Magic_Game/src/kiwano/renderer/LayerArea.h

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// Copyright (c) 2016-2019 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include "Geometry.h"
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namespace kiwano
{
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// ͼ<><CDBC>
class KGE_API LayerArea
{
public:
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LayerArea();
bool IsValid() const;
Size GetSize() const;
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inline Rect const& GetAreaRect() const { return area_; }
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inline Float32 GetOpacity() const { return opacity_; }
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inline Geometry const& GetMaskGeometry() const { return mask_; }
inline Matrix3x2 const& GetMaskTransform() const { return mask_transform_; }
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
inline void SetAreaRect(Rect const& area) { area_ = area; }
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
inline void SetOpacity(Float32 opacity) { opacity_ = opacity; }
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// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD>ɲ<EFBFBD>
inline void SetMaskGeometry(Geometry const& mask) { mask_ = mask; }
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// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2>
inline void SetMaskTransform(Matrix3x2 const& matrix) { mask_transform_ = matrix; }
public:
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inline ComPtr<ID2D1Layer> GetLayer() const { return layer_; }
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inline void SetLayer(ComPtr<ID2D1Layer> layer) { layer_ = layer; }
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protected:
Rect area_;
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Float32 opacity_;
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Geometry mask_;
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Matrix3x2 mask_transform_;
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ComPtr<ID2D1Layer> layer_;
};
}