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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 |
| (...skipping 15 matching lines...) Expand all Loading... |
| 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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