Break out material handling into dedicated class.
This commit is contained in:
parent
fc44c4c623
commit
73051a5f27
17 changed files with 221 additions and 153 deletions
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@ -34,6 +34,7 @@ public:
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&& (mScaleY == rhs.mScaleY)
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&& (mScaleZ == rhs.mScaleZ);
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}
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bool operator!=(const Transform& rhs) const
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{
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return !operator==(rhs);
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@ -80,30 +80,32 @@ void DirectX2dPainter::paintRect(SceneModel* model)
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const auto max_y = static_cast<float>(loc.getY() + rect->getHeight() * scale_y);
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D2D1_RECT_F d2d_rect{ min_x, max_y, max_x, min_y };
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const auto material = model->getSolidMaterial();
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if (rect->getRadius() == 0.0)
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{
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if (model->hasFillColor())
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if (material.hasFillColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getFillColor()));
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mSolidBrush->SetColor(toD2dColor(material.getFillColor()));
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rt->FillRectangle(d2d_rect, mSolidBrush.Get());
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}
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if (model->hasOutlineColor())
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if (material.hasStrokeColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getOutlineColor()));
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mSolidBrush->SetColor(toD2dColor(material.getStrokeColor()));
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rt->DrawRectangle(d2d_rect, mSolidBrush.Get(), 1.0f);
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}
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}
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else
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{
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D2D1_ROUNDED_RECT rounded_rect{ d2d_rect , static_cast<float>(rect->getRadius()), static_cast<float>(rect->getRadius()) };
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if (model->hasFillColor())
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if (material.hasFillColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getFillColor()));
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mSolidBrush->SetColor(toD2dColor(material.getFillColor()));
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rt->FillRoundedRectangle(rounded_rect, mSolidBrush.Get());
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}
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if (model->hasOutlineColor())
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if (material.hasStrokeColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getOutlineColor()));
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mSolidBrush->SetColor(toD2dColor(material.getStrokeColor()));
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rt->DrawRoundedRectangle(rounded_rect, mSolidBrush.Get(), 1.0f);
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}
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}
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@ -122,15 +124,16 @@ void DirectX2dPainter::paintCircle(SceneModel* model)
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D2D1_POINT_2F d2d_centre{ static_cast<float>(loc.getX()), static_cast<float>(loc.getY()) };
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D2D1_ELLIPSE ellipse{ d2d_centre, static_cast<float>(radius), static_cast<float>(radiusy) };
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const auto material = model->getSolidMaterial();
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auto rt = mD2dInterface->getRenderTarget();
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if (model->hasFillColor())
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if (material.hasFillColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getFillColor()));
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mSolidBrush->SetColor(toD2dColor(material.getFillColor()));
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rt->FillEllipse(ellipse, mSolidBrush.Get());
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}
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if (model->hasOutlineColor())
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if (material.hasStrokeColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getOutlineColor()));
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mSolidBrush->SetColor(toD2dColor(material.getStrokeColor()));
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rt->DrawEllipse(ellipse, mSolidBrush.Get(), 1.0f);
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}
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}
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@ -164,14 +167,15 @@ void DirectX2dPainter::paintLine(SceneModel* model)
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D2D1_MATRIX_3X2_F translation = D2D1::Matrix3x2F::Translation(static_cast<float>(loc.getX()), static_cast<float>(loc.getY()));
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rt->SetTransform(translation);
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if (model->hasFillColor())
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const auto material = model->getSolidMaterial();
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if (material.hasFillColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getFillColor()));
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mSolidBrush->SetColor(toD2dColor(material.getFillColor()));
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rt->FillGeometry(path_geom.Get(), mSolidBrush.Get());
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}
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if (model->hasOutlineColor())
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if (material.hasStrokeColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getOutlineColor()));
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mSolidBrush->SetColor(toD2dColor(material.getStrokeColor()));
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rt->DrawGeometry(path_geom.Get(), mSolidBrush.Get(), 1.0f);
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}
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@ -231,14 +235,15 @@ void DirectX2dPainter::paintPath(SceneModel* model)
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D2D1_MATRIX_3X2_F translation = D2D1::Matrix3x2F::Translation(static_cast<float>(loc.getX()), static_cast<float>(loc.getY()));
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rt->SetTransform(translation);
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if (model->hasFillColor())
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const auto material = model->getSolidMaterial();
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if (material.hasFillColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getFillColor()));
