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Update sample prototypes.
This is still a hard work and under the intensive settle up stage. Change-Id: Ibfbeaabe8a51dc5edeeccf8fe75e65e60b91f703
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df94be1d9d
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10 changed files with 67 additions and 23 deletions
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@ -129,7 +129,7 @@ public:
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int clear() noexcept;
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int clear() noexcept;
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int draw(bool async = true) noexcept;
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int draw(bool async = true) noexcept;
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int drawSync() noexcept;
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int sync() noexcept;
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int target(uint32_t* buffer, size_t stride, size_t height) noexcept;
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int target(uint32_t* buffer, size_t stride, size_t height) noexcept;
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@ -157,7 +157,7 @@ public:
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//TODO: Gl Specific methods. Need gl backend configuration methods as well.
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//TODO: Gl Specific methods. Need gl backend configuration methods as well.
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int draw(bool async = true) noexcept { return 0; }
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int draw(bool async = true) noexcept { return 0; }
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int drawSync() noexcept { return 0; }
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int sync() noexcept { return 0; }
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static std::unique_ptr<GlCanvas> gen() noexcept;
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static std::unique_ptr<GlCanvas> gen() noexcept;
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@ -55,7 +55,7 @@ int SwCanvas::draw(bool async) noexcept
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}
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}
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int SwCanvas::drawSync() noexcept
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int SwCanvas::sync() noexcept
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{
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{
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return 0;
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return 0;
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}
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}
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35
test/tvgComposition.cpp
Normal file
35
test/tvgComposition.cpp
Normal file
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@ -0,0 +1,35 @@
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#include <tizenvg.h>
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using namespace std;
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#define WIDTH 800
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#define HEIGHT 800
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static uint32_t buffer[WIDTH * HEIGHT];
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int main(int argc, char **argv)
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{
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//Initialize TizenVG Engine
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tvg::Engine::init();
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//Create a Composition Source Canvas
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auto canvas1 = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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//Draw something onto the Canvas and leaving sync to the target.
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canvas1->draw();
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//Create a Main Canvas
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auto canvas2 = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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//Create a Shape
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auto shape = tvg::ShapeNode::gen();
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shape->composite(canvas, tvg::CompMaskAdd);
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//Draw the Scene onto the Canvas
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canvas2->push(move(shape));
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canvas2->draw();
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canvas2->sync();
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//Terminate TizenVG Engine
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tvg::Engine::term();
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}
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@ -15,13 +15,17 @@ int main(int argc, char **argv)
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//Create a Canvas
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//Create a Canvas
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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//Prepare a Shape
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//Prepare a Shape (Rectangle)
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auto shape1 = tvg::ShapeNode::gen();
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auto shape1 = tvg::ShapeNode::gen();
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shape1->rect(0, 0, 400, 400, 0.1); //x, y, w, h, corner_radius
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// shape1->rect(0, 0, 400, 400, 0.1); //x, y, w, h, corner_radius
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shape1->fill(0, 255, 0, 255);
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// shape1->fill(0, 255, 0, 255); //r, g, b, a
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//Draw the Shape onto the Canvas
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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canvas->push(move(shape1));
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canvas->push(move(shape1));
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canvas->draw();
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canvas->draw();
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canvas->sync();
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canvas->sync();
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@ -27,14 +27,11 @@ int main(int argc, char **argv)
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fill1->color(1, 0, 0, 255, 255); //color Stop 2: Blue
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fill1->color(1, 0, 0, 255, 255); //color Stop 2: Blue
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shape1.fill(fill1);
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shape1.fill(fill1);
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//Draw the Shape onto the Canvas
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canvas->push(move(shape1));
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canvas->push(move(shape1));
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//Prepare Circle
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//Prepare Circle
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auto shape2 = tvg::ShapeNode::gen();
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auto shape2 = tvg::ShapeNode::gen();
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shape2->circle(400, 400, 200); //cx, cy, radius
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shape2->circle(400, 400, 200); //cx, cy, radius
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shape2->fill(255, 255, 0, 255); //r, g, b, a
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canvas->push(move(shape2));
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//Radial Gradient Fill
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//Radial Gradient Fill
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auto fill2 = tvg::RadialFill::gen();
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auto fill2 = tvg::RadialFill::gen();
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@ -44,9 +41,9 @@ int main(int argc, char **argv)
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fill2->color(1, 0, 0, 255, 255); //color Stop 2: Blue
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fill2->color(1, 0, 0, 255, 255); //color Stop 2: Blue
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shape2.fill(fill2);
