#include "modules/sksg/include/SkSGRenderEffect.h"
#include "include/core/SkBlender.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkShader.h"
#include "include/core/SkTileMode.h"
#include "include/effects/SkImageFilters.h"
#include "modules/sksg/include/SkSGRenderNode.h"
#include <utility>
class SkMatrix;
namespace sksg {
sk_sp<MaskShaderEffect> MaskShaderEffect::Make(sk_sp<RenderNode> child, sk_sp<SkShader> sh) { … }
MaskShaderEffect::MaskShaderEffect(sk_sp<RenderNode> child, sk_sp<SkShader> sh)
: … { … }
void MaskShaderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const { … }
sk_sp<ShaderEffect> ShaderEffect::Make(sk_sp<RenderNode> child, sk_sp<Shader> shader) { … }
ShaderEffect::ShaderEffect(sk_sp<RenderNode> child, sk_sp<Shader> shader)
: … { … }
ShaderEffect::~ShaderEffect() { … }
void ShaderEffect::setShader(sk_sp<Shader> sh) { … }
SkRect ShaderEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) { … }
void ShaderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const { … }
Shader::Shader() : … { … }
Shader::~Shader() = default;
SkRect Shader::onRevalidate(InvalidationController*, const SkMatrix&) { … }
sk_sp<RenderNode> ImageFilterEffect::Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter) { … }
ImageFilterEffect::ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter)
: … { … }
ImageFilterEffect::~ImageFilterEffect() { … }
SkRect ImageFilterEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) { … }
const RenderNode* ImageFilterEffect::onNodeAt(const SkPoint& p) const { … }
void ImageFilterEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const { … }
ImageFilter::ImageFilter() : … { … }
ImageFilter::~ImageFilter() = default;
SkRect ImageFilter::onRevalidate(InvalidationController*, const SkMatrix&) { … }
ExternalImageFilter:: ExternalImageFilter() = default;
ExternalImageFilter::~ExternalImageFilter() = default;
sk_sp<DropShadowImageFilter> DropShadowImageFilter::Make() { … }
DropShadowImageFilter::DropShadowImageFilter()
: … { … }
DropShadowImageFilter::~DropShadowImageFilter() = default;
sk_sp<SkImageFilter> DropShadowImageFilter::onRevalidateFilter() { … }
sk_sp<BlurImageFilter> BlurImageFilter::Make() { … }
BlurImageFilter::BlurImageFilter()
: … { … }
BlurImageFilter::~BlurImageFilter() = default;
sk_sp<SkImageFilter> BlurImageFilter::onRevalidateFilter() { … }
sk_sp<BlenderEffect> BlenderEffect::Make(sk_sp<RenderNode> child, sk_sp<SkBlender> blender) { … }
BlenderEffect::BlenderEffect(sk_sp<RenderNode> child, sk_sp<SkBlender> blender)
: … { … }
BlenderEffect::~BlenderEffect() = default;
void BlenderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const { … }
const RenderNode* BlenderEffect::onNodeAt(const SkPoint& p) const { … }
sk_sp<LayerEffect> LayerEffect::Make(sk_sp<RenderNode> child, SkBlendMode mode) { … }
LayerEffect::LayerEffect(sk_sp<RenderNode> child, SkBlendMode mode)
: … { … }
LayerEffect::~LayerEffect() = default;
void LayerEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const { … }
}