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

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// Copyright (c) 2016-2018 Kiwano - Nomango
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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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//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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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/2d/Actor.h>
#include <kiwano/2d/Frame.h>
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#include <kiwano/render/ShapeMaker.h>
#include <kiwano/render/RenderContext.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(Canvas);
/**
* \addtogroup Actors
* @{
*/
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD>ڻ<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>Ρ<EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>ͼԪ<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD>
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*/
class KGE_API Canvas : public Actor
{
public:
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param size <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
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static CanvasPtr Create(const Size& size);
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC>ͼ
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void BeginDraw();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ
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void EndDraw();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
/// @param shape <20><>״
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void DrawShape(ShapePtr shape);
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/// \~chinese
/// @brief <20><><EFBFBD>߶<EFBFBD>
/// @param begin <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param end <20>߶<EFBFBD><DFB6>յ<EFBFBD>
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void DrawLine(const Point& begin, const Point& end);
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/// \~chinese
/// @brief <20><>Բ<EFBFBD>α߿<CEB1>
/// @param center Բ<><D4B2>ԭ<EFBFBD><D4AD>
/// @param radius Բ<>ΰ뾶
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void DrawCircle(const Point& center, float radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>α߿<CEB1>
/// @param center <20><>Բԭ<D4B2><D4AD>
/// @param radius <20><>Բ<EFBFBD>
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void DrawEllipse(const Point& center, const Vec2& radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
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void DrawRect(const Rect& rect);
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/// \~chinese
/// @brief <20><>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ǰ뾶
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void DrawRoundedRect(const Rect& rect, const Vec2& radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
/// @param shape <20><>״
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void FillShape(ShapePtr shape);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
/// @param center Բ<><D4B2>ԭ<EFBFBD><D4AD>
/// @param radius Բ<>ΰ뾶
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void FillCircle(const Point& center, float radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
/// @param center <20><>Բԭ<D4B2><D4AD>
/// @param radius <20><>Բ<EFBFBD>
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void FillEllipse(const Point& center, const Vec2& radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
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void FillRect(const Rect& rect);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ǰ뾶
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void FillRoundedRect(const Rect& rect, const Vec2& radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>֡
/// @param frame ͼ<><CDBC>֡
/// @param pos <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
void DrawFrame(FramePtr frame, const Point& pos);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>֡
/// @param frame ͼ<><CDBC>֡
/// @param pos <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
/// @param size <20><>Ⱦ<EFBFBD><C8BE>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD>С
void DrawFrame(FramePtr frame, const Point& pos, const Size& size);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
/// @param text <20><><EFBFBD><EFBFBD>
/// @param style <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param point <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>λ<EFBFBD><CEBB>
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void DrawTextLayout(const String& text, const TextStyle& style, const Point& point);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
/// @param layout <20><><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
/// @param point <20><><EFBFBD>Ʋ<EFBFBD><C6B2>ֵ<EFBFBD>λ<EFBFBD><CEBB>
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void DrawTextLayout(TextLayoutPtr layout, const Point& point);
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
/// @param begin_pos ·<><C2B7><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>
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void BeginPath(const Point& begin_pos);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
/// @param closed ·<><C2B7><EFBFBD>Ƿ<EFBFBD><C7B7>պ<EFBFBD>
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void EndPath(bool closed = false);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>߶<EFBFBD>
/// @param point <20>˵<EFBFBD>
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void AddLine(const Point& point);
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/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>߶<EFBFBD>
/// @param points <20>˵㼯<CBB5><E3BCAF>
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void AddLines(const Vector<Point>& points);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>η<EFBFBD><CEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param point1 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵ<DFB5>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>
/// @param point2 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵڶ<C4B5><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>
/// @param point3 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5>յ<EFBFBD>
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void AddBezier(const Point& point1, const Point& point2, const Point& point3);
