/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm.h" #include "SkGradientShader.h" typedef sk_sp<SkShader> (*MakeShaderProc)(const SkColor[], int count, const SkSize&); static sk_sp<SkShader> shader_linear(const SkColor colors[], int count, const SkSize& size) { SkPoint pts[] = { { 0, 0 }, { size.width(), size.height() } }; return SkGradientShader::MakeLinear(pts, colors, nullptr, count, SkShader::kClamp_TileMode); } static sk_sp<SkShader> shader_radial(const SkColor colors[], int count, const SkSize& size) { SkPoint center = { size.width()/2, size.height()/2 }; return SkGradientShader::MakeRadial(center, size.width()/2, colors, nullptr, count, SkShader::kClamp_TileMode); } static sk_sp<SkShader> shader_conical(const SkColor colors[], int count, const SkSize& size) { SkPoint center = { size.width()/2, size.height()/2 }; return SkGradientShader::MakeTwoPointConical(center, size.width()/64, center, size.width()/2, colors, nullptr, count, SkShader::kClamp_TileMode); } static sk_sp<SkShader> shader_sweep(const SkColor colors[], int count, const SkSize& size) { return SkGradientShader::MakeSweep(size.width()/2, size.height()/2, colors, nullptr, count); } class ShallowGradientGM : public skiagm::GM { public: ShallowGradientGM(MakeShaderProc proc, const char name[], bool dither) : fProc(proc) , fDither(dither) { fName.printf("shallow_gradient_%s", name); } protected: SkString onShortName() override { return fName; } SkISize onISize() override { return SkISize::Make(800, 800); } void onDraw(SkCanvas* canvas) override { const SkColor colors[] = { 0xFF555555, 0xFF444444 }; const int colorCount = SK_ARRAY_COUNT(colors); SkRect r = { 0, 0, this->width(), this->height() }; SkSize size = SkSize::Make(r.width(), r.height()); SkPaint paint; paint.setShader(fProc(colors, colorCount, size)); paint.setDither(fDither); canvas->drawRect(r, paint); } private: MakeShaderProc fProc; SkString fName; bool fDither; typedef skiagm::GM INHERITED; }; /////////////////////////////////////////////////////////////////////////////// DEF_GM( return new ShallowGradientGM(shader_linear, "linear", true); ) DEF_GM( return new ShallowGradientGM(shader_radial, "radial", true); ) DEF_GM( return new ShallowGradientGM(shader_conical, "conical", true); ) DEF_GM( return new ShallowGradientGM(shader_sweep, "sweep", true); ) DEF_GM( return new ShallowGradientGM(shader_linear, "linear_nodither", false); ) DEF_GM( return new ShallowGradientGM(shader_radial, "radial_nodither", false); ) DEF_GM( return new ShallowGradientGM(shader_conical, "conical_nodither", false); ) DEF_GM( return new ShallowGradientGM(shader_sweep, "sweep_nodither", false); )