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#include "cru/platform/win/win_painter.hpp"
#include "cru/platform/win/d2d_util.hpp"
#include "cru/platform/win/exception.hpp"
#include "cru/platform/win/graph_manager.hpp"
#include "cru/platform/win/win_brush.hpp"
#include "cru/platform/win/win_geometry.hpp"
#include "cru/platform/win/win_native_window.hpp"
#include "cru/platform/win/window_render_target.hpp"
#include <cassert>
namespace cru::platform::win {
WinPainter::WinPainter(WinNativeWindow* window) {
assert(window);
window_ = window;
const auto window_render_target = window_->GetWindowRenderTarget();
render_target_ =
window_render_target->GetGraphManager()->GetD2D1DeviceContext();
window_render_target->SetAsTarget();
render_target_->BeginDraw();
}
WinPainter::~WinPainter() {
if (!IsDisposed()) {
ThrowIfFailed(render_target_->EndDraw());
}
}
Matrix WinPainter::GetTransform() {
D2D1_MATRIX_3X2_F m;
render_target_->GetTransform(&m);
return util::Convert(m);
}
void WinPainter::SetTransform(const Matrix& matrix) {
render_target_->SetTransform(util::Convert(matrix));
}
void WinPainter::StrokeGeometry(Geometry* geometry, Brush* brush, float width) {
assert(!IsDisposed());
const auto g = dynamic_cast<WinGeometry*>(geometry);
assert(g);
const auto b = dynamic_cast<WinBrush*>(brush);
assert(b);
render_target_->DrawGeometry(g->GetNative(), b->GetD2DBrush(), width);
}
void WinPainter::FillGeometry(Geometry* geometry, Brush* brush) {
assert(!IsDisposed());
const auto g = dynamic_cast<WinGeometry*>(geometry);
assert(g);
const auto b = dynamic_cast<WinBrush*>(brush);
assert(b);
render_target_->FillGeometry(g->GetNative(), b->GetD2DBrush());
}
void WinPainter::EndDraw() {
if (!IsDisposed()) {
ThrowIfFailed(render_target_->EndDraw());
render_target_ = nullptr;
is_disposed = true;
}
}
} // namespace cru::platform::win
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