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shape2.fill(fill2);
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//Draw the Shape onto the Canvas
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canvas->push(move(shape2));
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canvas->push(move(shape2));
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//Draw the Shapes onto the Canvas
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canvas->draw();
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canvas->draw();
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canvas->sync();
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canvas->sync();
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@ -14,6 +14,7 @@ int main(int argc, char **argv)
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//Create a Canvas
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//Create a Canvas
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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canvas->reserve(2); //reserve 2 shape nodes (optional)
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//Prepare Rectangle
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//Prepare Rectangle
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auto shape1 = tvg::ShapeNode::gen();
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auto shape1 = tvg::ShapeNode::gen();
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@ -25,8 +25,8 @@ int main(int argc, char **argv)
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//Prepare a Shape
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//Prepare a Shape
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auto shape1 = tvg::ShapeNode::gen();
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auto shape1 = tvg::ShapeNode::gen();
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shape1->path(move(path)); //propagate owner
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shape1->path(move(path)); //migrate owner otherwise,
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shape1->path(path.get()); //copy data directly
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shape1->path(path.get()); //copy raw data directly for performance
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shape1->fill(0, 255, 0, 255);
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shape1->fill(0, 255, 0, 255);
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//Draw the Shape onto the Canvas
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//Draw the Shape onto the Canvas
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@ -16,7 +16,8 @@ int main(int argc, char **argv)
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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auto canvas = tvg::SwCanvas::gen(buffer, WIDTH, HEIGHT);
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//Create a Scene
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//Create a Scene
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auto scene = tvg::SceneNode::gen(3); //reserve 3 shape nodes (optional)
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auto scene = tvg::SceneNode::gen();
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scene->reserve(3); //reserve 3 shape nodes (optional)
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//Shape1
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//Shape1
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auto shape1 = tvg::ShapeNode::gen();
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auto shape1 = tvg::ShapeNode::gen();
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@ -26,7 +26,7 @@ int main(int argc, char **argv)
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shape1->strokeJoin(tvg::StrokeJoin::Miter);
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shape1->strokeJoin(tvg::StrokeJoin::Miter);
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shape1->strokeLineCap(tvg::StrokeLineCap::Butt);
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shape1->strokeLineCap(tvg::StrokeLineCap::Butt);
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uint32_t dash[] = {3, 1, 5, 1};
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uint32_t dash[] = {3, 1, 5, 1}; //dash pattern
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shape1->strokeDash(dash, 4);
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shape1->strokeDash(dash, 4);
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//Draw the Shape onto the Canvas
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//Draw the Shape onto the Canvas
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@ -20,30 +20,36 @@ int main(int argc, char **argv)
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//Shape1
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//Shape1
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auto shape1 = tvg::ShapeNode::gen();
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auto shape1 = tvg::ShapeNode::gen();
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auto pshape1 = shape1->get(); //acquire shape1 pointer to access directly
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/* Acquire shape1 pointer to access directly later.
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instead, you should consider not to interrupt this pointer life-cycle. */
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auto pshape1 = shape1->get();
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shape1->rect(0, 0, 400, 400, 0.1);
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shape1->rect(0, 0, 400, 400, 0.1);
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shape1->fill(255, 0, 0, 255);
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shape1->fill(255, 0, 0, 255);
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shape1->rotate(0, 0, 45); //axis x, y, z
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shape1->rotate(0, 0, 45); //axis x, y, z
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scene->push(move(shape1));
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//Draw the Scene onto the Canvas
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scene->push(move(shape1));
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canvas->push(move(scene));
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canvas->push(move(scene));
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//Draw frame 1
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//Draw first frame
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canvas->draw();
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canvas->draw();
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canvas->sync();
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canvas->sync();
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//Clear previous shape path
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/* Clear the previous shape path and Prepare a new shape path.
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pshape1->clear();
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You can call clear() to explicitly clear path data. */
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pshape1->rect(0, 0, 300, 300, 0.1);
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pshape1->rect(0, 0, 300, 300, 0.1);
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//Prepapre for drawing
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//Prepapre for drawing (this may work asynchronously)
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pshape1->update();
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pshape1->update();
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//Draw frame 2
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//Draw second frame
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canvas->draw();
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canvas->draw();
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canvas->sync();
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canvas->sync();
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//Explicitly clear all retained paint nodes.
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canvas->clear();
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//Terminate TizenVG Engine
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//Terminate TizenVG Engine
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tvg::Engine::term();
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tvg::Engine::term();
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}
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}
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