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abstract @beta Ector.Renderer extends Efl.Object
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[[Ector renderer abstract interface]]
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c_prefix: ector_renderer;
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[[Surface associated with this renderer]]
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[[Gets the surface associated with this renderer. Can not be set.]]
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s: Ector.Surface; [[Associated surface]]
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@property transformation {
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[[Transformation property]]
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m: ptr(const(Eina.Matrix3)); [[Transformation matrix]]
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x: double; [[X coordinate]]
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y: double; [[Y coordinate]]
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@property visibility {
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[[The given Ector renderer can be visible or invisible.]]
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v: bool; [[$true to make the object visible, $false otherwise]]
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[[Retrieves the general/main color of the given Ector renderer.
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Retrieves the main color's RGB component (and alpha channel)
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values, which range from 0 to 255. For the alpha channel,
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which defines the object's transparency level, 0 means totally
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transparent, while 255 means opaque. These color values are
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premultiplied by the alpha value.
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Use null pointers on the components you're not interested in,
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they'll be ignored by the function.
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r: int; [[The red component of the given color.]]
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g: int; [[The green component of the given color.]]
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b: int; [[The blue component of the given color.]]
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a: int; [[The alpha component of the given color.]]
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[[Cyclic redundancy check]]
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return: uint; [[CRC value]]
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@property comp_method {
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[[Set Composite Buffer to this Renderer]]
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comp: Ector.Buffer; [[Composite Buffer]]
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method: Efl.Gfx.Vg_Composite_Method; [[Composite method]]
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[[Actual draw operation]]
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return: bool; [[$true on success, $false otherwise]]
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@in op: Efl.Gfx.Render_Op; [[Renderer operation]]
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@in clips: array<Eina.Rect>; [[Array of @Eina.Rect clip]]
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@in mul_col: uint; [[Premultiplied color]]
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prepare @pure_virtual {
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[[Prepare for rendering]]
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return: bool; [[$true on success, $false otherwise]]
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Efl.Object.destructor;