#ifndef SkDrawLooper_DEFINED #define SkDrawLooper_DEFINED #include "SkFlattenable.h" ////////////////// EXPERIMENTAL ////////////////////////// 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. is this required, since the subclass knows when it is done??? 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