Magic_Game/core/Node/Canvas.cpp

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#include "..\e2dnode.h"
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e2d::Canvas::Canvas(float width, float height)
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: render_target_(nullptr)
, fill_brush_(nullptr)
, line_brush_(nullptr)
, stroke_style_(nullptr)
, stroke_width_(1.0f)
, stroke_(Stroke::Miter)
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{
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render_target_ = Renderer::GetInstance()->GetRenderTarget();
render_target_->AddRef();
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ThrowIfFailed(
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render_target_->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::White),
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&fill_brush_
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)
);
ThrowIfFailed(
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render_target_->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::White),
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&line_brush_
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)
);
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this->SetClipEnabled(true);
this->SetWidth(width);
this->SetHeight(height);
this->SetStrokeStyle(stroke_);
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}
e2d::Canvas::~Canvas()
{
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SafeRelease(line_brush_);
SafeRelease(fill_brush_);
SafeRelease(render_target_);
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}
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void e2d::Canvas::SetLineColor(const Color & color)
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{
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line_brush_->SetColor(D2D_COLOR_F(color));
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}
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void e2d::Canvas::SetFillColor(const Color & color)
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{
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fill_brush_->SetColor(D2D_COLOR_F(color));
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}
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void e2d::Canvas::SetStrokeWidth(float width)
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{
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stroke_width_ = std::max(width, 0.f);
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}
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void e2d::Canvas::SetStrokeStyle(Stroke strokeStyle)
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{
switch (strokeStyle)
{
case e2d::Stroke::Miter:
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stroke_style_ = Renderer::GetMiterStrokeStyle();
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break;
case e2d::Stroke::Bevel:
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stroke_style_ = Renderer::GetBevelStrokeStyle();
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break;
case e2d::Stroke::Round:
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stroke_style_ = Renderer::GetRoundStrokeStyle();
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break;
}
}
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e2d::Color e2d::Canvas::GetLineColor() const
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{
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return line_brush_->GetColor();
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}
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e2d::Color e2d::Canvas::GetFillColor() const
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{
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return fill_brush_->GetColor();
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}
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float e2d::Canvas::GetStrokeWidth() const
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{
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return stroke_width_;
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}
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e2d::Stroke e2d::Canvas::GetStrokeStyle() const
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{
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return stroke_;
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}
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void e2d::Canvas::DrawLine(const Point & begin, const Point & end)
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{
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render_target_->DrawLine(
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D2D1::Point2F(begin.x, begin.y),
D2D1::Point2F(end.x, end.y),
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line_brush_,
stroke_width_,
stroke_style_
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);
}
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void e2d::Canvas::DrawCircle(const Point & center, float radius)
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{
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render_target_->DrawEllipse(
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D2D1::Ellipse(
D2D1::Point2F(
center.x,
center.y
),
radius,
radius
),
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line_brush_,
stroke_width_,
stroke_style_
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);
}
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void e2d::Canvas::DrawEllipse(const Point & center, float radius_x, float radius_y)
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{
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render_target_->DrawEllipse(
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D2D1::Ellipse(
D2D1::Point2F(
center.x,
center.y
),
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radius_x,
radius_y
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),
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line_brush_,
stroke_width_,
stroke_style_
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);
}
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void e2d::Canvas::DrawRect(const Rect & rect)
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{
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render_target_->DrawRectangle(
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D2D1::RectF(
rect.origin.x,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height
),
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line_brush_,
stroke_width_,
stroke_style_
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);
}
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void e2d::Canvas::DrawRoundedRect(const Rect & rect, float radius_x, float radius_y)
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{
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render_target_->DrawRoundedRectangle(
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D2D1::RoundedRect(
D2D1::RectF(
rect.origin.x,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height
),
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radius_x,
radius_y
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),
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line_brush_,
stroke_width_,
stroke_style_
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);
}
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void e2d::Canvas::FillCircle(const Point & center, float radius)
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{
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render_target_->FillEllipse(
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D2D1::Ellipse(
D2D1::Point2F(
center.x,
center.y
),
radius,
radius
),
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fill_brush_
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);
}
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void e2d::Canvas::FillEllipse(const Point & center, float radius_x, float radius_y)
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{
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render_target_->FillEllipse(
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D2D1::Ellipse(
D2D1::Point2F(
center.x,
center.y
),
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radius_x,
radius_y
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),
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fill_brush_
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);
}
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void e2d::Canvas::FillRect(const Rect & rect)
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{
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render_target_->FillRectangle(
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D2D1::RectF(
rect.origin.x,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height
),
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fill_brush_
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);
}
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void e2d::Canvas::FillRoundedRect(const Rect & rect, float radius_x, float radius_y)
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{
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render_target_->FillRoundedRectangle(
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D2D1::RoundedRect(
D2D1::RectF(
rect.origin.x,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height
),
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radius_x,
radius_y
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),
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fill_brush_
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);
}