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https://github.com/Artemis-RGB/Artemis
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Core - Render each profile element in its own bitmap
Layer effects - Removed now redundant CreateShapeClip
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@@ -26,8 +26,7 @@ namespace Artemis.Core.Plugins.Abstract
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lock (this)
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{
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// Render the profile
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using var paint = new SKPaint {FilterQuality = SKFilterQuality.Low};
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ActiveProfile?.Render(deltaTime, canvas, canvasInfo, paint);
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ActiveProfile?.Render(deltaTime, canvas, canvasInfo);
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}
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}
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@@ -24,11 +24,6 @@ namespace Artemis.Core.Plugins.LayerBrush.Abstract
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internal override void InternalRender(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
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{
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// Move the canvas to the top-left of the render path
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canvas.Translate(path.Bounds.Left, path.Bounds.Top);
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// Pass the render path to the layer brush positioned at 0,0
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path.Transform(SKMatrix.MakeTranslation(path.Bounds.Left * -1, path.Bounds.Top * -1));
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Render(canvas, canvasInfo, path, paint);
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}
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@@ -99,65 +99,6 @@ namespace Artemis.Core.Plugins.LayerEffect.Abstract
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/// <param name="paint">The paint this layer/folder used to render</param>
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public abstract void PostProcess(SKCanvas canvas, SKImageInfo canvasInfo, SKPath renderBounds, SKPaint paint);
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/// <summary>
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/// Allows you to return a clip that is applied to the layer shape (or in case of a folder, all layer shapes in the
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/// folder).
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/// <para>
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/// To avoid breaking other effects, use this instead of applying a clip to the entire canvas if you want to limit
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/// where shapes may render
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/// </para>
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/// </summary>
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/// <param name="renderBounds">The bounds this layer/folder rendered in</param>
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/// <returns></returns>
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public virtual SKPath CreateShapeClip(SKPath renderBounds)
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{
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return new SKPath();
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}
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internal void InternalPreProcess(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
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{
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var x = path.Bounds.Left;
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var y = path.Bounds.Top;
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// Move the canvas to the top-left of the render path
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canvas.Translate(x, y);
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// Pass the render path to the layer effect positioned at 0,0
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path.Transform(SKMatrix.MakeTranslation(x * -1, y * -1));
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PreProcess(canvas, canvasInfo, path, paint);
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// Move the canvas back
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canvas.Translate(x * -1, y * -1);
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}
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internal void InternalPostProcess(SKCanvas canvas, SKImageInfo canvasInfo, SKPath path, SKPaint paint)
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{
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var x = path.Bounds.Left;
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var y = path.Bounds.Top;
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// Move the canvas to the top-left of the render path
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canvas.Translate(x, y);
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// Pass the render path to the layer effect positioned at 0,0
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path.Transform(SKMatrix.MakeTranslation(x * -1, y * -1));
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PostProcess(canvas, canvasInfo, path, paint);
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// Move the canvas back
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canvas.Translate(x * -1, y * -1);
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}
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internal virtual SKPath InternalCreateShapeClip(SKPath path)
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{
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var x = path.Bounds.Left;
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var y = path.Bounds.Top;
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path.Transform(SKMatrix.MakeTranslation(x * -1, y * -1));
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var shapeClip = CreateShapeClip(path);
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if (!shapeClip.IsEmpty)
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shapeClip.Transform(SKMatrix.MakeTranslation(x, y));
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return shapeClip;
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}
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// Not only is this needed to initialize properties on the layer effects, it also prevents implementing anything
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// but LayerEffect<T> outside the core
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internal abstract void Initialize(ILayerService layerService);
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