| function LinearCanvasGradient(x1, y1, x2, y2) { | |
| this._shader = null; | |
| this._colors = []; | |
| this._pos = []; | |
| this.addColorStop = function(offset, color) { | |
| if (offset < 0 || offset > 1 || !isFinite(offset)) { | |
| throw 'offset must be between 0 and 1 inclusively'; | |
| } | |
| color = parseColor(color); | |
| // From the spec: If multiple stops are added at the same offset on a | |
| // gradient, then they must be placed in the order added, with the first | |
| // one closest to the start of the gradient, and each subsequent one | |
| // infinitesimally further along towards the end point (in effect | |
| // causing all but the first and last stop added at each point to be | |
| // ignored). | |
| // To implement that, if an offset is already in the list, | |
| // we just overwrite its color (since the user can't remove Color stops | |
| // after the fact). | |
| var idx = this._pos.indexOf(offset); | |
| if (idx !== -1) { | |
| this._colors[idx] = color; | |
| } else { | |
| // insert it in sorted order | |
| for (idx = 0; idx < this._pos.length; idx++) { | |
| if (this._pos[idx] > offset) { | |
| break; | |
| } | |
| } | |
| this._pos .splice(idx, 0, offset); | |
| this._colors.splice(idx, 0, color); | |
| } | |
| } | |
| this._copy = function() { | |
| var lcg = new LinearCanvasGradient(x1, y1, x2, y2); | |
| lcg._colors = this._colors.slice(); | |
| lcg._pos = this._pos.slice(); | |
| return lcg; | |
| } | |
| this._dispose = function() { | |
| if (this._shader) { | |
| this._shader.delete(); | |
| this._shader = null; | |
| } | |
| } | |
| this._getShader = function(currentTransform) { | |
| // From the spec: "The points in the linear gradient must be transformed | |
| // as described by the current transformation matrix when rendering." | |
| var pts = [x1, y1, x2, y2]; | |
| CanvasKit.Matrix.mapPoints(currentTransform, pts); | |
| var sx1 = pts[0]; | |
| var sy1 = pts[1]; | |
| var sx2 = pts[2]; | |
| var sy2 = pts[3]; | |
| this._dispose(); | |
| this._shader = CanvasKit.Shader.MakeLinearGradient([sx1, sy1], [sx2, sy2], | |
| this._colors, this._pos, CanvasKit.TileMode.Clamp); | |
| return this._shader; | |
| } | |
| } |