1 /* 2 * Copyright (C) 2013 Google Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions are 6 * met: 7 * 8 * * Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * * Redistributions in binary form must reproduce the above 11 * copyright notice, this list of conditions and the following disclaimer 12 * in the documentation and/or other materials provided with the 13 * distribution. 14 * * Neither the name of Google Inc. nor the names of its 15 * contributors may be used to endorse or promote products derived from 16 * this software without specific prior written permission. 17 * 18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 29 */ 30 31 #ifndef ShadowList_h 32 #define ShadowList_h 33 34 #include "core/rendering/style/ShadowData.h" 35 #include "platform/geometry/LayoutRect.h" 36 #include "platform/graphics/DrawLooperBuilder.h" 37 #include "wtf/PassOwnPtr.h" 38 #include "wtf/RefCounted.h" 39 #include "wtf/Vector.h" 40 41 namespace blink { 42 43 class FloatRect; 44 class LayoutRect; 45 46 typedef Vector<ShadowData, 1> ShadowDataVector; 47 48 // These are used to store shadows in specified order, but we usually want to 49 // iterate over them backwards as the first-specified shadow is painted on top. 50 class ShadowList : public RefCounted<ShadowList> { 51 public: 52 // This consumes passed in vector. adopt(ShadowDataVector & shadows)53 static PassRefPtr<ShadowList> adopt(ShadowDataVector& shadows) 54 { 55 return adoptRef(new ShadowList(shadows)); 56 } shadows()57 const ShadowDataVector& shadows() const { return m_shadows; } 58 bool operator==(const ShadowList& o) const { return m_shadows == o.m_shadows; } 59 bool operator!=(const ShadowList& o) const { return !(*this == o); } 60 61 static PassRefPtr<ShadowList> blend(const ShadowList* from, const ShadowList* to, double progress); 62 63 void adjustRectForShadow(LayoutRect&) const; 64 void adjustRectForShadow(FloatRect&) const; 65 66 PassOwnPtr<DrawLooperBuilder> createDrawLooper(DrawLooperBuilder::ShadowAlphaMode, bool isHorizontal = true) const; 67 68 private: ShadowList(ShadowDataVector & shadows)69 ShadowList(ShadowDataVector& shadows) 70 { 71 // If we have no shadows, we use a null ShadowList 72 ASSERT(!shadows.isEmpty()); 73 m_shadows.swap(shadows); 74 m_shadows.shrinkToFit(); 75 } 76 ShadowDataVector m_shadows; 77 }; 78 79 } // namespace blink 80 81 #endif // ShadowList_h 82