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1 /* | 1 /* |
2 * Copyright (C) 2013 Google Inc. All rights reserved. | 2 * Copyright (C) 2013 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions are | 5 * modification, are permitted provided that the following conditions are |
6 * met: | 6 * met: |
7 * | 7 * |
8 * * Redistributions of source code must retain the above copyright | 8 * * Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * * Redistributions in binary form must reproduce the above | 10 * * Redistributions in binary form must reproduce the above |
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26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
29 */ | 29 */ |
30 | 30 |
31 #ifndef ShadowList_h | 31 #ifndef ShadowList_h |
32 #define ShadowList_h | 32 #define ShadowList_h |
33 | 33 |
34 #include "core/rendering/style/ShadowData.h" | 34 #include "core/rendering/style/ShadowData.h" |
35 #include "platform/geometry/LayoutRect.h" | 35 #include "platform/geometry/LayoutRect.h" |
| 36 #include "platform/graphics/DrawLooperBuilder.h" |
| 37 #include "wtf/PassOwnPtr.h" |
36 #include "wtf/RefCounted.h" | 38 #include "wtf/RefCounted.h" |
37 #include "wtf/Vector.h" | 39 #include "wtf/Vector.h" |
38 | 40 |
39 namespace WebCore { | 41 namespace WebCore { |
40 | 42 |
41 class FloatRect; | 43 class FloatRect; |
42 class LayoutRect; | 44 class LayoutRect; |
43 | 45 |
44 typedef Vector<ShadowData, 1> ShadowDataVector; | 46 typedef Vector<ShadowData, 1> ShadowDataVector; |
45 | 47 |
46 // These are used to store shadows in specified order, but we usually want to | 48 // These are used to store shadows in specified order, but we usually want to |
47 // iterate over them backwards as the first-specified shadow is painted on top. | 49 // iterate over them backwards as the first-specified shadow is painted on top. |
48 class ShadowList : public RefCounted<ShadowList> { | 50 class ShadowList : public RefCounted<ShadowList> { |
49 public: | 51 public: |
50 // This consumes passed in vector. | 52 // This consumes passed in vector. |
51 static PassRefPtr<ShadowList> adopt(ShadowDataVector& shadows) | 53 static PassRefPtr<ShadowList> adopt(ShadowDataVector& shadows) |
52 { | 54 { |
53 return adoptRef(new ShadowList(shadows)); | 55 return adoptRef(new ShadowList(shadows)); |
54 } | 56 } |
55 const ShadowDataVector& shadows() const { return m_shadows; } | 57 const ShadowDataVector& shadows() const { return m_shadows; } |
56 bool operator==(const ShadowList& o) const { return m_shadows == o.m_shadows
; } | 58 bool operator==(const ShadowList& o) const { return m_shadows == o.m_shadows
; } |
57 bool operator!=(const ShadowList& o) const { return !(*this == o); } | 59 bool operator!=(const ShadowList& o) const { return !(*this == o); } |
58 | 60 |
59 static PassRefPtr<ShadowList> blend(const ShadowList* from, const ShadowList
* to, double progress); | 61 static PassRefPtr<ShadowList> blend(const ShadowList* from, const ShadowList
* to, double progress); |
60 | 62 |
61 void adjustRectForShadow(LayoutRect&, float additionalOutlineSize = 0) const
; | 63 void adjustRectForShadow(LayoutRect&, float additionalOutlineSize = 0) const
; |
62 void adjustRectForShadow(FloatRect&, float additionalOutlineSize = 0) const; | 64 void adjustRectForShadow(FloatRect&, float additionalOutlineSize = 0) const; |
63 | 65 |
| 66 PassOwnPtr<DrawLooperBuilder> createDrawLooper(DrawLooperBuilder::ShadowAlph
aMode, bool isHorizontal = true) const; |
| 67 |
64 private: | 68 private: |
65 ShadowList(ShadowDataVector& shadows) | 69 ShadowList(ShadowDataVector& shadows) |
66 { | 70 { |
67 // If we have no shadows, we use a null ShadowList | 71 // If we have no shadows, we use a null ShadowList |
68 ASSERT(!shadows.isEmpty()); | 72 ASSERT(!shadows.isEmpty()); |
69 m_shadows.swap(shadows); | 73 m_shadows.swap(shadows); |
70 m_shadows.shrinkToFit(); | 74 m_shadows.shrinkToFit(); |
71 } | 75 } |
72 ShadowDataVector m_shadows; | 76 ShadowDataVector m_shadows; |
73 }; | 77 }; |
74 | 78 |
75 } // namespace WebCore | 79 } // namespace WebCore |
76 | 80 |
77 #endif // ShadowList_h | 81 #endif // ShadowList_h |
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