struct Point
{
- float x;
- float y;
+ float x, y;
};
{
public:
virtual ~PaintNode() {}
- virtual int dispose(RenderMethod* engine) = 0;
virtual int update(RenderMethod* engine) = 0;
};
public:
~ShapeNode();
- int dispose(RenderMethod* engine) noexcept override;
int update(RenderMethod* engine) noexcept override;
int clear() noexcept;
static std::unique_ptr<ShapeNode> gen() noexcept;
+ //FIXME: Ugly... Better design?
+ void *engine() noexcept;
+
_TIZENVG_DECLARE_PRIVATE(ShapeNode);
};
public:
~SceneNode();
- int dispose(RenderMethod* engine) noexcept override;
int update(RenderMethod* engine) noexcept override;
int push(std::unique_ptr<ShapeNode> shape) noexcept;
//TODO: Gl Specific methods. Need gl backend configuration methods as well.
int update() noexcept;
- int draw(bool async = true) noexcept { return 0; }
+ int draw(bool async = true) noexcept;
int sync() noexcept { return 0; }
RenderMethod* engine() noexcept;