/* * 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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef ShadowList_h #define ShadowList_h #include "core/rendering/style/ShadowData.h" #include "platform/geometry/LayoutRect.h" #include "wtf/RefCounted.h" #include "wtf/Vector.h" namespace WebCore { 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); void adjustRectForShadow(LayoutRect&, float additionalOutlineSize = 0) const; void adjustRectForShadow(FloatRect&, float additionalOutlineSize = 0) 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 WebCore #endif // ShadowList_h