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// Copyright (c) 2018-2021 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
//
// This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
using System;
using System.Collections.Generic;
using Drawing2D;
using SkiaSharp;
namespace Crow.SkiaBackend
{
public abstract class Gradient : IGradient
{
internal SKShader shader;
protected SKPoint[] points;
protected List<SKColor> colorStops = new List<SKColor> ();
protected List<float> offsets = new List<float>();
protected SKShaderTileMode tileMode = SKShaderTileMode.Clamp;
protected Filter filter = Filter.Fast;
protected Gradient (SKPoint p0, SKPoint p1) {
points = new SKPoint[] {p0, p1};
}
~Gradient()
{
Dispose(false);
}
public Extend Extend {
get => (Extend)tileMode;
set => tileMode = (SKShaderTileMode)value;
}
public Filter Filter {
get => throw new NotImplementedException();
set => throw new NotImplementedException();
}
public void AddColorStop (double offset, Color c) {
shader?.Dispose();
shader = null;
offsets.Add ((float)offset);
colorStops.Add (c.ToSkiaColor());
}
public void AddColorStop(float offset, float r, float g, float b, float a = 1f) {
shader?.Dispose();
shader = null;
offsets.Add ((float)offset);
colorStops.Add (new Color (a,r,g,b).Value);
}
internal abstract void Activate ();
#region IDisposable implementation
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!disposing)
return;
shader?.Dispose ();
}
#endregion
}
public class LinearGradient : Gradient {
public LinearGradient (float x0, float y0, float x1, float y1)
: base (new SKPoint (x0, y0), new SKPoint (x1, y1)) { }
internal override void Activate()
{
if (shader != null)
return;
shader = SKShader.CreateLinearGradient (points[0], points[1],
colorStops.ToArray(), offsets.ToArray(), tileMode);
}
}
public class RadialGradient : Gradient {
float[] radiuses;
public RadialGradient ( float cx0, float cy0, float radius0,
float cx1, float cy1, float radius1)
: base (new SKPoint (cx0, cy0), new SKPoint (cx1, cy1)) {
radiuses = new float[] {radius0, radius1};
}
internal override void Activate()
{
if (shader != null)
return;
shader = SKShader.CreateRadialGradient (points[0], radiuses[0],
colorStops.ToArray(), offsets.ToArray(), tileMode);
}
}
}
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