class SkColorSpace; class SkReadBuffer; class SkWriteBuffer; enum SkColorType : int;
class SkPaintPriv { public: enum ShaderOverrideOpacity {
kNone_ShaderOverrideOpacity, //!< there is no overriding shader (bitmap or image)
kOpaque_ShaderOverrideOpacity, //!< the overriding shader is opaque
kNotOpaque_ShaderOverrideOpacity, //!< the overriding shader may not be opaque
};
/** * Returns true if drawing with this paint (or nullptr) will ovewrite all affected pixels. * * Note: returns conservative true, meaning it may return false even though the paint might * in fact overwrite its pixels.
*/ staticbool Overwrites(const SkPaint* paint, ShaderOverrideOpacity);
/* * The luminance color is used to determine which Gamma Canonical color to map to. This is * really only used by backends which want to cache glyph masks, and need some way to know if * they need to generate new masks based off a given color.
*/ static SkColor ComputeLuminanceColor(const SkPaint&);
/** Serializes SkPaint into a buffer. A companion unflatten() call can reconstitute the paint at a later time.
@param buffer SkWriteBuffer receiving the flattened SkPaint data
*/ staticvoid Flatten(const SkPaint& paint, SkWriteBuffer& buffer);
/** Populates SkPaint, typically from a serialized stream, created by calling flatten() at an earlier time.
*/ static SkPaint Unflatten(SkReadBuffer& buffer);
// If this paint has any color filter, fold it into the shader and/or paint color // so that it draws the same but getColorFilter() returns nullptr. // // Since we may be filtering now, we need to know what color space to filter in, // typically the color space of the device we're drawing into. staticvoid RemoveColorFilter(SkPaint*, SkColorSpace* dstCS);
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