Shape *m_Shape;
vector<PathCommand> m_PathType;
vector<Vec2D> m_PathPoints;
- bool active = false;
- bool shapeAdded = false;
public:
TvgRenderPath();
~TvgRenderPath();
Shape* shape() { return m_Shape; }
- bool onCanvas() { return active; }
- void onCanvas(bool active) { this->active = active; }
- bool isShapeAdded() { return this->shapeAdded; }
void buildShape();
void reset() override;
void addRenderPath(RenderPath* path, const Mat2D& transform) override;