My Project
PaintEngineRaster.h
1 #pragma once
2 #include "ParaRegion.h"
3 #include "qtransform.h"
4 #include "PaintEngine.h"
5 
6 namespace ParaEngine
7 {
8  class CPaintDevice;
9  class CPaintEngineState;
10  class CFontEngine;
11  class CPainter;
12  class CLineF;
13  class CLine;
14  class CPainterPath;
15  class CPainterState;
16  class CPolygonF;
17  struct TextureEntity;
18  class CTextItem;
19 
23  {
24  public:
26  virtual ~CPaintEngineRaster();
27 
30  public:
31  virtual bool begin(CPaintDevice *pdev);
32  virtual bool end();
33 
34  virtual void updateState(const CPaintEngineState &state);
35  virtual void drawPixmap(const QRectF &r, const TextureEntity &pm, const QRectF &sr);
36 
37  protected:
38  friend class CPainter;
39  };
40 }
41 
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
software renderer
Definition: PaintEngineRaster.h:22
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ParaRect.h:517
base class for a surface to paint to.
Definition: Painter.h:38
The CPaintEngine class provides an abstract definition of how CPainter draws to a given device on a g...
Definition: PaintEngine.h:34
base class for a surface to paint to.
Definition: PaintDevice.h:10
painter state, such as selected pen, brush, etc.
Definition: PaintEngine.h:178
static CPaintEngineRaster * GetInstance()
this is actually thread local instance
Definition: PaintEngineRaster.cpp:26