CoreGraphicsCanvas
KiteCanvas backed by an iOS / macOS CGContextRef. Pure CoreGraphics: no Compose, no Skia. The natural choice for native iOS apps using UIKit or SwiftUI; pass the context from your custom UIView's drawRect: or the UIGraphicsImageRenderer.image { ctx in … } block straight in.
Pair with ApplePdfRasterizer for the "give me a PNG" headless use case.
Memory: every Core Foundation / Core Graphics ref we allocate (gradient, colour space, image, CFData) is paired with a release call. Nothing escapes. Kotlin/Native objects don't leak, and we never hand a CG ref to caller code.
Functions
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open override fun applySoftMask(kind: SoftMask.Kind, maskBBox: Rectangle, maskCtm: Matrix, render: () -> Unit, renderMask: (KiteCanvas) -> Unit)
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open override fun fillShading(shading: KiteShading, ctm: Matrix, clipPath: KitePath?, alpha: Double, blendMode: BlendMode)