#ifndef Gradient_h
#define Gradient_h
#include "platform/PlatformExport.h"
#include "platform/geometry/FloatPoint.h"
#include "platform/graphics/Color.h"
#include "platform/graphics/GraphicsTypes.h"
#include "platform/transforms/AffineTransform.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefCounted.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
class SkShader;
namespace WebCore {
class FloatRect;
class IntSize;
class PLATFORM_EXPORT Gradient : public RefCounted<Gradient> {
public:
static PassRefPtr<Gradient> create(const FloatPoint& p0, const FloatPoint& p1)
{
return adoptRef(new Gradient(p0, p1));
}
static PassRefPtr<Gradient> create(const FloatPoint& p0, float r0, const FloatPoint& p1, float r1, float aspectRatio = 1)
{
return adoptRef(new Gradient(p0, r0, p1, r1, aspectRatio));
}
~Gradient();
struct ColorStop {
float stop;
Color color;
ColorStop(float s, const Color& c) : stop(s), color(c) { }
};
void addColorStop(const ColorStop&);
void addColorStop(float value, const Color& color) { addColorStop(ColorStop(value, color)); }
bool hasAlpha() const;
bool shaderChanged() const { return !m_gradient; }
bool isRadial() const { return m_radial; }
bool isZeroSize() const { return m_p0.x() == m_p1.x() && m_p0.y() == m_p1.y() && (!m_radial || m_r0 == m_r1); }
const FloatPoint& p0() const { return m_p0; }
const FloatPoint& p1() const { return m_p1; }
void setP0(const FloatPoint& p)
{
if (m_p0 == p)
return;
m_p0 = p;
}
void setP1(const FloatPoint& p)
{
if (m_p1 == p)
return;
m_p1 = p;
}
float startRadius() const { return m_r0; }
float endRadius() const { return m_r1; }
void setStartRadius(float r)
{
if (m_r0 == r)
return;
m_r0 = r;
}
void setEndRadius(float r)
{
if (m_r1 == r)
return;
m_r1 = r;
}
float aspectRatio() const { return m_aspectRatio; }
SkShader* shader();
void setDrawsInPMColorSpace(bool drawInPMColorSpace);
void setSpreadMethod(GradientSpreadMethod);
GradientSpreadMethod spreadMethod() { return m_spreadMethod; }
void setGradientSpaceTransform(const AffineTransform& gradientSpaceTransformation);
AffineTransform gradientSpaceTransform() { return m_gradientSpaceTransformation; }
private:
Gradient(const FloatPoint& p0, const FloatPoint& p1);
Gradient(const FloatPoint& p0, float r0, const FloatPoint& p1, float r1, float aspectRatio);
void destroyShader();
void sortStopsIfNecessary();
FloatPoint m_p0;
FloatPoint m_p1;
float m_r0;
float m_r1;
float m_aspectRatio;
Vector<ColorStop, 2> m_stops;
bool m_radial;
bool m_stopsSorted;
bool m_drawInPMColorSpace;
GradientSpreadMethod m_spreadMethod;
AffineTransform m_gradientSpaceTransformation;
RefPtr<SkShader> m_gradient;
};
}
#endif