Magic_Game/src/kiwano/render/RenderContext.h

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// Copyright (c) 2016-2019 Kiwano - Nomango
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//
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// 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:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// 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 <kiwano/core/ObjectBase.h>
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#include <kiwano/core/Time.h>
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#include <kiwano/render/Brush.h>
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#include <kiwano/render/Shape.h>
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#include <kiwano/render/LayerArea.h>
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#include <kiwano/render/TextLayout.h>
#include <kiwano/render/Texture.h>
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#include <kiwano/render/DirectX/TextRenderer.h>
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namespace kiwano
{
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class Renderer;
KGE_DECLARE_SMART_PTR(RenderContext);
/**
* \addtogroup Render
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
enum class TextAntialiasMode
{
Default, ///< ϵͳĬ<CDB3><C4AC>
ClearType, ///< ClearType <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
GrayScale, ///< <20>Ҷȿ<D2B6><C8BF><EFBFBD><EFBFBD><EFBFBD>
None ///< <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>
};
/// \~chinese
/// @brief <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @details
/// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD>ɻ<EFBFBD><C9BB><EFBFBD>ͼԪ<CDBC>Ļ<EFBFBD><C4BB>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><D8B6><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>У<EFBFBD><D0A3><EFBFBD>ڻ<EFBFBD><DABB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class KGE_API RenderContext : public virtual ObjectBase
{
friend class Renderer;
public:
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
bool IsValid() const;
/// \~chinese
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/// @brief <20><>ʼ<EFBFBD><CABC>Ⱦ
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void BeginDraw();
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ
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void EndDraw();
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD>
/// @param src_rect Դ<><D4B4><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param dest_rect <20><><EFBFBD>Ƶ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawTexture(Texture const& texture, Rect const& src_rect, Rect const& dest_rect);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD>
/// @param src_rect Դ<><D4B4><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param dest_rect <20><><EFBFBD>Ƶ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawTexture(Texture const& texture, const Rect* src_rect = nullptr, const Rect* dest_rect = nullptr);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// @param layout <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// @param offset ƫ<><C6AB><EFBFBD><EFBFBD>
void DrawTextLayout(TextLayout const& layout, Point const& offset = Point());
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
/// @param shape <20><>״
/// @param stroke <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_width <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawShape(Shape const& shape, StrokeStylePtr stroke = nullptr, float stroke_width = 1.0f);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD>
/// @param point1 <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param point2 <20>߶<EFBFBD><DFB6>յ<EFBFBD>
/// @param stroke <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_width <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawLine(Point const& point1, Point const& point2, StrokeStylePtr stroke = nullptr, float stroke_width = 1.0f);
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/// \~chinese
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/// @brief <20><><EFBFBD>ƾ<EFBFBD><C6BE>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param stroke <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_width <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawRectangle(Rect const& rect, StrokeStylePtr stroke = nullptr, float stroke_width = 1.0f);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius Բ<>ǰ뾶
/// @param stroke <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_width <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawRoundedRectangle(Rect const& rect, Vec2 const& radius, StrokeStylePtr stroke = nullptr,
float stroke_width = 1.0f);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>߿<EFBFBD>
/// @param center Բ<><D4B2>
/// @param radius <20><>Բ<EFBFBD>
/// @param stroke <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_width <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawEllipse(Point const& center, Vec2 const& radius, StrokeStylePtr stroke = nullptr,
float stroke_width = 1.0f);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
/// @param shape <20><>״
void FillShape(Shape const& shape);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
void FillRectangle(Rect const& rect);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius Բ<>ǰ뾶
void FillRoundedRectangle(Rect const& rect, Vec2 const& radius);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ
/// @param center Բ<><D4B2>
/// @param radius <20><>Բ<EFBFBD>
void FillEllipse(Point const& center, Vec2 const& radius);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD>
/// @param size <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>С
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void CreateTexture(Texture& texture, math::Vec2T<uint32_t> size);
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/// \~chinese
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/// @brief <20><><EFBFBD>û<EFBFBD><C3BB>ƵIJü<C4B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param clip_rect <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
