Add drop shadows.
Change-Id: Ic6a72409d4785968d1fbdff229f17ee5c00b240b
diff --git a/libs/hwui/FontRenderer.h b/libs/hwui/FontRenderer.h
index 6346ded..96c92d5 100644
--- a/libs/hwui/FontRenderer.h
+++ b/libs/hwui/FontRenderer.h
@@ -129,6 +129,14 @@
uint32_t len, int numGlyphs, int x, int y);
struct DropShadow {
+ DropShadow() { };
+
+ DropShadow(const DropShadow& dropShadow):
+ width(dropShadow.width), height(dropShadow.height),
+ image(dropShadow.image), penX(dropShadow.penX),
+ penY(dropShadow.penY) {
+ }
+
uint32_t width;
uint32_t height;
uint8_t* image;
@@ -139,7 +147,7 @@
// After renderDropShadow returns, the called owns the memory in DropShadow.image
// and is responsible for releasing it when it's done with it
DropShadow renderDropShadow(SkPaint* paint, const char *text, uint32_t startIndex,
- uint32_t len, int numGlyphs, uint32_t radius);
+ uint32_t len, int numGlyphs, uint32_t radius);
GLuint getTexture() {
checkInit();
@@ -154,7 +162,7 @@
uint16_t mMaxWidth;
uint32_t mCurrentRow;
uint32_t mCurrentCol;
- bool mDirty;
+ bool mDirty;
CacheTextureLine(uint16_t maxWidth, uint16_t maxHeight, uint32_t currentRow,
uint32_t currentCol):
@@ -237,9 +245,9 @@
void computeGaussianWeights(float* weights, int32_t radius);
void horizontalBlur(float* weights, int32_t radius, const uint8_t *source, uint8_t *dest,
- int32_t width, int32_t height);
+ int32_t width, int32_t height);
void verticalBlur(float* weights, int32_t radius, const uint8_t *source, uint8_t *dest,
- int32_t width, int32_t height);
+ int32_t width, int32_t height);
void blurImage(uint8_t* image, int32_t width, int32_t height, int32_t radius);
};