#include "pch.h" #include "TextView.h" #if __has_include("TextView.g.cpp") #include "TextView.g.cpp" #endif #include "D2DHelpers.h" using namespace winrt; using namespace Microsoft::ReactNative; namespace winrt::RNSVG::implementation { void TextView::UpdateProperties(IJSValueReader const &reader, bool forceUpdate, bool invalidate) { const JSValueObject &propertyMap{JSValue::ReadObjectFrom(reader)}; for (auto const &pair : propertyMap) { auto const &propertyName{pair.first}; auto const &propertyValue{pair.second}; if (propertyName == "x") { m_x.Clear(); for (auto const &item : propertyValue.AsArray()) { m_x.Append(item.To()); } } else if (propertyName == "y") { m_y.Clear(); for (auto const &item : propertyValue.AsArray()) { m_y.Append(item.To()); } } else if (propertyName == "dx") { m_dx.Clear(); for (auto const &item : propertyValue.AsArray()) { m_dx.Append(item.To()); } } else if (propertyName == "dy") { m_dy.Clear(); for (auto const &item : propertyValue.AsArray()) { m_dy.Append(item.To()); } } else if (propertyName == "rotate") { m_rotate.Clear(); for (auto const &item : propertyValue.AsArray()) { m_rotate.Append(item.To()); } } } __super::UpdateProperties(reader, forceUpdate, invalidate); } void TextView::DrawGroup(RNSVG::D2DDeviceContext const &context, Size const &size) { com_ptr deviceContext{get_self(context)->Get()}; D2D1_MATRIX_3X2_F transform{D2DHelpers::GetTransform(deviceContext.get())}; bool translateXY{X().Size() > 0 || Y().Size() > 0}; if (translateXY) { float x{X().Size() > 0 ? X().GetAt(0).Value : 0}; float y{Y().Size() > 0 ? Y().GetAt(0).Value : 0}; deviceContext->SetTransform(D2D1::Matrix3x2F::Translation({x,y}) * transform); } __super::DrawGroup(context, size); if (translateXY) { deviceContext->SetTransform(transform); } } } // namespace winrt::RNSVG::implementation