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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
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* modification, are permitted provided that the following conditions are
* met:
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* * Redistributions of source code must retain the above copyright
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* in the documentation and/or other materials provided with the
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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#ifndef SKY_ENGINE_CORE_RENDERING_STYLE_SHADOWLIST_H_
#define SKY_ENGINE_CORE_RENDERING_STYLE_SHADOWLIST_H_
#include "sky/engine/core/rendering/style/ShadowData.h"
#include "sky/engine/platform/geometry/LayoutRect.h"
#include "sky/engine/platform/graphics/DrawLooperBuilder.h"
#include "sky/engine/wtf/PassOwnPtr.h"
#include "sky/engine/wtf/RefCounted.h"
#include "sky/engine/wtf/Vector.h"
namespace blink {
class FloatRect;
class LayoutRect;
typedef Vector<ShadowData, 1> ShadowDataVector;
// These are used to store shadows in specified order, but we usually want to
// iterate over them backwards as the first-specified shadow is painted on top.
class ShadowList : public RefCounted<ShadowList> {
public:
// This consumes passed in vector.
static PassRefPtr<ShadowList> adopt(ShadowDataVector& shadows)
{
return adoptRef(new ShadowList(shadows));
}
const ShadowDataVector& shadows() const { return m_shadows; }
bool operator==(const ShadowList& o) const { return m_shadows == o.m_shadows; }
bool operator!=(const ShadowList& o) const { return !(*this == o); }
static PassRefPtr<ShadowList> blend(const ShadowList* from, const ShadowList* to, double progress);
void adjustRectForShadow(LayoutRect&) const;
void adjustRectForShadow(FloatRect&) const;
PassOwnPtr<DrawLooperBuilder> createDrawLooper(DrawLooperBuilder::ShadowAlphaMode) const;
private:
ShadowList(ShadowDataVector& shadows)
{
// If we have no shadows, we use a null ShadowList
ASSERT(!shadows.isEmpty());
m_shadows.swap(shadows);
m_shadows.shrinkToFit();
}
ShadowDataVector m_shadows;
};
} // namespace blink
#endif // SKY_ENGINE_CORE_RENDERING_STYLE_SHADOWLIST_H_