/* * Copyright (C) 2007 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.graphics; public class LinearGradient extends Shader { private static final int TYPE_COLORS_AND_POSITIONS = 1; private static final int TYPE_COLOR_START_AND_COLOR_END = 2; /** * Type of the LinearGradient: can be either TYPE_COLORS_AND_POSITIONS or * TYPE_COLOR_START_AND_COLOR_END. */ private int mType; private float mX0; private float mY0; private float mX1; private float mY1; private int[] mColors; private float[] mPositions; private int mColor0; private int mColor1; private TileMode mTileMode; /** Create a shader that draws a linear gradient along a line. @param x0 The x-coordinate for the start of the gradient line @param y0 The y-coordinate for the start of the gradient line @param x1 The x-coordinate for the end of the gradient line @param y1 The y-coordinate for the end of the gradient line @param colors The colors to be distributed along the gradient line @param positions May be null. The relative positions [0..1] of each corresponding color in the colors array. If this is null, the the colors are distributed evenly along the gradient line. @param tile The Shader tiling mode */ public LinearGradient(float x0, float y0, float x1, float y1, int colors[], float positions[], TileMode tile) { if (colors.length < 2) { throw new IllegalArgumentException("needs >= 2 number of colors"); } if (positions != null && colors.length != positions.length) { throw new IllegalArgumentException("color and position arrays must be of equal length"); } mType = TYPE_COLORS_AND_POSITIONS; mX0 = x0; mY0 = y0; mX1 = x1; mY1 = y1; mColors = colors; mPositions = positions; mTileMode = tile; native_instance = nativeCreate1(x0, y0, x1, y1, colors, positions, tile.nativeInt); native_shader = nativePostCreate1(native_instance, x0, y0, x1, y1, colors, positions, tile.nativeInt); } /** Create a shader that draws a linear gradient along a line. @param x0 The x-coordinate for the start of the gradient line @param y0 The y-coordinate for the start of the gradient line @param x1 The x-coordinate for the end of the gradient line @param y1 The y-coordinate for the end of the gradient line @param color0 The color at the start of the gradient line. @param color1 The color at the end of the gradient line. @param tile The Shader tiling mode */ public LinearGradient(float x0, float y0, float x1, float y1, int color0, int color1, TileMode tile) { mType = TYPE_COLOR_START_AND_COLOR_END; mX0 = x0; mY0 = y0; mX1 = x1; mY1 = y1; mColor0 = color0; mColor1 = color1; mTileMode = tile; native_instance = nativeCreate2(x0, y0, x1, y1, color0, color1, tile.nativeInt); native_shader = nativePostCreate2(native_instance, x0, y0, x1, y1, color0, color1, tile.nativeInt); } /** * @hide */ @Override protected Shader copy() { final LinearGradient copy; switch (mType) { case TYPE_COLORS_AND_POSITIONS: copy = new LinearGradient(mX0, mY0, mX1, mY1, mColors.clone(), mPositions != null ? mPositions.clone() : null, mTileMode); break; case TYPE_COLOR_START_AND_COLOR_END: copy = new LinearGradient(mX0, mY0, mX1, mY1, mColor0, mColor1, mTileMode); break; default: throw new IllegalArgumentException("LinearGradient should be created with either " + "colors and positions or start color and end color"); } copyLocalMatrix(copy); return copy; } private native long nativeCreate1(float x0, float y0, float x1, float y1, int colors[], float positions[], int tileMode); private native long nativeCreate2(float x0, float y0, float x1, float y1, int color0, int color1, int tileMode); private native long nativePostCreate1(long native_shader, float x0, float y0, float x1, float y1, int colors[], float positions[], int tileMode); private native long nativePostCreate2(long native_shader, float x0, float y0, float x1, float y1, int color0, int color1, int tileMode); }