BOOL _scalesSmoothly;
+ BOOL castsShadow;
+
+ float shadowElevation;
+ float shadowAzimuth;
+ float shadowAmbient;
+ float shadowHeight;
+ float shadowRadius;
+ float shadowSaturation;
}
- (BOOL)scalesSmoothly;
- (void)setScalesSmoothly:(BOOL)flag;
+- (BOOL)castsShadow;
+- (void)setCastsShadow:(BOOL)newSetting;
+
+- (float)shadowElevation; /* Light source elevation in degrees. Defaults to 45.0 */
+- (void)setShadowElevation:(float)newElevation;
+
+- (float)shadowAzimuth; /* Light source azimuth in degrees. Defaults to 90.0 */
+- (void)setShadowAzimuth:(float)newAzimuth;
+
+- (float)shadowAmbient; /* Amount of ambient light. Defaults to 0.15 */
+- (void)setShadowAmbient:(float)newAmbient;
+
+- (float)shadowHeight; /* Height above the canvas. Defaults to 1.0 */
+- (void)setShadowHeight:(float)newHeight;
+
+- (float)shadowRadius; /* Blur radius. Defaults to 4.0 */
+- (void)setShadowRadius:(float)newRadius;
+
+- (float)shadowSaturation; /* Maximum saturation. Defaults to 1.0 */
+- (void)setShadowSaturation:(float)newSaturation;
@end