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/*
* Copyright (C) 2000 Lars Knoll (knoll@kde.org)
* (C) 2000 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* Copyright (C) 2003, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights
* reserved.
* Copyright (C) 2006 Graham Dennis (graham.dennis@gmail.com)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#ifndef ShadowData_h
#define ShadowData_h
#include "core/css/StyleColor.h"
#include "platform/geometry/FloatPoint.h"
#include "platform/geometry/FloatRectOutsets.h"
#include "platform/graphics/skia/SkiaUtils.h"
namespace blink {
enum ShadowStyle { kNormal, kInset };
// This class holds information about shadows for the text-shadow and box-shadow
// properties, as well as the drop-shadow(...) filter operation.
class ShadowData {
USING_FAST_MALLOC(ShadowData);
public:
ShadowData(const FloatPoint& location,
float blur,
float spread,
ShadowStyle style,
StyleColor color)
: location_(location),
blur_(blur),
spread_(spread),
color_(color),
style_(style) {}
bool operator==(const ShadowData&) const;
bool operator!=(const ShadowData& o) const { return !(*this == o); }
ShadowData Blend(const ShadowData& from,
double progress,
const Color& current_color) const;
static ShadowData NeutralValue();
float X() const { return location_.X(); }
float Y() const { return location_.Y(); }
FloatPoint Location() const { return location_; }
float Blur() const { return blur_; }
float Spread() const { return spread_; }
ShadowStyle Style() const { return style_; }
StyleColor GetColor() const { return color_; }
void OverrideColor(Color color) { color_ = StyleColor(color); }
// Outsets needed to adjust a source rectangle to the one cast by this
// shadow.
FloatRectOutsets RectOutsets() const {
// 3 * skBlurRadiusToSigma(blur()) is how Skia implements the radius of a
// blur. See also https://crbug.com/624175.
float blur_and_spread = ceil(3 * SkBlurRadiusToSigma(Blur())) + Spread();
return FloatRectOutsets(
blur_and_spread - Y() /* top */, blur_and_spread + X() /* right */,
blur_and_spread + Y() /* bottom */, blur_and_spread - X() /* left */);
}
private:
FloatPoint location_;
float blur_;
float spread_;
StyleColor color_;
ShadowStyle style_;
};
} // namespace blink
#endif // ShadowData_h