/*
* 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