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void PushClipRect(Rect const& clip_rect);
/// \~chinese
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/// @brief ȡ<><C8A1><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>õĻ<C3B5><C4BB>Ʋü<C6B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
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void PopClipRect();
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param layer ͼ<><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void PushLayer(LayerArea& layer);
/// \~chinese
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/// @brief ȡ<><C8A1><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void PopLayer();
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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void Clear();
/// \~chinese
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/// @brief ʹ<>ô<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
/// @param clear_color <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void Clear(Color const& clear_color);
/// \~chinese
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/// @brief <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
Size GetSize() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ˢ͸<CBA2><CDB8><EFBFBD><EFBFBD>
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float GetBrushOpacity() const;
/// \~chinese
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/// @brief <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0>ˢ
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BrushPtr GetCurrentBrush() const;
/// \~chinese
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/// @brief <20><>ȡȫ<C8A1>ֶ<EFBFBD>ά<EFBFBD>
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Matrix3x2 GetGlobalTransform() const;
/// \~chinese
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/// @brief <20><><EFBFBD>û<EFBFBD>ˢ͸<CBA2><CDB8><EFBFBD><EFBFBD>
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void SetBrushOpacity(float opacity);
/// \~chinese
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/// @brief <20><><EFBFBD>õ<EFBFBD>ǰ<EFBFBD><C7B0>ˢ
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void SetCurrentBrush(BrushPtr brush);
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵĶ<C4B5>ά<EFBFBD>
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void SetTransform(const Matrix3x2& matrix);
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD>ȫ<EFBFBD>ֶ<EFBFBD>ά<EFBFBD>
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void SetGlobalTransform(const Matrix3x2& matrix);
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD>ȫ<EFBFBD>ֶ<EFBFBD>ά<EFBFBD>
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void SetGlobalTransform(const Matrix3x2* matrix);
/// \~chinese
/// @brief <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
void SetAntialiasMode(bool enabled);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
void SetTextAntialiasMode(TextAntialiasMode mode);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߽<EFBFBD><DFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool CheckVisibility(Rect const& bounds, Matrix3x2 const& transform);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD>С
void Resize(Size const& size);
public:
/// \~chinese
/// @brief <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
struct Status
{
uint32_t primitives; ///< <20><>ȾͼԪ<CDBC><D4AA><EFBFBD><EFBFBD>
Time start; ///< <20><>Ⱦ<EFBFBD><C8BE>ʼʱ<CABC><CAB1>
Duration duration; ///< <20><>Ⱦʱ<C8BE><CAB1>
Status();
};
/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>״̬<D7B4>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD>
void SetCollectingStatus(bool enable);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
Status const& GetStatus() const;
protected:
RenderContext();
ComPtr<ID2D1RenderTarget> GetRenderTarget() const;
ComPtr<ITextRenderer> GetTextRenderer() const;
private:
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
HRESULT CreateDeviceResources(ComPtr<ID2D1Factory> factory, ComPtr<ID2D1RenderTarget> ctx);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
void DiscardDeviceResources();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȾͼԪ<CDBC><D4AA><EFBFBD><EFBFBD>
void IncreasePrimitivesCount(uint32_t increase = 1) const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
void SaveDrawingState();
/// \~chinese
/// @brief <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>״̬
void RestoreDrawingState();
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private:
bool antialias_;
bool fast_global_transform_;
mutable bool collecting_status_;
float brush_opacity_;
TextAntialiasMode text_antialias_;
BrushPtr current_brush_;
Rect visible_size_;
Matrix3x2 global_transform_;
mutable Status status_;
ComPtr<ITextRenderer> text_renderer_;
ComPtr<ID2D1RenderTarget> render_target_;
ComPtr<ID2D1DrawingStateBlock> drawing_state_;
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};
/** @} */
inline RenderContext::Status::Status()
: primitives(0)
{
}
inline RenderContext::Status const& RenderContext::GetStatus() const
{
return status_;
}
inline ComPtr<ID2D1RenderTarget> RenderContext::GetRenderTarget() const
{
KGE_ASSERT(render_target_);
return render_target_;
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}
inline ComPtr<ITextRenderer> RenderContext::GetTextRenderer() const
{
KGE_ASSERT(text_renderer_);
return text_renderer_;
}
inline float RenderContext::GetBrushOpacity() const
{
return brush_opacity_;
}
inline BrushPtr RenderContext::GetCurrentBrush() const
{
return current_brush_;
}
inline Matrix3x2 RenderContext::GetGlobalTransform() const
{
return global_transform_;
}
inline void RenderContext::SetBrushOpacity(float opacity)
{
brush_opacity_ = opacity;
}
inline void RenderContext::SetGlobalTransform(const Matrix3x2& matrix)
{
SetGlobalTransform(&matrix);
}
inline void RenderContext::SetCurrentBrush(BrushPtr brush)
{
current_brush_ = brush;
if (current_brush_)
{
current_brush_->SetOpacity(brush_opacity_);
}
}
} // namespace kiwano