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ParaEngineClient
PaintEngine
qbrush.h
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#pragma once
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#include "qmatrix.h"
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#include "qtransform.h"
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#include "TextureEntity.h"
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namespace
ParaEngine
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{
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class
QBrushData;
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class
QBrush
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{
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public
:
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QBrush
();
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QBrush
(BrushStyle bs);
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QBrush
(
const
Color
&color, BrushStyle bs = SolidPattern);
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QBrush
(
const
Color
&color,
TextureEntity
* pTexture);
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QBrush
(
TextureEntity
* pTexture);
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~
QBrush
();
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inline
BrushStyle style()
const
;
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void
setStyle(BrushStyle);
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inline
const
QMatrix
&matrix()
const
;
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void
setMatrix(
const
QMatrix
&mat);
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inline
QTransform
transform()
const
;
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void
setTransform(
const
QTransform
&);
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TextureEntity
* texture()
const
;
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void
setTexture(
TextureEntity
* pTexture);
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inline
const
Color
&color()
const
;
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void
setColor(
const
Color
&color);
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bool
isOpaque()
const
;
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bool
operator==(
const
QBrush
&b)
const
;
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inline
bool
operator!=(
const
QBrush
&b)
const
{
return
!(operator==(b)); }
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private
:
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void
init(
const
Color
&color, BrushStyle bs);
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BrushStyle m_style;
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Color
m_color;
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QTransform
m_transform;
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asset_ptr<TextureEntity> m_pTexture;
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};
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inline
BrushStyle QBrush::style()
const
{
return
m_style; }
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inline
const
Color
&QBrush::color()
const
{
return
m_color; }
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inline
const
QMatrix
&QBrush::matrix()
const
{
return
m_transform.toAffine(); }
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inline
QTransform
QBrush::transform()
const
{
return
m_transform; }
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}
ParaEngine::TextureEntity
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition:
TextureEntity.h:29
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
ParaEngine::QTransform
Definition:
qtransform.h:14
ParaEngine::QBrush
The QBrush class defines the fill pattern of shapes drawn by CPainter.
Definition:
qbrush.h:11
ParaEngine::QMatrix
Definition:
qmatrix.h:12
ParaEngine::Color
Definition:
ParaColor.h:275
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