/** * @param floodRegion region to be filled with floodPaint * @param floodPaint paint to use to flood the floodRegion */ public FloodRable8Bit(Rectangle2D floodRegion, Paint floodPaint) { setFloodPaint(floodPaint); setFloodRegion(floodRegion); }
/** * Sets the flood region */ public void setFloodRegion(Rectangle2D floodRegion){ if(floodRegion == null){ throw new IllegalArgumentException(); } touch(); this.floodRegion = floodRegion; }
Rectangle2D imageRect = getBounds2D(); cr = new FloodRed(renderedArea, getFloodPaint());
/** * Creates a new returns a new filter that fills its output with * transparent black. This is used when a <filter> element * has no filter primitive children. */ protected static Filter createEmptyFilter(Element filterElement, Rectangle2D filterRegion, Element filteredElement, GraphicsNode filteredNode, BridgeContext ctx) { Rectangle2D primitiveRegion = SVGUtilities.convertFilterPrimitiveRegion(null, filterElement, filteredElement, filteredNode, filterRegion, filterRegion, ctx); return new FloodRable8Bit(primitiveRegion, TRANSPARENT_BLACK); }
Rectangle2D imageRect = getBounds2D(); cr = new FloodRed(renderedArea, getFloodPaint());
/** * Creates a new returns a new filter that fills its output with * transparent black. This is used when a <filter> element * has no filter primitive children. */ protected static Filter createEmptyFilter(Element filterElement, Rectangle2D filterRegion, Element filteredElement, GraphicsNode filteredNode, BridgeContext ctx) { Rectangle2D primitiveRegion = SVGUtilities.convertFilterPrimitiveRegion(null, filterElement, filteredElement, filteredNode, filterRegion, filterRegion, ctx); return new FloodRable8Bit(primitiveRegion, TRANSPARENT_BLACK); }
/** * @param floodRegion region to be filled with floodPaint * @param floodPaint paint to use to flood the floodRegion */ public FloodRable8Bit(Rectangle2D floodRegion, Paint floodPaint) { setFloodPaint(floodPaint); setFloodRegion(floodRegion); }
Rectangle2D imageRect = getBounds2D(); cr = new FloodRed(renderedArea, getFloodPaint());
/** * Creates a new returns a new filter that fills its output with * transparent black. This is used when a <filter> element * has no filter primitive children. */ protected static Filter createEmptyFilter(Element filterElement, Rectangle2D filterRegion, Element filteredElement, GraphicsNode filteredNode, BridgeContext ctx) { Rectangle2D primitiveRegion = SVGUtilities.convertFilterPrimitiveRegion(null, filterElement, filteredElement, filteredNode, filterRegion, filterRegion, ctx); return new FloodRable8Bit(primitiveRegion, TRANSPARENT_BLACK); }
/** * Sets the flood region */ public void setFloodRegion(Rectangle2D floodRegion){ if(floodRegion == null){ throw new IllegalArgumentException(); } touch(); this.floodRegion = floodRegion; }
/** * @param floodRegion region to be filled with floodPaint * @param floodPaint paint to use to flood the floodRegion */ public FloodRable8Bit(Rectangle2D floodRegion, Paint floodPaint) { setFloodPaint(floodPaint); setFloodRegion(floodRegion); }
(filteredElement,filteredNode, ctx); source = new FloodRable8Bit(filterRegion, paint); paint = new Color(0, 0, 0, 0); // create a transparent flood source = new FloodRable8Bit(filterRegion, paint);
/** * Sets the flood region */ public void setFloodRegion(Rectangle2D floodRegion){ if(floodRegion == null){ throw new IllegalArgumentException(); } touch(); this.floodRegion = floodRegion; }
(filteredElement,filteredNode, ctx); source = new FloodRable8Bit(filterRegion, paint); paint = new Color(0, 0, 0, 0); // create a transparent flood source = new FloodRable8Bit(filterRegion, paint);
/** * Set the flood fill paint * @param paint The paint to use when flood filling the input image */ public void setFloodPaint(Paint paint) { touch(); if (paint == null) { // create a transparent flood fill floodPaint = new Color(0, 0, 0, 0); } else { floodPaint = paint; } }
(filteredElement,filteredNode, ctx); source = new FloodRable8Bit(filterRegion, paint); paint = new Color(0, 0, 0, 0); // create a transparent flood source = new FloodRable8Bit(filterRegion, paint);
/** * Set the flood fill paint * @param paint The paint to use when flood filling the input image */ public void setFloodPaint(Paint paint) { touch(); if (paint == null) { // create a transparent flood fill floodPaint = new Color(0, 0, 0, 0); } else { floodPaint = paint; } }
Filter filter = new FloodRable8Bit(primitiveRegion, color);
/** * Set the flood fill paint * @param paint The paint to use when flood filling the input image */ public void setFloodPaint(Paint paint) { touch(); if (paint == null) { // create a transparent flood fill floodPaint = new Color(0, 0, 0, 0); } else { floodPaint = paint; } }
Filter filter = new FloodRable8Bit(primitiveRegion, color);