/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkPDFShader_DEFINED #define SkPDFShader_DEFINED #include "SkPDFStream.h" #include "SkPDFTypes.h" #include "SkMatrix.h" #include "SkRefCnt.h" #include "SkShader.h" class SkObjRef; class SkPDFCatalog; /** \class SkPDFShader In PDF parlance, this is a pattern, used in place of a color when the pattern color space is selected. */ class SkPDFShader { public: /** Get the PDF shader for the passed SkShader. If the SkShader is * invalid in some way, returns NULL. The reference count of * the object is incremented and it is the caller's responsibility to * unreference it when done. This is needed to accommodate the weak * reference pattern used when the returned object is new and has no * other references. * @param shader The SkShader to emulate. * @param matrix The current transform. (PDF shaders are absolutely * positioned, relative to where the page is drawn.) * @param surfceBBox The bounding box of the drawing surface (with matrix * already applied). */ static SkPDFObject* GetPDFShader(const SkShader& shader, const SkMatrix& matrix, const SkIRect& surfaceBBox); protected: class State; class ShaderCanonicalEntry { public: ShaderCanonicalEntry(SkPDFObject* pdfShader, const State* state); bool operator==(const ShaderCanonicalEntry& b) const; SkPDFObject* fPDFShader; const State* fState; }; // This should be made a hash table if performance is a problem. static SkTDArray<ShaderCanonicalEntry>& CanonicalShaders(); static SkBaseMutex& CanonicalShadersMutex(); static void RemoveShader(SkPDFObject* shader); SkPDFShader(); }; #endif