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mSolidBrush->SetColor(toD2dColor(material.getFillColor()));
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rt->FillGeometry(path_geom.Get(), mSolidBrush.Get());
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}
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if (model->hasOutlineColor())
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if (material.hasStrokeColor())
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{
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mSolidBrush->SetColor(toD2dColor(model->getOutlineColor()));
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mSolidBrush->SetColor(toD2dColor(material.getStrokeColor()));
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rt->DrawGeometry(path_geom.Get(), mSolidBrush.Get(), 1.0f);
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}
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@ -24,7 +24,7 @@ void DirectXMesh::update(DrawingContext* context, ID3D12Device* device)
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const auto width = float(context->getSurface()->getWidth());
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const auto height = float(context->getSurface()->getHeight());
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auto model_color = mModel->getFillColor().getAsVectorDouble();
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auto model_color = mModel->getSolidMaterial().getFillColor().getAsVectorDouble();
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std::vector<float> color = { float(model_color[0]), float(model_color[1]), float(model_color[2]), float(model_color[3]) };
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auto transform = mModel->getTransform();
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@ -45,7 +45,7 @@ void DirectXTextPainter::updateTextFormat(SceneText* text)
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mTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
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mTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
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mTextBrush->SetColor(toD2dColor(text->getFillColor()));
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mTextBrush->SetColor(toD2dColor(text->getSolidMaterial().getFillColor()));
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}
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D2D1::ColorF DirectXTextPainter::toD2dColor(const Color& color)
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@ -0,0 +1,78 @@
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#include "BasicMaterial.h"
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#include "MaterialNode.h"
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BasicMaterial::BasicMaterial()
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: mFillColor(Color(255, 255, 255)),
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mStrokeColor(Color(0, 0, 0))
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{
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}
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BasicMaterial::~BasicMaterial()
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{
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}
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const Color& BasicMaterial::getFillColor() const
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{
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return mFillColor;
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}
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const Color& BasicMaterial::getStrokeColor() const
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{
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return mStrokeColor;
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}
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double BasicMaterial::getStrokeThickness() const
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{
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return mStrokeThickness;
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}
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bool BasicMaterial::hasFillColor() const
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{
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return mHasFillColor;
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}
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bool BasicMaterial::hasStrokeColor() const
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{
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return mHasStrokeColor;
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}
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bool BasicMaterial::setHasStrokeColor(bool hasStroke)
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{
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const auto updated = mHasStrokeColor != hasStroke;
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mHasStrokeColor = hasStroke;
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return updated;
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}
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bool BasicMaterial::setHasFillColor(bool hasFill)
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{
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const auto updated = mHasFillColor != hasFill;
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mHasFillColor = hasFill;
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return updated;
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}
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bool BasicMaterial::setFillColor(const Color& color)
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{
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mHasFillColor = true;
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const auto updated = mFillColor != color;
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mFillColor = color;
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return updated;
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}
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bool BasicMaterial::setStrokeColor(const Color& color)
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{
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mHasStrokeColor = true;
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const auto updated = mStrokeColor != color;
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mStrokeColor = color;
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return updated;
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}
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bool BasicMaterial::setStrokeThickness(double thickness)
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{
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const auto updated = mStrokeThickness != thickness;
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mStrokeThickness = thickness;
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return updated;
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}
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@ -0,0 +1,49 @@
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#pragma once
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#include "Material.h"
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#include "Color.h"
