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/*
* Copyright 2019 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 androidx.compose.ui.graphics
import androidx.compose.ui.geometry.Offset
/**
* Class that represents the corresponding Shader implementation on a platform. This maps
* to Gradients or ImageShaders
*/
expect class Shader
/**
* Creates a linear gradient from `from` to `to`.
*
* If `colorStops` is provided, each value is a number from 0.0 to 1.0
* that specifies where the color at the corresponding index in [colors]
* begins in the gradient. If `colorStops` is not provided, then the colors are dispersed evenly
*
* The behavior before [from] and after [to] is described by the `tileMode`
* argument. For details, see the [TileMode] enum. If no [TileMode] is provided
* the default value of [TileMode.Clamp] is used
*/
fun LinearGradientShader(
from: Offset,
to: Offset,
colors: List,
colorStops: List? = null,
tileMode: TileMode = TileMode.Clamp
): Shader = ActualLinearGradientShader(
from,
to,
colors,
colorStops,
tileMode
)
internal expect fun ActualLinearGradientShader(
from: Offset,
to: Offset,
colors: List,
colorStops: List?,
tileMode: TileMode
): Shader
/**
* Creates a radial gradient centered at `center` that ends at `radius`
* distance from the center.
*
* If `colorStops` is provided, each value is a number from 0.0 to 1.0
* that specifies where the color at the corresponding index in [colors]
* begins in the gradient. If `colorStops` is not provided, then the colors are dispersed evenly
*
* The behavior before and after the radius is described by the `tileMode`
* argument. For details, see the [TileMode] enum.
*
* The behavior outside of the bounds of [center] +/- [radius] is described by the `tileMode`
* argument. For details, see the [TileMode] enum. If no [TileMode] is provided
* the default value of [TileMode.Clamp] is used
*/
fun RadialGradientShader(
center: Offset,
radius: Float,
colors: List,
colorStops: List? = null,
tileMode: TileMode = TileMode.Clamp
): Shader = ActualRadialGradientShader(center, radius, colors, colorStops, tileMode)
internal expect fun ActualRadialGradientShader(
center: Offset,
radius: Float,
colors: List,
colorStops: List?,
tileMode: TileMode
): Shader
/**
* Creates a circular gradient that sweeps around a provided center point. The sweep begins
* relative to 3 o'clock and continues clockwise until it reaches the starting position again.
*
* If `colorStops` is provided, each value is a number from 0.0 to 1.0
* that specifies where the color at the corresponding index in [colors]
* begins in the gradient. If `colorStops` is not provided, then the colors are dispersed evenly
*
* @param center Position for the gradient to sweep around
* @param colors Colors to be rendered as part of the gradient
* @param colorStops Placement of the colors along the sweep about the center position
*/
fun SweepGradientShader(
center: Offset,
colors: List,
colorStops: List? = null
): Shader = ActualSweepGradientShader(center, colors, colorStops)
internal expect fun ActualSweepGradientShader(
center: Offset,
colors: List,
colorStops: List?,
): Shader
/**
* Creates a Shader using the given [ImageBitmap] as an input texture. If the shader is
* to be drawn in an area larger than the size of the [ImageBitmap], the region is filled
* in the horizontal and vertical directions based on the [tileModeX] and [tileModeY] parameters.
*/
fun ImageShader(
image: ImageBitmap,
tileModeX: TileMode = TileMode.Clamp,
tileModeY: TileMode = TileMode.Clamp
): Shader = ActualImageShader(image, tileModeX, tileModeY)
internal expect fun ActualImageShader(
image: ImageBitmap,
tileModeX: TileMode,
tileModeY: TileMode
): Shader