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-rw-r--r--tools/layoutlib/bridge/src/android/graphics/Shader.java76
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diff --git a/tools/layoutlib/bridge/src/android/graphics/Shader.java b/tools/layoutlib/bridge/src/android/graphics/Shader.java
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+++ b/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();
+ }
+ }
+}