/*
 * Copyright (c) 2025 Huawei Device Co., Ltd.
 * 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.
 */

#ifndef GRAPHICS_EFFECT_GE_SDF_EMPTY_SHADER_SHAPE_H
#define GRAPHICS_EFFECT_GE_SDF_EMPTY_SHADER_SHAPE_H
 
#include "ge_sdf_shader_shape.h"
 
namespace OHOS {
namespace Rosen {
namespace Drawing {
class GE_EXPORT GESDFEmptyShaderShape : public GESDFShaderShape {
public:
    using GESDFShaderShape::GenerateDrawingShader;
    using GESDFShaderShape::GenerateDrawingShaderHasNormal;
    GESDFEmptyShaderShape() = default;
    GESDFEmptyShaderShape(const GESDFEmptyShaderShape&) = delete;
    virtual ~GESDFEmptyShaderShape() = default;
    GESDFShapeType GetSDFShapeType() const override
    {
        return GESDFShapeType::EMPTY;
    }

    bool HasType(const GESDFShapeType type) const override
    {
        return type == GESDFShapeType::EMPTY;
    }
};
} // namespace Drawing
} // namespace Rosen
} // namespace OHOS
 
#endif // GRAPHICS_EFFECT_GE_SDF_EMPTY_SHADER_SHAPE_H