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+#ifndef SkDrawLooper_DEFINED
+#define SkDrawLooper_DEFINED
+
+#include "SkFlattenable.h"
+
+////////////////// EXPERIMENTAL <reed> //////////////////////////
+
+class SkCanvas;
+class SkPaint;
+
+/** \class SkDrawLooper
+ Subclasses of SkDrawLooper can be attached to a SkPaint. Where they are,
+ and something is drawn to a canvas with that paint, the looper subclass will
+ be called, allowing it to modify the canvas and/or paint for that draw call.
+ More than that, via the next() method, the looper can modify the draw to be
+ invoked multiple times (hence the name loop-er), allow it to perform effects
+ like shadows or frame/fills, that require more than one pass.
+*/
+class SkDrawLooper : public SkFlattenable {
+public:
+ /** Called right before something is being drawn to the specified canvas
+ with the specified paint. Subclass that want to modify either parameter
+ can do so now.
+ */
+ virtual void init(SkCanvas*, SkPaint*) {}
+ /** Called in a loop (after init()). Each time true is returned, the object
+ is drawn (possibly with a modified canvas and/or paint). When false is
+ finally returned, drawing for the object stops.
+ */
+ virtual bool next() { return false; }
+ /** Called after the looper has finally returned false from next(), allowing
+ the looper to restore the canvas/paint to their original states.
+ <reed> is this required, since the subclass knows when it is done???
+ <reed> should we pass the canvas/paint here, and/or to the next call
+ so that subclasses don't need to retain pointers to them during the
+ loop?
+ */
+ virtual void restore() {}
+};
+
+#endif