#define FEDropShadow_h
#include "platform/graphics/Color.h"
-#include "platform/graphics/filters/Filter.h"
#include "platform/graphics/filters/FilterEffect.h"
namespace blink {
float shadowOpacity() const { return m_shadowOpacity; }
void setShadowOpacity(float shadowOpacity) { m_shadowOpacity = shadowOpacity; }
- virtual FloatRect mapRect(const FloatRect&, bool forward = true) OVERRIDE FINAL;
+ virtual FloatRect mapRect(const FloatRect&, bool forward = true) override final;
- virtual TextStream& externalRepresentation(TextStream&, int indention) const OVERRIDE;
- virtual PassRefPtr<SkImageFilter> createImageFilter(SkiaImageFilterBuilder*) OVERRIDE;
+ virtual TextStream& externalRepresentation(TextStream&, int indention) const override;
+ virtual PassRefPtr<SkImageFilter> createImageFilter(SkiaImageFilterBuilder*) override;
private:
FEDropShadow(Filter*, float, float, float, float, const Color&, float);
- virtual void applySoftware() OVERRIDE;
-
float m_stdX;
float m_stdY;
float m_dx;