react-native/Libraries/ART/ARTRenderable.m
Sophie Alpert 1490ab12ef Update license headers for MIT license
Summary:
Includes React Native and its dependencies Fresco, Metro, and Yoga. Excludes samples/examples/docs.

find: ^(?:( *)|( *(?:[\*~#]|::))( )? *)?Copyright (?:\(c\) )?(\d{4})\b.+Facebook[\s\S]+?BSD[\s\S]+?(?:this source tree|the same directory)\.$
replace: $1$2$3Copyright (c) $4-present, Facebook, Inc.\n$2\n$1$2$3This source code is licensed under the MIT license found in the\n$1$2$3LICENSE file in the root directory of this source tree.

Reviewed By: TheSavior, yungsters

Differential Revision: D7007050

fbshipit-source-id: 37dd6bf0ffec0923bfc99c260bb330683f35553e
2018-02-16 18:31:53 -08:00

88 lines
1.7 KiB
Objective-C

/**
* Copyright (c) 2015-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#import "ARTRenderable.h"
@implementation ARTRenderable
- (void)setFill:(ARTBrush *)fill
{
[self invalidate];
_fill = fill;
}
- (void)setStroke:(CGColorRef)stroke
{
if (stroke == _stroke) {
return;
}
[self invalidate];
CGColorRelease(_stroke);
_stroke = CGColorRetain(stroke);
}
- (void)setStrokeWidth:(CGFloat)strokeWidth
{
[self invalidate];
_strokeWidth = strokeWidth;
}
- (void)setStrokeCap:(CGLineCap)strokeCap
{
[self invalidate];
_strokeCap = strokeCap;
}
- (void)setStrokeJoin:(CGLineJoin)strokeJoin
{
[self invalidate];
_strokeJoin = strokeJoin;
}
- (void)setStrokeDash:(ARTCGFloatArray)strokeDash
{
if (strokeDash.array == _strokeDash.array) {
return;
}
if (_strokeDash.array) {
free(_strokeDash.array);
}
[self invalidate];
_strokeDash = strokeDash;
}
- (void)dealloc
{
CGColorRelease(_stroke);
if (_strokeDash.array) {
free(_strokeDash.array);
}
}
- (void)renderTo:(CGContextRef)context
{
if (self.opacity <= 0 || self.opacity >= 1 || (self.fill && self.stroke)) {
// If we have both fill and stroke, we will need to paint this using normal compositing
[super renderTo: context];
return;
}
// This is a terminal with only one painting. Therefore we don't need to paint this
// off-screen. We can just composite it straight onto the buffer.
CGContextSaveGState(context);
CGContextConcatCTM(context, self.transform);
CGContextSetAlpha(context, self.opacity);
[self renderLayerTo:context];
CGContextRestoreGState(context);
}
- (void)renderLayerTo:(CGContextRef)context
{
// abstract
}
@end