mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-08 05:33:36 +00:00
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:
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6b75ce3476
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6 changed files with 46 additions and 127 deletions
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@ -25,18 +25,15 @@
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Shape* pShape = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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//Shape1
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auto shape = tvg::Shape::gen();
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if (canvas->clear() != tvg::Result::Success) return;
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/* Acquire shape pointer to access it again.
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instead, you should consider not to interrupt this pointer life-cycle. */
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pShape = shape.get();
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//Shape
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auto shape = tvg::Shape::gen();
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shape->moveTo(0, -114.5);
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shape->lineTo(54, -5.5);
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@ -52,16 +49,6 @@ void tvgDrawCmds(tvg::Canvas* canvas)
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shape->fill(0, 0, 255, 255);
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shape->stroke(3);
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shape->stroke(255, 255, 255, 255);
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if (canvas->push(move(shape)) != tvg::Result::Success) return;
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update shape directly.
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You can update only necessary properties of this shape,
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while retaining other properties. */
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//Transform Matrix
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tvg::Matrix m = {1, 0, 0, 0, 1, 0, 0, 0, 1};
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@ -97,10 +84,9 @@ void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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m.e13 = progress * 300.0f + 300.0f;
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m.e23 = progress * -100.0f + 300.0f;
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pShape->transform(m);
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shape->transform(m);
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//Update shape for drawing (this may work asynchronously)
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canvas->update(pShape);
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canvas->push(move(shape));
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}
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@ -120,7 +106,7 @@ void tvgSwTest(uint32_t* buffer)
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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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tvgDrawCmds(swCanvas.get());
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tvgUpdateCmds(swCanvas.get(), 0);
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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@ -159,7 +145,7 @@ void initGLview(Evas_Object *obj)
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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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tvgDrawCmds(glCanvas.get());
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tvgUpdateCmds(glCanvas.get(), 0);
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}
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void drawGLview(Evas_Object *obj)
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@ -25,7 +25,6 @@
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Shape* pShape = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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{
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@ -119,11 +118,9 @@ void tvgDrawCmds(tvg::Canvas* canvas)
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fill5->linear(150, 450, 450, 750);
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fill5->colorStops(colorStops3, 2);
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shape5->fill(move(fill5));
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pShape = shape5.get();
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shape5->scale(0.8);
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if (canvas->push(move(shape5)) != tvg::Result::Success) return;
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pShape->scale(0.8);
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if (canvas->update(pShape) != tvg::Result::Success) return;
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}
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@ -25,21 +25,15 @@
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Shape* pShape = nullptr;
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tvg::Shape* pShape2 = nullptr;
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tvg::Shape* pShape3 = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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if (canvas->clear() != tvg::Result::Success) return;
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//Shape1
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auto shape = tvg::Shape::gen();
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/* Acquire shape pointer to access it again.
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instead, you should consider not to interrupt this pointer life-cycle. */
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pShape = shape.get();
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shape->appendRect(-285, -300, 200, 200, 0, 0);
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shape->appendRect(-185, -200, 300, 300, 100, 100);
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shape->appendCircle(115, 100, 100, 100);
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@ -58,11 +52,15 @@ void tvgDrawCmds(tvg::Canvas* canvas)
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fill->colorStops(colorStops, 3);
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shape->fill(move(fill));
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shape->translate(385, 400);
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//Update Shape1
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shape->scale(1 - 0.75 * progress);
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shape->rotate(360 * progress);
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if (canvas->push(move(shape)) != tvg::Result::Success) return;
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//Shape2
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auto shape2 = tvg::Shape::gen();
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pShape2 = shape2.get();
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shape2->appendRect(-50, -50, 100, 100, 0, 0);
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shape2->translate(400, 400);
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@ -77,12 +75,14 @@ void tvgDrawCmds(tvg::Canvas* canvas)
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fill2->colorStops(colorStops2, 2);
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shape2->fill(move(fill2));
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shape2->rotate(360 * progress);
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shape2->translate(400 + progress * 300, 400);
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if (canvas->push(move(shape2)) != tvg::Result::Success) return;
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//Shape3
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auto shape3 = tvg::Shape::gen();
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pShape3 = shape3.get();
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/* Look, how shape3's origin is different with shape2
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The center of the shape is the anchor point for transformation. */
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shape3->appendRect(100, 100, 150, 100, 20, 20);
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@ -102,33 +102,12 @@ void tvgDrawCmds(tvg::Canvas* canvas)
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shape3->fill(move(fill3));
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shape3->translate(400, 400);
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if (canvas->push(move(shape3)) != tvg::Result::Success) return;
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update shape directly.
