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https://github.com/aseprite/aseprite.git
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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
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// Aseprite UI Library
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// Copyright (C) 2022 Igara Studio S.A.
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//
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// This file is released under the terms of the MIT license.
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// Read LICENSE.txt for more information.
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "ui/paint.h"
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#include "base/exception.h"
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#if LAF_SKIA
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#include "include/core/SkBitmap.h"
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#endif
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namespace ui {
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void set_checkered_paint_mode(Paint& paint,
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const int param,
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const gfx::Color a,
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const gfx::Color b)
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{
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#if LAF_SKIA
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SkPaint& skPaint = paint.skPaint();
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skPaint.setBlendMode(SkBlendMode::kSrcOver);
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SkBitmap bitmap;
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if (!bitmap.tryAllocPixels(
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SkImageInfo::MakeN32(8, 8, kOpaque_SkAlphaType))) {
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throw base::Exception("Cannot create temporary Skia surface");
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}
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{
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SkPMColor A = SkPreMultiplyARGB(gfx::geta(a), gfx::getr(a), gfx::getg(a), gfx::getb(a));
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SkPMColor B = SkPreMultiplyARGB(gfx::geta(b), gfx::getr(b), gfx::getg(b), gfx::getb(b));
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int offset = 7 - (param & 7);
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for (int y=0; y<8; y++)
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for (int x=0; x<8; x++)
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*bitmap.getAddr32(x, y) = (((x+y+offset)&7) < 4 ? B: A);
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}
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sk_sp<SkShader> shader(
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bitmap.makeShader(SkTileMode::kRepeat,
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SkTileMode::kRepeat,
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SkSamplingOptions()));
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skPaint.setShader(shader);
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#endif
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}
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} // namespace ui
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