void GraphicsContext::fillRect(const FloatRect& rect, const Color& color, ColorSpace colorSpace) { if (paintingDisabled()) return; savePlatformState(); m_data->context->SetPen(*wxTRANSPARENT_PEN); m_data->context->SetBrush(wxBrush(color)); m_data->context->DrawRectangle(rect.x(), rect.y(), rect.width(), rect.height()); restorePlatformState(); }
void GraphicsContext::restore() { if (paintingDisabled()) return; if (m_stack.isEmpty()) { LOG_ERROR("ERROR void GraphicsContext::restore() stack is empty"); return; } m_state = m_stack.last(); m_stack.removeLast(); restorePlatformState(); }
void GraphicsContext::restore() { if (paintingDisabled()) return; if (m_stack.isEmpty()) { LOG_ERROR("ERROR void GraphicsContext::restore() stack is empty"); return; } m_state = m_stack.last(); m_stack.removeLast(); // Make sure we deallocate the state stack buffer when it goes empty. // Canvas elements will immediately save() again, but that goes into inline capacity. if (m_stack.isEmpty()) m_stack.clear(); restorePlatformState(); }
void GraphicsContext::restore() { restorePlatformState(); }