TvgRenderPath::TvgRenderPath()
{
- this->m_Shape = tvg::Shape::gen().release();
+ this->m_Shape = tvg::Shape::gen().release();
}
TvgRenderPath::~TvgRenderPath()
void TvgRenderPath::fillRule(FillRule value)
{
- switch (value)
- {
- case FillRule::evenOdd:
- m_Shape->fill(tvg::FillRule::EvenOdd);
- break;
- case FillRule::nonZero:
+ switch (value)
+ {
+ case FillRule::evenOdd:
+ m_Shape->fill(tvg::FillRule::EvenOdd);
+ break;
+ case FillRule::nonZero:
m_Shape->fill(tvg::FillRule::Winding);
- break;
- }
+ break;
+ }
}
Point applyTransform(const Vec2D &vec, const Mat2D &mat)
{
- Matrix m = {1, 0, 0, 0, 1, 0, 0, 0, 1};
- m.e11 = mat[0];
- m.e12 = mat[2];
- m.e13 = mat[4];
- m.e21 = mat[1];
- m.e22 = mat[3];
- m.e23 = mat[5];
-
- return {vec[0] * m.e11 + vec[1] * m.e12 + m.e13, vec[0] * m.e21 + vec[1] * m.e22 + m.e23};
+ Matrix m = {1, 0, 0, 0, 1, 0, 0, 0, 1};
+ m.e11 = mat[0];
+ m.e12 = mat[2];
+ m.e13 = mat[4];
+ m.e21 = mat[1];
+ m.e22 = mat[3];
+ m.e23 = mat[5];
+
+ return {vec[0] * m.e11 + vec[1] * m.e12 + m.e13, vec[0] * m.e21 + vec[1] * m.e22 + m.e23};
}
void TvgRenderPath::reset()