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You can update only necessary properties of this shape,
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while retaining other properties. */
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//Update Shape1
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pShape->scale(1 - 0.75 * progress);
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pShape->rotate(360 * progress);
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//Update shape for drawing (this may work asynchronously)
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if (canvas->update(pShape) != tvg::Result::Success) return;
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//Update Shape2
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pShape2->rotate(360 * progress);
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pShape2->translate(400 + progress * 300, 400);
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if (canvas->update(pShape2) != tvg::Result::Success) return;
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//Update Shape3
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pShape3->rotate(-360 * progress);
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pShape3->scale(0.5 + progress);
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if (canvas->update(pShape3) != tvg::Result::Success) return;
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shape3->rotate(-360 * progress);
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shape3->scale(0.5 + progress);
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if (canvas->push(move(shape3)) != tvg::Result::Success) return;
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}
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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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tvgDrawCmds(swCanvas.get());
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tvgUpdateCmds(swCanvas.get(), 0);
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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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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tvgDrawCmds(glCanvas.get());
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tvgUpdateCmds(glCanvas.get(), 0);
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}
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void drawGLview(Evas_Object *obj)
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Scene* pScene1 = nullptr;
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tvg::Scene* pScene2 = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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if (canvas->clear() != tvg::Result::Success) return;
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//Create a Scene1
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auto scene = tvg::Scene::gen();
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pScene1 = scene.get();
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scene->reserve(3); //reserve 3 shape nodes (optional)
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//Prepare Round Rectangle (Scene1)
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scene->translate(350, 350);
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scene->scale(0.5);
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scene->rotate(360 * progress);
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//Create Scene2
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auto scene2 = tvg::Scene::gen();
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pScene2 = scene2.get();
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scene2->reserve(2); //reserve 2 shape nodes (optional)
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//Star (Scene2)
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scene2->push(move(shape5));
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scene2->translate(500, 350);
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scene2->rotate(360 * progress);
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//Push scene2 onto the scene
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scene->push(move(scene2));
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canvas->push(move(scene));
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update scene directly.
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You can update only necessary properties of this scene,
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while retaining other properties. */
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pScene1->rotate(360 * progress);
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pScene2->rotate(360 * progress);
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//Update shape for drawing (this may work asynchronously)
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canvas->update(pScene1);
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}
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/************************************************************************/
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/* Sw Engine Test Code */
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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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tvgDrawCmds(swCanvas.get());
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tvgUpdateCmds(swCanvas.get(), 0);
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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@ -183,7 +168,7 @@ void initGLview(Evas_Object *obj)
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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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tvgDrawCmds(glCanvas.get());
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tvgUpdateCmds(glCanvas.get(), 0);
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}
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void drawGLview(Evas_Object *obj)
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@ -110,7 +110,6 @@ void tvgUpdateCmds(tvg::Canvas* canvas)
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canvas->push(unique_ptr<tvg::Shape>((tvg::Shape*)paints[1]));
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canvas->push(unique_ptr<tvg::Shape>((tvg::Shape*)paints[2]));
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break;
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}
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++order;
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Shape* pShape = nullptr;
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tvg::Shape* pShape2 = nullptr;
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tvg::Shape* pShape3 = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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if (canvas->clear() != tvg::Result::Success) return;
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//Shape1
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auto shape = tvg::Shape::gen();
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/* Acquire shape pointer to access it again.
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instead, you should consider not to interrupt this pointer life-cycle. */
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pShape = shape.get();
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shape->appendRect(-285, -300, 200, 200, 0, 0);
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shape->appendRect(-185, -200, 300, 300, 100, 100);
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shape->appendCircle(115, 100, 100, 100);
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shape->appendCircle(115, 200, 170, 100);
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shape->fill(255, 255, 255, 255);
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shape->translate(385, 400);
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shape->scale(1 - 0.75 * progress);
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shape->rotate(360 * progress);
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if (canvas->push(move(shape)) != tvg::Result::Success) return;
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//Shape2
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auto shape2 = tvg::Shape::gen();
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pShape2 = shape2.get();
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shape2->appendRect(-50, -50, 100, 100, 0, 0);
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shape2->fill(0, 255, 255, 255);
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shape2->translate(400, 400);
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shape2->rotate(360 * progress);
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shape2->translate(400 + progress * 300, 400);
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if (canvas->push(move(shape2)) != tvg::Result::Success) return;
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//Shape3
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auto shape3 = tvg::Shape::gen();
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pShape3 = shape3.get();
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/* Look, how shape3's origin is different with shape2
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The center of the shape is the anchor point for transformation. */
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shape3->appendRect(100, 100, 150, 50, 20, 20);
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shape3->fill(255, 0, 255, 255);
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shape3->translate(400, 400);
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shape3->rotate(-360 * progress);
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shape3->scale(0.5 + progress);
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if (canvas->push(move(shape3)) != tvg::Result::Success) return;
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update shape directly.
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You can update only necessary properties of this shape,
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while retaining other properties. */
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//Update Shape1
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pShape->scale(1 - 0.75 * progress);
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pShape->rotate(360 * progress);
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//Update shape for drawing (this may work asynchronously)
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if (canvas->update(pShape) != tvg::Result::Success) return;
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//Update Shape2
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pShape2->rotate(360 * progress);
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pShape2->translate(400 + progress * 300, 400);
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if (canvas->update(pShape2) != tvg::Result::Success) return;
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//Update Shape3
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pShape3->rotate(-360 * progress);
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pShape3->scale(0.5 + progress);
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if (canvas->update(pShape3) != tvg::Result::Success) return;
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}
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/************************************************************************/
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/* Sw Engine Test Code */
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@ -111,7 +84,7 @@ void tvgSwTest(uint32_t* buffer)
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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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tvgDrawCmds(swCanvas.get());
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tvgUpdateCmds(swCanvas.get(), 0);
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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@ -150,7 +123,7 @@ void initGLview(Evas_Object *obj)
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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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tvgDrawCmds(glCanvas.get());
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tvgUpdateCmds(glCanvas.get(), 0);
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}
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void drawGLview(Evas_Object *obj)
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