examples: revise examples

remove the show-cases that accessing the raw memory from the unique_ptr

we don't like to use those cases without any inevitable excuse.
This commit is contained in:
Hermet Park 2021-06-10 12:44:20 +09:00 committed by Hermet Park
parent 6b75ce3476
commit ea8d26a681
6 changed files with 46 additions and 127 deletions

View file

@ -25,18 +25,15 @@
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Shape* pShape = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
//Shape1
auto shape = tvg::Shape::gen();
if (canvas->clear() != tvg::Result::Success) return;
/* Acquire shape pointer to access it again.
instead, you should consider not to interrupt this pointer life-cycle. */
pShape = shape.get();
//Shape
auto shape = tvg::Shape::gen();
shape->moveTo(0, -114.5);
shape->lineTo(54, -5.5);
@ -52,16 +49,6 @@ void tvgDrawCmds(tvg::Canvas* canvas)
shape->fill(0, 0, 255, 255);
shape->stroke(3);
shape->stroke(255, 255, 255, 255);
if (canvas->push(move(shape)) != tvg::Result::Success) return;
}
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
/* Update shape directly.
You can update only necessary properties of this shape,
while retaining other properties. */
//Transform Matrix
tvg::Matrix m = {1, 0, 0, 0, 1, 0, 0, 0, 1};
@ -97,10 +84,9 @@ void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
m.e13 = progress * 300.0f + 300.0f;
m.e23 = progress * -100.0f + 300.0f;
pShape->transform(m);
shape->transform(m);
//Update shape for drawing (this may work asynchronously)
canvas->update(pShape);
canvas->push(move(shape));
}
@ -120,7 +106,7 @@ void tvgSwTest(uint32_t* buffer)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
tvgUpdateCmds(swCanvas.get(), 0);
}
void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
@ -159,7 +145,7 @@ void initGLview(Evas_Object *obj)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
tvgUpdateCmds(glCanvas.get(), 0);
}
void drawGLview(Evas_Object *obj)

View file

@ -25,7 +25,6 @@
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Shape* pShape = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
{
@ -119,11 +118,9 @@ void tvgDrawCmds(tvg::Canvas* canvas)
fill5->linear(150, 450, 450, 750);
fill5->colorStops(colorStops3, 2);
shape5->fill(move(fill5));
pShape = shape5.get();
shape5->scale(0.8);
if (canvas->push(move(shape5)) != tvg::Result::Success) return;
pShape->scale(0.8);
if (canvas->update(pShape) != tvg::Result::Success) return;
}

View file

@ -25,21 +25,15 @@
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Shape* pShape = nullptr;
tvg::Shape* pShape2 = nullptr;
tvg::Shape* pShape3 = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
if (canvas->clear() != tvg::Result::Success) return;
//Shape1
auto shape = tvg::Shape::gen();
/* Acquire shape pointer to access it again.
instead, you should consider not to interrupt this pointer life-cycle. */
pShape = shape.get();
shape->appendRect(-285, -300, 200, 200, 0, 0);
shape->appendRect(-185, -200, 300, 300, 100, 100);
shape->appendCircle(115, 100, 100, 100);
@ -58,11 +52,15 @@ void tvgDrawCmds(tvg::Canvas* canvas)
fill->colorStops(colorStops, 3);
shape->fill(move(fill));
shape->translate(385, 400);
//Update Shape1
shape->scale(1 - 0.75 * progress);
shape->rotate(360 * progress);
if (canvas->push(move(shape)) != tvg::Result::Success) return;
//Shape2
auto shape2 = tvg::Shape::gen();
pShape2 = shape2.get();
shape2->appendRect(-50, -50, 100, 100, 0, 0);
shape2->translate(400, 400);
@ -77,12 +75,14 @@ void tvgDrawCmds(tvg::Canvas* canvas)
fill2->colorStops(colorStops2, 2);
shape2->fill(move(fill2));
shape2->rotate(360 * progress);
shape2->translate(400 + progress * 300, 400);
if (canvas->push(move(shape2)) != tvg::Result::Success) return;
//Shape3
auto shape3 = tvg::Shape::gen();
pShape3 = shape3.get();
/* Look, how shape3's origin is different with shape2
The center of the shape is the anchor point for transformation. */
shape3->appendRect(100, 100, 150, 100, 20, 20);
@ -102,33 +102,12 @@ void tvgDrawCmds(tvg::Canvas* canvas)
shape3->fill(move(fill3));
shape3->translate(400, 400);
if (canvas->push(move(shape3)) != tvg::Result::Success) return;
}
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
/* Update shape directly.
You can update only necessary properties of this shape,
while retaining other properties. */
//Update Shape1
pShape->scale(1 - 0.75 * progress);
pShape->rotate(360 * progress);
//Update shape for drawing (this may work asynchronously)
if (canvas->update(pShape) != tvg::Result::Success) return;
//Update Shape2
pShape2->rotate(360 * progress);
pShape2->translate(400 + progress * 300, 400);
if (canvas->update(pShape2) != tvg::Result::Success) return;
//Update Shape3
pShape3->rotate(-360 * progress);
pShape3->scale(0.5 + progress);
if (canvas->update(pShape3) != tvg::Result::Success) return;
shape3->rotate(-360 * progress);
shape3->scale(0.5 + progress);
if (canvas->push(move(shape3)) != tvg::Result::Success) return;
}
@ -148,7 +127,7 @@ void tvgSwTest(uint32_t* buffer)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
tvgUpdateCmds(swCanvas.get(), 0);
}
void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
@ -187,7 +166,7 @@ void initGLview(Evas_Object *obj)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
tvgUpdateCmds(glCanvas.get(), 0);
}
void drawGLview(Evas_Object *obj)

