godot/thirdparty/thorvg/src/lib/tvgCanvasImpl.h
K. S. Ernest (iFire) Lee 609389af46 Use ThorVG instead of NanoSVG for importing SVGs
ThorVG is a platform-independent portable library for drawing vector-based scene and animation.
Fixups to ThorVG integration

Update 0.4.0


Update readme.
Restore upsample.

Missed on scsub.


Modules are needed.

Restore build.

Do the math properly.

Force ColorStops to be not const.
2021-11-10 02:37:59 -08:00

143 lines
4.4 KiB
C++

/*
* Copyright (c) 2020-2021 Samsung Electronics Co., Ltd. All rights reserved.
* 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.
*/
#ifndef _TVG_CANVAS_IMPL_H_
#define _TVG_CANVAS_IMPL_H_
#include "tvgPaint.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
struct Canvas::Impl
{
Array<Paint*> paints;
RenderMethod* renderer;
bool refresh = false; //if all paints should be updated by force.
bool drawing = false; //on drawing condition?
Impl(RenderMethod* pRenderer):renderer(pRenderer)
{
}
~Impl()
{
clear(true);
delete(renderer);
}
Result push(unique_ptr<Paint> paint)
{
//You can not push paints during rendering.
if (drawing) return Result::InsufficientCondition;
auto p = paint.release();
if (!p) return Result::MemoryCorruption;
paints.push(p);
return update(p, true);
}
Result clear(bool free)
{
//Clear render target before drawing
if (!renderer || !renderer->clear()) return Result::InsufficientCondition;
//Free paints
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
(*paint)->pImpl->dispose(*renderer);
if (free) delete(*paint);
}
paints.clear();
drawing = false;
return Result::Success;
}
void needRefresh()
{
refresh = true;
}
Result update(Paint* paint, bool force)
{
if (paints.count == 0 || drawing || !renderer) return Result::InsufficientCondition;
Array<RenderData> clips;
auto flag = RenderUpdateFlag::None;
if (refresh || force) flag = RenderUpdateFlag::All;
//Update single paint node
if (paint) {
//Optimize Me: Can we skip the searching?
for (auto paint2 = paints.data; paint2 < (paints.data + paints.count); ++paint2) {
if ((*paint2) == paint) {
paint->pImpl->update(*renderer, nullptr, 255, clips, flag);
return Result::Success;
}
}
return Result::InvalidArguments;
//Update all retained paint nodes
} else {
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
(*paint)->pImpl->update(*renderer, nullptr, 255, clips, flag);
}
}
refresh = false;
return Result::Success;
}
Result draw()
{
if (drawing || paints.count == 0 || !renderer || !renderer->preRender()) return Result::InsufficientCondition;
bool rendered = false;
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
if ((*paint)->pImpl->render(*renderer)) rendered = true;
}
if (!rendered || !renderer->postRender()) return Result::InsufficientCondition;
drawing = true;
return Result::Success;
}
Result sync()
{
if (!drawing) return Result::InsufficientCondition;
if (renderer->sync()) {
drawing = false;
return Result::Success;
}
return Result::InsufficientCondition;
}
};
#endif /* _TVG_CANVAS_IMPL_H_ */