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 <kiwano/renderer/Geometry.h>
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namespace kiwano
{
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class RenderTarget;
/**
* \~chinese
* @brief ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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class KGE_API LayerArea
{
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friend class RenderTarget;
public:
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LayerArea();
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
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bool IsValid() const;
/// \~chinese
/// @brief <20><>ȡͼ<C8A1><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Rect const& GetAreaRect() const;
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/// \~chinese
/// @brief <20><>ȡͼ<C8A1><CDBC>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
float GetOpacity() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD>
Geometry const& GetMaskGeometry() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2>
Matrix3x2 const& GetMaskTransform() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetAreaRect(Rect const& area);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetOpacity(float opacity);
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/// \~chinese
/// @brief <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD>ɲ<EFBFBD>
void SetMaskGeometry(Geometry const& mask);
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/// \~chinese
/// @brief <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD>ɲ<EFBFBD><C9B2>
void SetMaskTransform(Matrix3x2 const& matrix);
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private:
ComPtr<ID2D1Layer> GetLayer() const;
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void SetLayer(ComPtr<ID2D1Layer> layer);
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private:
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Rect area_;
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float opacity_;
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Geometry mask_;
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Matrix3x2 mask_transform_;
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ComPtr<ID2D1Layer> layer_;
};
inline bool LayerArea::IsValid() const { return layer_ != nullptr; }
inline Rect const& LayerArea::GetAreaRect() const { return area_; }
inline float LayerArea::GetOpacity() const { return opacity_; }
inline Geometry const& LayerArea::GetMaskGeometry() const { return mask_; }
inline Matrix3x2 const& LayerArea::GetMaskTransform() const { return mask_transform_; }
inline void LayerArea::SetAreaRect(Rect const& area) { area_ = area; }
inline void LayerArea::SetOpacity(float opacity) { opacity_ = opacity; }
inline void LayerArea::SetMaskGeometry(Geometry const& mask) { mask_ = mask; }
inline void LayerArea::SetMaskTransform(Matrix3x2 const& matrix) { mask_transform_ = matrix; }
inline ComPtr<ID2D1Layer> LayerArea::GetLayer() const { return layer_; }
inline void LayerArea::SetLayer(ComPtr<ID2D1Layer> layer) { layer_ = layer; }
}