View file

@ -25,16 +25,15 @@
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Scene* pScene1 = nullptr;
tvg::Scene* pScene2 = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
if (canvas->clear() != tvg::Result::Success) return;
//Create a Scene1
auto scene = tvg::Scene::gen();
pScene1 = scene.get();
scene->reserve(3); //reserve 3 shape nodes (optional)
//Prepare Round Rectangle (Scene1)
@ -59,10 +58,10 @@ void tvgDrawCmds(tvg::Canvas* canvas)
scene->translate(350, 350);
scene->scale(0.5);
scene->rotate(360 * progress);
//Create Scene2
auto scene2 = tvg::Scene::gen();
pScene2 = scene2.get();
scene2->reserve(2); //reserve 2 shape nodes (optional)
//Star (Scene2)
@ -104,6 +103,7 @@ void tvgDrawCmds(tvg::Canvas* canvas)
scene2->push(move(shape5));
scene2->translate(500, 350);
scene2->rotate(360 * progress);
//Push scene2 onto the scene
scene->push(move(scene2));
@ -112,21 +112,6 @@ void tvgDrawCmds(tvg::Canvas* canvas)
canvas->push(move(scene));
}
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
/* Update scene directly.
You can update only necessary properties of this scene,
while retaining other properties. */
pScene1->rotate(360 * progress);
pScene2->rotate(360 * progress);
//Update shape for drawing (this may work asynchronously)
canvas->update(pScene1);
}
/************************************************************************/
/* Sw Engine Test Code */
@ -144,7 +129,7 @@ void tvgSwTest(uint32_t* buffer)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
tvgUpdateCmds(swCanvas.get(), 0);
}
void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
@ -183,7 +168,7 @@ void initGLview(Evas_Object *obj)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
tvgUpdateCmds(glCanvas.get(), 0);
}
void drawGLview(Evas_Object *obj)

View file

@ -110,7 +110,6 @@ void tvgUpdateCmds(tvg::Canvas* canvas)
canvas->push(unique_ptr<tvg::Shape>((tvg::Shape*)paints[1]));
canvas->push(unique_ptr<tvg::Shape>((tvg::Shape*)paints[2]));
break;
}
++order;

View file

@ -25,75 +25,48 @@
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Shape* pShape = nullptr;
tvg::Shape* pShape2 = nullptr;
tvg::Shape* pShape3 = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
if (canvas->clear() != tvg::Result::Success) return;
//Shape1
auto shape = tvg::Shape::gen();
/* Acquire shape pointer to access it again.
instead, you should consider not to interrupt this pointer life-cycle. */
pShape = shape.get();
shape->appendRect(-285, -300, 200, 200, 0, 0);
shape->appendRect(-185, -200, 300, 300, 100, 100);
shape->appendCircle(115, 100, 100, 100);
shape->appendCircle(115, 200, 170, 100);
shape->fill(255, 255, 255, 255);
shape->translate(385, 400);
shape->scale(1 - 0.75 * progress);
shape->rotate(360 * progress);
if (canvas->push(move(shape)) != tvg::Result::Success) return;
//Shape2
auto shape2 = tvg::Shape::gen();
pShape2 = shape2.get();
shape2->appendRect(-50, -50, 100, 100, 0, 0);
shape2->fill(0, 255, 255, 255);
shape2->translate(400, 400);
shape2->rotate(360 * progress);
shape2->translate(400 + progress * 300, 400);
if (canvas->push(move(shape2)) != tvg::Result::Success) return;
//Shape3
auto shape3 = tvg::Shape::gen();
pShape3 = shape3.get();
/* Look, how shape3's origin is different with shape2
The center of the shape is the anchor point for transformation. */
shape3->appendRect(100, 100, 150, 50, 20, 20);
shape3->fill(255, 0, 255, 255);
shape3->translate(400, 400);
shape3->rotate(-360 * progress);
shape3->scale(0.5 + progress);
if (canvas->push(move(shape3)) != tvg::Result::Success) return;
}
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
/* Update shape directly.
You can update only necessary properties of this shape,
while retaining other properties. */
//Update Shape1
pShape->scale(1 - 0.75 * progress);
pShape->rotate(360 * progress);
//Update shape for drawing (this may work asynchronously)
if (canvas->update(pShape) != tvg::Result::Success) return;
//Update Shape2
pShape2->rotate(360 * progress);
pShape2->translate(400 + progress * 300, 400);
if (canvas->update(pShape2) != tvg::Result::Success) return;
//Update Shape3
pShape3->rotate(-360 * progress);
pShape3->scale(0.5 + progress);
if (canvas->update(pShape3) != tvg::Result::Success) return;
}
/************************************************************************/
/* Sw Engine Test Code */
@ -111,7 +84,7 @@ void tvgSwTest(uint32_t* buffer)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
tvgUpdateCmds(swCanvas.get(), 0);
}
void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
@ -150,7 +123,7 @@ void initGLview(Evas_Object *obj)
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
tvgUpdateCmds(glCanvas.get(), 0);
}
void drawGLview(Evas_Object *obj)