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/// \~chinese
/// @brief <20><><EFBFBD>ӻ<EFBFBD><D3BB><EFBFBD>
/// @param point <20>յ<EFBFBD>
/// @param radius <20><>Բ<EFBFBD>
/// @param rotation <20><>Բ<EFBFBD><D4B2>ת<EFBFBD>Ƕ<EFBFBD>
/// @param clockwise ˳ʱ<CBB3><CAB1> or <20><>ʱ<EFBFBD><CAB1>
/// @param is_small <20>Ƿ<EFBFBD>ȡС<C8A1><D0A1> 180<38><30> <20>Ļ<EFBFBD>
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void AddArc(const Point& point, const Size& radius, float rotation, bool clockwise = true, bool is_small = true);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ߵķ<DFB5>ʽ<EFBFBD><CABD><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
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void StrokePath();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ķ<EFBFBD>ʽ<EFBFBD><CABD><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
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void FillPath();
/// \~chinese
/// @brief <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
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void Clear();
/// \~chinese
/// @brief <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
/// @param clear_color <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void Clear(const Color& clear_color);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
/// @param color <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetFillColor(const Color& color);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>仭ˢ
/// @param[in] brush <20><><EFBFBD>仭ˢ
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void SetFillBrush(BrushPtr brush);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
/// @param color <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetStrokeColor(const Color& color);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˢ
/// @param[in] brush <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˢ
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void SetStrokeBrush(BrushPtr brush);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
/// @param stroke_style <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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void SetStrokeStyle(StrokeStylePtr stroke_style);
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/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD>ˢ
/// @param[in] brush <20><>ˢ
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void SetBrush(BrushPtr brush);
/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD>ˢ<EFBFBD><CBA2>ά<EFBFBD>
/// @param transform <20><>ά<EFBFBD>
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void SetBrushTransform(const Transform& transform);
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/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD>ˢ<EFBFBD><CBA2>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
/// @param transform <20><>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
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void SetBrushTransform(const Matrix3x2& transform);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ͼ<EFBFBD><CDBC>
/// @param layer ͼ<><CDBC>
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void PushLayer(LayerPtr layer);
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/// \~chinese
/// @brief ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>ͼ<EFBFBD><CDBC>
void PopLayer();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param clip_rect <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
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void PushClipRect(const Rect& clip_rect);
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/// \~chinese
/// @brief ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵIJü<C4B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
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void PopClipRect();
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>仭ˢ
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BrushPtr GetFillBrush() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˢ
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BrushPtr GetStrokeBrush() const;
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/// \~chinese
/// @brief <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E8BBAD><EFBFBD><EFBFBD>С
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void ResizeAndClear(Size size);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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TexturePtr ExportToTexture() const;
void OnRender(RenderContext& ctx) override;
private:
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Canvas();
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private:
StrokeStylePtr stroke_style_;
ShapeMaker shape_maker_;
BrushPtr fill_brush_;
BrushPtr stroke_brush_;
TexturePtr texture_cached_;
RenderContextPtr render_ctx_;
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};
/** @} */
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inline void Canvas::SetStrokeStyle(StrokeStylePtr stroke_style)
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{
stroke_style_ = stroke_style;
}
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inline void Canvas::SetStrokeColor(const Color& color)
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{
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if (!stroke_brush_)
{
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stroke_brush_ = memory::New<Brush>();
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}
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stroke_brush_->SetColor(color);
}
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inline void Canvas::SetFillColor(const Color& color)
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{
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if (!fill_brush_)
{
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fill_brush_ = memory::New<Brush>();
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}
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fill_brush_->SetColor(color);
}
inline void Canvas::SetFillBrush(BrushPtr brush)
{
fill_brush_ = brush;
}
inline void Canvas::SetStrokeBrush(BrushPtr brush)
{
stroke_brush_ = brush;
}
inline BrushPtr Canvas::GetFillBrush() const
{
return fill_brush_;
}
inline BrushPtr Canvas::GetStrokeBrush() const
{
return stroke_brush_;
}
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} // namespace kiwano