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class BasicMaterial : public Material
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{
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public:
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BasicMaterial();
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virtual ~BasicMaterial();
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const Color& getFillColor() const;
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const Color& getStrokeColor() const;
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double getStrokeThickness() const;
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bool hasFillColor() const;
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bool hasStrokeColor() const;
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bool setHasStrokeColor(bool hasStroke);
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bool setHasFillColor(bool hasFill);
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bool setFillColor(const Color& color);
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bool setStrokeColor(const Color& color);
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bool setStrokeThickness(double thickness);
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bool operator==(const BasicMaterial& rhs) const
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{
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return (mHasFillColor == rhs.mHasFillColor)
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&& (mHasStrokeColor == rhs.mHasStrokeColor)
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&& (mFillColor == rhs.mFillColor)
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&& (mStrokeColor == rhs.mStrokeColor)
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&& (mStrokeThickness == rhs.mStrokeThickness);
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}
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bool operator!=(const BasicMaterial& rhs) const
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{
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return !operator==(rhs);
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}
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private:
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bool mHasFillColor{ false };
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bool mHasStrokeColor{ true };
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Color mFillColor;
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Color mStrokeColor;
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double mStrokeThickness{ 1.0 };
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};
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@ -0,0 +1,12 @@
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#pragma once
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class Material
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{
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public:
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enum class Type
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{
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Basic
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};
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virtual ~Material() = default;
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};
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@ -55,16 +55,7 @@ void GeometryNode::updateMaterial()
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return;
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}
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if (mHasFillColor)
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{
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mBackgroundItem->setFillColor(mFillColor);
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}
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if (mHasStrokeColor && mStrokeThickness > 0)
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{
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mBackgroundItem->setOutlineColor(mStrokeColor);
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mBackgroundItem->setOutlineThickness(mStrokeThickness);
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}
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mBackgroundItem->updateSolidMaterial(*mMaterial);
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}
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void GeometryNode::update(SceneInfo* sceneInfo)
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@ -137,7 +137,7 @@ void GridNode::update(SceneInfo*)
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if (mMaterialIsDirty)
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{
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mOutlineModel->setFillColor(mStrokeColor);
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mOutlineModel->updateSolidMaterial(*mMaterial);
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mMaterialIsDirty = false;
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}
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@ -2,8 +2,7 @@
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MaterialNode::MaterialNode(const Transform& transform)
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: AbstractVisualNode(transform),
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mFillColor(Color(255, 255, 255)),
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mStrokeColor(Color(0, 0, 0))
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mMaterial(std::make_unique<BasicMaterial>())
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{
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}
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@ -13,52 +12,27 @@ MaterialNode::~MaterialNode()
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}
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const Color& MaterialNode::getFillColor() const
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const BasicMaterial* MaterialNode::getMaterial() const
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{
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return mFillColor;
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}
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const Color& MaterialNode::getStrokeColor() const
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{
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return mStrokeColor;
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return mMaterial.get();
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}
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void MaterialNode::setHasStrokeColor(bool hasStroke)
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{
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if (mHasStrokeColor != hasStroke)
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{
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mHasStrokeColor = hasStroke;
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mMaterialIsDirty = true;
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}
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mMaterialIsDirty = mMaterial->setHasStrokeColor(hasStroke);
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}
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void MaterialNode::setHasFillColor(bool hasFill)
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{
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if (mHasFillColor != hasFill)
