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/render/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><>ȡ2D<32><44>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
RenderContextPtr GetContext2D() 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
/// @warning <20>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><E1B5BC>ԭ<EFBFBD><D4AD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧЧ
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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:
TexturePtr texture_cached_;
RenderContextPtr render_ctx_;
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};
/** @} */
} // namespace kiwano