File: SVGFEDropShadowElement.cpp

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/*
 * Copyright (C) Research In Motion Limited 2011. All rights reserved.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#include "core/svg/SVGFEDropShadowElement.h"

#include "core/SVGNames.h"
#include "core/layout/LayoutObject.h"
#include "core/style/ComputedStyle.h"
#include "core/style/SVGComputedStyle.h"
#include "core/svg/graphics/filters/SVGFilterBuilder.h"
#include "platform/graphics/filters/FEDropShadow.h"

namespace blink {

inline SVGFEDropShadowElement::SVGFEDropShadowElement(Document& document)
    : SVGFilterPrimitiveStandardAttributes(SVGNames::feDropShadowTag, document),
      m_dx(SVGAnimatedNumber::create(this,
                                     SVGNames::dxAttr,
                                     SVGNumber::create(2))),
      m_dy(SVGAnimatedNumber::create(this,
                                     SVGNames::dyAttr,
                                     SVGNumber::create(2))),
      m_stdDeviation(
          SVGAnimatedNumberOptionalNumber::create(this,
                                                  SVGNames::stdDeviationAttr,
                                                  2,
                                                  2)),
      m_in1(SVGAnimatedString::create(this, SVGNames::inAttr)) {
  addToPropertyMap(m_dx);
  addToPropertyMap(m_dy);
  addToPropertyMap(m_stdDeviation);
  addToPropertyMap(m_in1);
}

DEFINE_TRACE(SVGFEDropShadowElement) {
  visitor->trace(m_dx);
  visitor->trace(m_dy);
  visitor->trace(m_stdDeviation);
  visitor->trace(m_in1);
  SVGFilterPrimitiveStandardAttributes::trace(visitor);
}

DEFINE_NODE_FACTORY(SVGFEDropShadowElement)

void SVGFEDropShadowElement::setStdDeviation(float x, float y) {
  stdDeviationX()->baseValue()->setValue(x);
  stdDeviationY()->baseValue()->setValue(y);
  invalidate();
}

bool SVGFEDropShadowElement::setFilterEffectAttribute(
    FilterEffect* effect,
    const QualifiedName& attrName) {
  DCHECK(layoutObject());
  FEDropShadow* dropShadow = static_cast<FEDropShadow*>(effect);

  const SVGComputedStyle& svgStyle = layoutObject()->styleRef().svgStyle();
  if (attrName == SVGNames::flood_colorAttr) {
    dropShadow->setShadowColor(svgStyle.floodColor());
    return true;
  }
  if (attrName == SVGNames::flood_opacityAttr) {
    dropShadow->setShadowOpacity(svgStyle.floodOpacity());
    return true;
  }
  return SVGFilterPrimitiveStandardAttributes::setFilterEffectAttribute(
      effect, attrName);
}

void SVGFEDropShadowElement::svgAttributeChanged(
    const QualifiedName& attrName) {
  if (attrName == SVGNames::inAttr || attrName == SVGNames::stdDeviationAttr ||
      attrName == SVGNames::dxAttr || attrName == SVGNames::dyAttr) {
    SVGElement::InvalidationGuard invalidationGuard(this);
    invalidate();
    return;
  }

  SVGFilterPrimitiveStandardAttributes::svgAttributeChanged(attrName);
}

FilterEffect* SVGFEDropShadowElement::build(SVGFilterBuilder* filterBuilder,
                                            Filter* filter) {
  LayoutObject* layoutObject = this->layoutObject();
  if (!layoutObject)
    return nullptr;

  ASSERT(layoutObject->style());
  const SVGComputedStyle& svgStyle = layoutObject->style()->svgStyle();

  Color color = svgStyle.floodColor();
  float opacity = svgStyle.floodOpacity();

  FilterEffect* input1 = filterBuilder->getEffectById(
      AtomicString(m_in1->currentValue()->value()));
  ASSERT(input1);

  // Clamp std.dev. to non-negative. (See SVGFEGaussianBlurElement::build)
  float stdDevX = std::max(0.0f, stdDeviationX()->currentValue()->value());
  float stdDevY = std::max(0.0f, stdDeviationY()->currentValue()->value());
  FilterEffect* effect = FEDropShadow::create(
      filter, stdDevX, stdDevY, m_dx->currentValue()->value(),
      m_dy->currentValue()->value(), color, opacity);
  effect->inputEffects().push_back(input1);
  return effect;
}

}  // namespace blink