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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef ShadowList_h
#define ShadowList_h
#include "core/style/ComputedStyle.h"
#include "core/style/ShadowData.h"
#include "platform/geometry/FloatRectOutsets.h"
#include "platform/geometry/LayoutRect.h"
#include "platform/graphics/DrawLooperBuilder.h"
#include "wtf/RefCounted.h"
#include "wtf/Vector.h"
#include <memory>
namespace blink {
class FloatRect;
class LayoutRect;
typedef Vector<ShadowData, 1> ShadowDataVector;
// These are used to store shadows in specified order, but we usually want to
// iterate over them backwards as the first-specified shadow is painted on top.
class ShadowList : public RefCounted<ShadowList> {
public:
// This consumes passed in vector.
static PassRefPtr<ShadowList> adopt(ShadowDataVector& shadows) {
return adoptRef(new ShadowList(shadows));
}
const ShadowDataVector& shadows() const { return m_shadows; }
bool operator==(const ShadowList& o) const {
return m_shadows == o.m_shadows;
}
bool operator!=(const ShadowList& o) const { return !(*this == o); }
static PassRefPtr<ShadowList> blend(const ShadowList* from,
const ShadowList* to,
double progress,
const Color& currentColor);
// Outsets needed to include all shadows in this list, as well as the
// source (i.e. no outsets will be negative).
FloatRectOutsets rectOutsetsIncludingOriginal() const;
void adjustRectForShadow(FloatRect&) const;
sk_sp<SkDrawLooper> createDrawLooper(DrawLooperBuilder::ShadowAlphaMode,
const Color& currentColor,
bool isHorizontal = true) const;
private:
ShadowList(ShadowDataVector& shadows) {
// If we have no shadows, we use a null ShadowList
ASSERT(!shadows.isEmpty());
m_shadows.swap(shadows);
m_shadows.shrinkToFit();
}
ShadowDataVector m_shadows;
};
} // namespace blink
#endif // ShadowList_h