public:
LOTFillData():LOTData(LOTData::Type::Fill){}
LottieColor color(int frameNo) const {return mColor.value(frameNo);}
- float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0;}
+ float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0f;}
FillRule fillRule() const {return mFillRule;}
public:
FillRule mFillRule{FillRule::Winding}; /* "r" */
public:
LOTStrokeData():LOTData(LOTData::Type::Stroke){}
LottieColor color(int frameNo) const {return mColor.value(frameNo);}
- float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0;}
+ float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0f;}
float strokeWidth(int frameNo) const {return mWidth.value(frameNo);}
CapStyle capStyle() const {return mCapStyle;}
JoinStyle joinStyle() const {return mJoinStyle;}
{
public:
explicit LOTGradient(LOTData::Type type):LOTData(type){}
- inline float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0;}
+ inline float opacity(int frameNo) const {return mOpacity.value(frameNo)/100.0f;}
void update(std::unique_ptr<VGradient> &grad, int frameNo);
private:
LOTAnimatable<VPointF> mEndPoint; /* "e" */
LOTAnimatable<float> mHighlightLength{0}; /* "h" */
LOTAnimatable<float> mHighlightAngle{0}; /* "a" */
- LOTAnimatable<int> mOpacity{0}; /* "o" */
+ LOTAnimatable<float> mOpacity{100}; /* "o" */
LOTAnimatable<LottieGradient> mGradient; /* "g" */
int mColorPoints{-1};
bool mEnabled{true}; /* "fillEnabled" */
bool isStatic() const {return mIsStatic;}
public:
LOTAnimatable<LottieShapeData> mShape;
- LOTAnimatable<float> mOpacity;
+ LOTAnimatable<float> mOpacity{100};
bool mInv{false};
bool mIsStatic{true};
LOTMaskData::Mode mMode;