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path: root/tools/layoutlib/bridge/src/android/graphics/Shader.java
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/*
 * Copyright (C) 2008 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package android.graphics;

/**
 * Shader is the based class for objects that return horizontal spans of colors
 * during drawing. A subclass of Shader is installed in a Paint calling
 * paint.setShader(shader). After that any object (other than a bitmap) that is
 * drawn with that paint will get its color(s) from the shader.
 */
public class Shader {
    
    private final Matrix mMatrix = new Matrix();

    public enum TileMode {
        /**
         * replicate the edge color if the shader draws outside of its
         * original bounds
         */
        CLAMP   (0),
        /**
         * repeat the shader's image horizontally and vertically
         */
        REPEAT  (1),
        /**
         * repeat the shader's image horizontally and vertically, alternating
         * mirror images so that adjacent images always seam
         */
        MIRROR  (2);
    
        TileMode(int nativeInt) {
            this.nativeInt = nativeInt;
        }
        final int nativeInt;
    }

    /**
     * Return true if the shader has a non-identity local matrix.
     * @param localM If not null, it is set to the shader's local matrix.
     * @return true if the shader has a non-identity local matrix
     */
    public boolean getLocalMatrix(Matrix localM) {
        if (localM != null) {
            localM.set(mMatrix);
        }
        
        return !mMatrix.isIdentity();
    }

    /**
     * Set the shader's local matrix. Passing null will reset the shader's
     * matrix to identity
     * @param localM The shader's new local matrix, or null to specify identity
     */
    public void setLocalMatrix(Matrix localM) {
        if (localM != null) {
            mMatrix.set(localM);
        } else {
            mMatrix.reset();
        }
    }
}