Magic_Game/src/kiwano/2d/Canvas.h

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2019-04-11 14:40:54 +08:00
// Copyright (c) 2016-2018 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
#include "Actor.h"
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#include "../renderer/RenderTarget.h"
#ifdef DrawText
# undef DrawText
#endif
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namespace kiwano
{
// <20><><EFBFBD><EFBFBD>
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class KGE_API Canvas
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: public Actor
{
public:
Canvas();
virtual ~Canvas();
// <20><>ʼ<EFBFBD><CABC>ͼ
void BeginDraw();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
void EndDraw();
// <20><>ֱ<EFBFBD><D6B1>
void DrawLine(
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Point const& begin,
Point const& end
);
// <20><>Բ<EFBFBD>α߿<CEB1>
void DrawCircle(
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Point const& center,
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Float32 radius
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>α߿<CEB1>
void DrawEllipse(
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Point const& center,
Vec2 const& radius
);
// <20><><EFBFBD><EFBFBD><EFBFBD>α߿<CEB1>
void DrawRect(
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Rect const& rect
);
// <20><>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
void DrawRoundedRect(
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Rect const& rect,
Vec2 const& radius
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
void FillCircle(
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Point const& center,
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Float32 radius
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
void FillEllipse(
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Point const& center,
Vec2 const& radius
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void FillRect(
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Rect const& rect
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
void FillRoundedRect(
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Rect const& rect,
Vec2 const& radius
);
// <20><>ͼƬ
void DrawImage(
Image const& image,
const Rect* src_rect = nullptr,
const Rect* dest_rect = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DrawText(
String const& text, /* <20><><EFBFBD><EFBFBD> */
Point const& point /* <20><><EFBFBD><EFBFBD>λ<EFBFBD><CEBB> */
);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void BeginPath(
Point const& begin_pos /* ·<><C2B7><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC> */
);
// <20><><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void EndPath(
bool closed = true /* ·<><C2B7><EFBFBD>Ƿ<EFBFBD><C7B7>պ<EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>߶<EFBFBD>
void AddLine(
Point const& point /* <20>˵<EFBFBD> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>߶<EFBFBD>
void AddLines(
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Vector<Point> const& points
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>η<EFBFBD><CEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddBezier(
Point const& point1, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵ<DFB5>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD> */
Point const& point2, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵڶ<C4B5><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD> */
Point const& point3 /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5>յ<EFBFBD> */
);
// <20><><EFBFBD>ӻ<EFBFBD><D3BB><EFBFBD>
void AddArc(
Point const& point, /* <20>յ<EFBFBD> */
Point const& radius, /* <20><>Բ<EFBFBD>뾶 */
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Float32 rotation, /* <20><>Բ<EFBFBD><D4B2>ת<EFBFBD>Ƕ<EFBFBD> */
bool clockwise = true, /* ˳ʱ<CBB3><CAB1> or <20><>ʱ<EFBFBD><CAB1> */
bool is_small = true /* <20>Ƿ<EFBFBD>ȡС<C8A1><D0A1> 180<38><30> <20>Ļ<EFBFBD> */
);
// ·<><C2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StrokePath();
// ·<><C2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void FillPath();
// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
void Clear();
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// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
void Clear(
Color const& clear_color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetFillColor(
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Color const& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetStrokeColor(
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Color const& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetStrokeWidth(
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Float32 width
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
void SetStrokeStyle(
StrokeStyle stroke_style
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetTextFont(
Font const& font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD>ˢ<EFBFBD><CBA2>ʽ
void SetTextStyle(
TextStyle const& text_style
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetBrushOpacity(
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Float32 opacity
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);
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// <20><><EFBFBD>ʶ<EFBFBD>ά<EFBFBD>
void SetBrushTransform(
Transform const& transform
);
// <20><><EFBFBD>ʶ<EFBFBD>ά<EFBFBD>
void SetBrushTransform(
Matrix3x2 const& transform
);
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
void PushLayerArea(
LayerArea& area
);
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
void PopLayerArea();
// <20><><EFBFBD>òü<C3B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
void PushClipRect(
Rect const& clip_rect
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
void PopClipRect();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetFillColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetStrokeColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Float32 GetStrokeWidth() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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Float32 GetBrushOpacity() const;
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// <20><><EFBFBD><EFBFBD>ΪͼƬ
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Image ExportToImage() const;
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void OnRender(RenderTarget* rt) override;
protected:
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void UpdateCache() const;
protected:
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Float32 stroke_width_;
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Color fill_color_;
Color stroke_color_;
Font text_font_;
TextStyle text_style_;
StrokeStyle stroke_style_;
GeometrySink geo_sink_;
ImageRenderTarget rt_;
mutable bool cache_expired_;
mutable Image image_cached_;
};
}