36 const std::vector<MeshVertex>&
vertices()
const {
return mesh.vertices(); }
65 static void draw(
GuiSharedMesh * mesh,
float x,
float y,
float scaleX,
float scaleY, uint8_t alpha, std::vector<MeshVertex>& scratch);
Static, since there is one video backend.
static void draw(GuiSharedMesh *mesh, float x, float y, float scaleX, float scaleY, uint8_t alpha, std::vector< MeshVertex > &scratch)
Draws a mesh with its (0,0) at (x, y), stretched by scaleX/scaleY about that point.
static GuiSharedMesh * acquire(const GuiMeshKey &key)
Finds or builds the mesh for a key and takes a reference to it. Pair with release().
static void flush()
Frees every mesh nothing is holding, including the backend's copies (call when leaving the menu to gi...
static void release(GuiSharedMesh *mesh)
Gives back a reference from acquire().
Accumulates shapes as a triangle list of MeshVertex.
const std::vector< MeshVertex > & vertices() const
Gets the triangle list, in the shape's own coordinates (0,0 is its top-left)
SHAPE
Basic shape kinds a paint can be applied to.
Per-corner radii, in the order top-left, top-right, bottom-right, bottom-left.
Everything that decides what a shape's triangles are.
float tolerance
Curve tolerance, see GuiMesh.
int width
Width in design-canvas pixels.
GuiCorners corners
Corner radii of a rectangle.
GuiPaint paint
Fill, outline and shadow.
SHAPE kind
Rectangle or ellipse.
float feather
Anti-aliasing fringe width, see GuiMesh.
int height
Height in design-canvas pixels.