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{
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mHasFillColor = hasFill;
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mMaterialIsDirty = true;
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}
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mMaterialIsDirty = mMaterial->setHasFillColor(hasFill);
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}
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void MaterialNode::setFillColor(const Color& color)
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{
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mHasFillColor = true;
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if (mFillColor != color)
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{
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mMaterialIsDirty = true;
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mFillColor = color;
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}
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mMaterialIsDirty = mMaterial->setFillColor(color);
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}
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void MaterialNode::setStrokeColor(const Color& color)
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void MaterialNode::setStrokeColor(const Color& color)
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{
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mHasStrokeColor = true;
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if (mStrokeColor != color)
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{
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mMaterialIsDirty = true;
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mStrokeColor = color;
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}
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mMaterialIsDirty = mMaterial->setStrokeColor(color);
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}
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@ -1,8 +1,7 @@
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#pragma once
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#include "AbstractVisualNode.h"
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#include "Color.h"
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#include "BasicMaterial.h"
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class MaterialNode : public AbstractVisualNode
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{
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MaterialNode(const Transform& transform);
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virtual ~MaterialNode();
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const Color& getFillColor() const;
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const Color& getStrokeColor() const;
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const BasicMaterial* getMaterial() const;
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void setHasStrokeColor(bool hasStroke);
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void setHasFillColor(bool hasFill);
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void setFillColor(const Color& color);
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void setStrokeColor(const Color& color);
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protected:
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bool mHasFillColor{ false };
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bool mHasStrokeColor{ true };
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Color mFillColor;
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Color mStrokeColor;
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std::unique_ptr<BasicMaterial> mMaterial;
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bool mMaterialIsDirty{true};
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};
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@ -88,7 +88,7 @@ void MeshNode::update(SceneInfo*)
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if (mMaterialIsDirty)
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{
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mModel->setFillColor(mFillColor);
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mModel->updateSolidMaterial(*mMaterial);
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mMaterialIsDirty = false;
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}
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}
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@ -175,7 +175,7 @@ void TextNode::update(SceneInfo* sceneInfo)
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if (mMaterialIsDirty)
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{
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mTextItem->setFillColor(mFillColor);
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mTextItem->updateSolidMaterial(*mMaterial);
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mMaterialIsDirty = false;
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}
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}
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@ -10,14 +10,21 @@ SceneItem::~SceneItem()
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}
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const Color& SceneItem::getFillColor() const
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const Material* SceneItem::getMaterial() const
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{
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return mFillColor;
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if (mMaterial)
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{
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return mMaterial.get();
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}
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else
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{
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return &mSolidMaterial;
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}
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}
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const Color& SceneItem::getOutlineColor() const
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const BasicMaterial& SceneItem::getSolidMaterial() const
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{
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return mOutlineColor;
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return mSolidMaterial;
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}
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const Transform& SceneItem::getTransform() const
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@ -30,53 +37,22 @@ const std::string& SceneItem::getName() const
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return mName;
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}
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double SceneItem::getOutlineThickness() const
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{
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return mOutlineThickness;
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}
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bool SceneItem::isVisible() const
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{
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return mIsVisible;
