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RenderableView.h
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RenderableView.h
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#pragma once
#include "RenderableView.g.h"
#include "SVGLength.h"
#include "D2DDeviceContext.h"
#include "D2DGeometry.h"
namespace winrt::RNSVG::implementation {
struct RenderableView : RenderableViewT<RenderableView> {
public:
RenderableView() = default;
RenderableView(Microsoft::ReactNative::IReactContext const &context) : m_reactContext(context) {}
RNSVG::SvgView SvgRoot();
Windows::UI::Xaml::FrameworkElement SvgParent() { return m_parent; }
void SvgParent(Windows::UI::Xaml::FrameworkElement const &value) { m_parent = value; }
RNSVG::D2DGeometry Geometry() { return m_geometry; }
void Geometry(RNSVG::D2DGeometry const &value) { m_geometry = value; }
hstring Id() { return m_id; }
Numerics::float3x2 SvgTransform() { return m_transformMatrix; }
bool IsResponsible() { return m_isResponsible; }
void IsResponsible(bool isResponsible) { m_isResponsible = isResponsible; }
bool IsUnloaded() { return m_isUnloaded; }
hstring FillBrushId() { return m_fillBrushId; }
Windows::UI::Color Fill() { return m_fill; }
float FillOpacity() { return m_fillOpacity; }
hstring StrokeBrushId() { return m_strokeBrushId; }
Windows::UI::Color Stroke() { return m_stroke; }
float StrokeOpacity() { return m_strokeOpacity; }
float StrokeMiterLimit() { return m_strokeMiterLimit; }
float StrokeDashOffset() { return m_strokeDashOffset; }
RNSVG::SVGLength StrokeWidth() { return m_strokeWidth; }
Windows::Foundation::Collections::IVector<RNSVG::SVGLength> StrokeDashArray() { return m_strokeDashArray; }
RNSVG::LineCap StrokeLineCap() { return m_strokeLineCap; }
RNSVG::LineJoin StrokeLineJoin() { return m_strokeLineJoin; }
RNSVG::FillRule FillRule() { return m_fillRule; }
RNSVG::D2DGeometry ClipPathGeometry();
virtual void UpdateProperties(Microsoft::ReactNative::IJSValueReader const &reader, bool forceUpdate = true, bool invalidate = true);
virtual void CreateGeometry() {}
virtual void MergeProperties(RNSVG::RenderableView const &other);
virtual void SaveDefinition();
virtual void Unload();
virtual void Draw(RNSVG::D2DDeviceContext const &deviceContext, Windows::Foundation::Size const &size);
virtual void CreateResources() {}
virtual RNSVG::IRenderable HitTest(Windows::Foundation::Point const &point);
protected:
float m_opacity{1.0f};
std::vector<std::string> m_propList{};
std::map<RNSVG::BaseProp, bool> m_propSetMap{
{RNSVG::BaseProp::Matrix, false},
{RNSVG::BaseProp::Fill, false},
{RNSVG::BaseProp::FillOpacity, false},
{RNSVG::BaseProp::FillRule, false},
{RNSVG::BaseProp::Stroke, false},
{RNSVG::BaseProp::StrokeOpacity, false},
{RNSVG::BaseProp::StrokeWidth, false},
{RNSVG::BaseProp::StrokeMiterLimit, false},
{RNSVG::BaseProp::StrokeDashOffset, false},
{RNSVG::BaseProp::StrokeDashArray, false},
{RNSVG::BaseProp::StrokeLineCap, false},
{RNSVG::BaseProp::StrokeLineJoin, false},
};
private:
Microsoft::ReactNative::IReactContext m_reactContext{nullptr};
Windows::UI::Xaml::FrameworkElement m_parent{nullptr};
RNSVG::D2DGeometry m_geometry{nullptr};
bool m_recreateResources{true};
bool m_isResponsible{false};
bool m_isUnloaded{false};
hstring m_id{L""};
hstring m_clipPathId{L""};
Numerics::float3x2 m_transformMatrix{Numerics::make_float3x2_rotation(0)};
Windows::UI::Color m_fill{Windows::UI::Colors::Black()};
Windows::UI::Color m_stroke{Windows::UI::Colors::Transparent()};
hstring m_fillBrushId{L""};
hstring m_strokeBrushId{L""};
float m_fillOpacity{1.0f};
float m_strokeOpacity{1.0f};
float m_strokeMiterLimit{0.0f};
float m_strokeDashOffset{0.0f};
std::vector<float> m_adjustedStrokeDashArray;
RNSVG::SVGLength m_strokeWidth{1.0f, RNSVG::LengthType::Pixel};
Windows::Foundation::Collections::IVector<RNSVG::SVGLength> m_strokeDashArray{
winrt::single_threaded_vector<RNSVG::SVGLength>()};
RNSVG::LineCap m_strokeLineCap{RNSVG::LineCap::Butt};
RNSVG::LineJoin m_strokeLineJoin{RNSVG::LineJoin::Miter};
RNSVG::FillRule m_fillRule{RNSVG::FillRule::NonZero};
void SetColor(const Microsoft::ReactNative::JSValueObject &propValue, Windows::UI::Color const &fallbackColor, std::string propName);
};
} // namespace winrt::RNSVG::implementation
namespace winrt::RNSVG::factory_implementation {
struct RenderableView : RenderableViewT<RenderableView, implementation::RenderableView> {};
} // namespace winrt::RNSVG::factory_implementation