterShader::shadeSpan | ( | int | x, | |
int | y, | |||
SkPMColor | [], | |||
int | count | |||
) | [virtual] |
Called for each span of the object being drawn. Your subclass should set the appropriate colors (with premultiplied alpha) that correspond to the specified device coordinates.
Implements SkShader.
virtual void SkFilterShader::shadeSpan16 | ( | int | x, | |
int | y, | |||
uint16_t | [], | |||
int | count | |||
) | [virtual] |
Called only for 16bit devices when getFlags() returns kOpaqueAlphaFlag | kHasSpan16_Flag
Reimplemented from SkShader.