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}
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bool SceneItem::hasFillColor() const
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{
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return mHasFillColor;
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}
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bool SceneItem::hasOutlineColor() const
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{
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return mHasOutlineColor;
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}
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void SceneItem::setIsVisible(bool isVisible)
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{
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mIsVisible = isVisible;
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}
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void SceneItem::setOutlineThickness(double thickness)
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void SceneItem::updateSolidMaterial(const BasicMaterial& material)
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{
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mOutlineThickness = thickness;
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}
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void SceneItem::setFillColor(const Color& color)
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{
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if (!mHasFillColor || mFillColor != color)
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if (mSolidMaterial != material)
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{
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mColorIsDirty = true;
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mFillColor = color;
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mHasFillColor = true;
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}
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}
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void SceneItem::setOutlineColor(const Color& color)
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{
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if (!mHasOutlineColor || mOutlineColor != color)
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{
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mColorIsDirty = true;
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mOutlineColor = color;
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mHasOutlineColor = true;
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mMaterialIsDirty = true;
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mSolidMaterial = material;
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}
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include "Color.h"
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#include "BasicMaterial.h"
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#include "Transform.h"
|
||||
|
||||
#include <string>
|
||||
|
@ -20,47 +20,34 @@ public:
|
|||
|
||||
virtual ~SceneItem();
|
||||
|
||||
const Color& getFillColor() const;
|
||||
const Material* getMaterial() const;
|
||||
|
||||
const Color& getOutlineColor() const;
|
||||
const BasicMaterial& getSolidMaterial() const;
|
||||
|
||||
const Transform& getTransform() const;
|
||||
|
||||
virtual Type getType() const = 0;
|
||||
|
||||
double getOutlineThickness() const;
|
||||
|
||||
const std::string& getName() const;
|
||||
|
||||
bool hasFillColor() const;
|
||||
|
||||
bool hasOutlineColor() const;
|
||||
|
||||
bool isVisible() const;
|
||||
|
||||
void setIsVisible(bool isVisible);
|
||||
|
||||
void setOutlineColor(const Color& color);
|
||||
|
||||
void setOutlineThickness(double thickness);
|
||||
|
||||
void setFillColor(const Color& color);
|
||||
|
||||
void setName(const std::string& name);
|
||||
|
||||
void updateSolidMaterial(const BasicMaterial& material);
|
||||
|
||||
void updateTransform(const Transform& transform);
|
||||
|
||||
protected:
|
||||
Transform mTransform;
|
||||
|
||||
bool mHasFillColor{ false };
|
||||
Color mFillColor;
|
||||
BasicMaterial mSolidMaterial;
|
||||
std::unique_ptr<Material> mMaterial;
|
||||
|
||||
bool mHasOutlineColor{ false };
|
||||
Color mOutlineColor;
|
||||
double mOutlineThickness{ 1.0 };
|
||||
bool mMaterialIsDirty{true};
|
||||
|
||||
bool mColorIsDirty{true};
|
||||
bool mTransformIsDirty{true};
|
||||
bool mIsVisible{true};
|
||||
|
||||
|
|
|
@ -77,11 +77,11 @@ void SvgNode::update(SceneInfo* sceneInfo)
|
|||
|
||||
if (mMaterialIsDirty)
|
||||
{
|
||||
if (mHasFillColor)
|
||||
if (mMaterial->hasFillColor())
|
||||
{
|
||||
for (const auto& geom_node : mGeometryNodes)
|
||||
{
|
||||
geom_node->setFillColor(mFillColor);
|
||||
geom_node->setFillColor(mMaterial->getFillColor());
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -92,11 +92,11 @@ void SvgNode::update(SceneInfo* sceneInfo)
|
|||
}
|
||||
}
|
||||
|
||||
if (mHasStrokeColor)
|
||||
if (mMaterial->hasStrokeColor())
|
||||
{
|
||||
for (const auto& geom_node : mGeometryNodes)
|
||||
{
|
||||
geom_node->setStrokeColor(mStrokeColor);
|
||||
geom_node->setStrokeColor(mMaterial->getStrokeColor());
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -74,7 +74,7 @@ void SvgPainter::paintMesh(SvgDocument* document, SceneModel* model, bool showOu
|
|||
count++;
|
||||
}
|
||||
svg_tri->setPoints(points);
|
||||
svg_tri->setFill(model->getFillColor());
|
||||
svg_tri->setFill(model->getSolidMaterial().getFillColor());
|
||||
document->getRoot()->addChild(std::move(svg_tri));
|
||||
|
||||
if (showOutline)
|
||||
|
@ -92,12 +92,13 @@ void SvgPainter::paintMesh(SvgDocument* document, SceneModel* model, bool showOu
|
|||
|
||||
void SvgPainter::setStyle(SceneModel* model, SvgShapeElement* element) const
|
||||
{
|
||||
auto transform = model->getTransform();
|
||||
const auto transform = model->getTransform();
|
||||
const auto material = model->getSolidMaterial();
|
||||
|
||||
if (model->hasFillColor())
|
||||
if (material.hasFillColor())
|
||||
{
|
||||
element->setFill(model->getFillColor());
|
||||
auto opacity = static_cast<float>(model->getFillColor().getAlpha());
|
||||
element->setFill(material.getFillColor());
|
||||
auto opacity = static_cast<float>(material.getFillColor().getAlpha());
|
||||
if (opacity != 1.0)
|
||||
{
|
||||
element->setFillOpacity(opacity);
|
||||
|
@ -108,10 +109,10 @@ void SvgPainter::setStyle(SceneModel* model, SvgShapeElement* element) const
|
|||
element->setNoFill();
|
||||
}
|
||||
|
||||
if (model->hasOutlineColor())
|
||||
if (material.hasStrokeColor())
|
||||
{
|
||||
element->setStrokeColor(model->getOutlineColor());
|
||||
element->setStrokeWidth(model->getOutlineThickness());
|
||||
element->setStrokeColor(material.getStrokeColor());
|
||||
element->setStrokeWidth(material.getStrokeThickness());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -195,8 +196,9 @@ void SvgPainter::paintText(SvgDocument* document, SceneText* text) const
|
|||
svg_text->setLocation(loc);
|
||||
|
||||
svg_text->setFontFamily(text->getTextData().mFont.getFaceName());
|
||||
svg_text->setFill(text->getFillColor());
|
||||
auto opacity = static_cast<float>(text->getFillColor().getAlpha());
|
||||
|
||||
svg_text->setFill(text->getSolidMaterial().getFillColor());
|
||||
auto opacity = static_cast<float>(text->getSolidMaterial().getFillColor().getAlpha());
|
||||
if (opacity != 1.0)
|
||||
{
|
||||
svg_text->setFillOpacity(opacity);
|
||||
|
|
Loading…
Reference in a new issue