// 7 september 2015 #include "uipriv_windows.hpp" #include "draw.hpp" // TODO // - write a test for transform followed by clip and clip followed by transform to make sure they work the same as on gtk+ and cocoa // - write a test for nested transforms for gtk+ struct uiDrawPath { ID2D1PathGeometry *path; ID2D1GeometrySink *sink; BOOL inFigure; }; uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode) { uiDrawPath *p; HRESULT hr; p = uiNew(uiDrawPath); hr = d2dfactory->CreatePathGeometry(&(p->path)); if (hr != S_OK) logHRESULT(L"error creating path", hr); hr = p->path->Open(&(p->sink)); if (hr != S_OK) logHRESULT(L"error opening path", hr); switch (fillmode) { case uiDrawFillModeWinding: p->sink->SetFillMode(D2D1_FILL_MODE_WINDING); break; case uiDrawFillModeAlternate: p->sink->SetFillMode(D2D1_FILL_MODE_ALTERNATE); break; } return p; } void uiDrawFreePath(uiDrawPath *p) { if (p->inFigure) p->sink->EndFigure(D2D1_FIGURE_END_OPEN); if (p->sink != NULL) // TODO close sink first? p->sink->Release(); p->path->Release(); uiFree(p); } void uiDrawPathNewFigure(uiDrawPath *p, double x, double y) { D2D1_POINT_2F pt; if (p->inFigure) p->sink->EndFigure(D2D1_FIGURE_END_OPEN); pt.x = x; pt.y = y; p->sink->BeginFigure(pt, D2D1_FIGURE_BEGIN_FILLED); p->inFigure = TRUE; } // Direct2D arcs require a little explanation. // An arc in Direct2D is defined by the chord between the endpoints. // There are four possible arcs with the same two endpoints that you can draw this way. // See https://www.youtube.com/watch?v=ATS0ANW1UxQ for a demonstration. // There is a property rotationAngle which deals with the rotation /of the entire ellipse that forms an ellpitical arc/ - it's effectively a transformation on the arc. // That is to say, it's NOT THE SWEEP. // The sweep is defined by the start and end points and whether the arc is "large". // As a result, this design does not allow for full circles or ellipses with a single arc; they have to be simulated with two. struct arc { double xCenter; double yCenter; double radius; double startAngle; double sweep; int negative; }; // this is used for the comparison below // if it falls apart it can be changed later #define aerMax 6 * DBL_EPSILON static void drawArc(uiDrawPath *p, struct arc *a, void (*startFunction)(uiDrawPath *, double, double)) { double sinx, cosx; double startX, startY; double endX, endY; D2D1_ARC_SEGMENT as; BOOL fullCircle; double absSweep; // as above, we can't do a full circle with one arc // simulate it with two half-circles // of course, we have a dragon: equality on floating-point values! // I've chosen to do the AlmostEqualRelative() technique in https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ fullCircle = FALSE; // use the absolute value to tackle both ≥2π and ≤-2π at the same time absSweep = fabs(a->sweep); if (absSweep > (2 * M_PI)) // this part is easy fullCircle = TRUE; else { double aerDiff; aerDiff = fabs(absSweep - (2 * M_PI)); // if we got here then we know a->sweep is larger (or the same!) fullCircle = aerDiff <= absSweep * aerMax; } // TODO make sure this works right for the negative direction if (fullCircle) { a->sweep = M_PI; drawArc(p, a, startFunction); a->startAngle += M_PI; drawArc(p, a, NULL); return; } // first, figure out the arc's endpoints // unfortunately D2D1SinCos() is only defined on Windows 8 and newer // the MSDN page doesn't say this, but says it requires d2d1_1.h, which is listed as only supported on Windows 8 and newer elsewhere on MSDN // so we must use sin() and cos() and hope it's right... sinx = sin(a->startAngle); cosx = cos(a->startAngle); startX = a->xCenter + a->radius * cosx; startY = a->yCenter + a->radius * sinx; sinx = sin(a->startAngle + a->sweep); cosx = cos(a->startAngle + a->sweep); endX = a->xCenter + a->radius * cosx; endY = a->yCenter + a->radius * sinx; // now do the initial step to get the current point to be the start point // this is either creating a new figure, drawing a line, or (in the case of our full circle code above) doing nothing if (startFunction != NULL) (*startFunction)(p, startX, startY); // now we can draw the arc as.point.x = endX; as.point.y = endY; as.size.width = a->radius; as.size.height = a->radius; as.rotationAngle = 0; // as above, not relevant for circles if (a->negative) as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE; else as.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE; // TODO explain the outer if if (!a->negative) if (a->sweep > M_PI) as.arcSize = D2D1_ARC_SIZE_LARGE; else as.arcSize = D2D1_ARC_SIZE_SMALL; else // TODO especially this part if (a->sweep > M_PI) as.arcSize = D2D1_ARC_SIZE_SMALL; else as.arcSize = D2D1_ARC_SIZE_LARGE; p->sink->AddArc(&as); } void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative) { struct arc a; a.xCenter = xCenter; a.yCenter = yCenter; a.radius = radius; a.startAngle = startAngle; a.sweep = sweep; a.negative = negative; drawArc(p, &a, uiDrawPathNewFigure); } void uiDrawPathLineTo(uiDrawPath *p, double x, double y) { D2D1_POINT_2F pt; pt.x = x; pt.y = y; p->sink->AddLine(pt); } void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative) { struct arc a; a.xCenter = xCenter; a.yCenter = yCenter; a.radius = radius; a.startAngle = startAngle; a.sweep = sweep; a.negative = negative; drawArc(p, &a, uiDrawPathLineTo); } void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY) { D2D1_BEZIER_SEGMENT s; s.point1.x = c1x; s.point1.y = c1y; s.point2.x = c2x; s.point2.y = c2y; s.point3.x = endX; s.point3.y = endY; p->sink->AddBezier(&s); } void uiDrawPathCloseFigure(uiDrawPath *p) { p->sink->EndFigure(D2D1_FIGURE_END_CLOSED); p->inFigure = FALSE; } void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height) { // this is the same algorithm used by cairo and Core Graphics, according to their documentations uiDrawPathNewFigure(p, x, y); uiDrawPathLineTo(p, x + width, y); uiDrawPathLineTo(p, x + width, y + height); uiDrawPathLineTo(p, x, y + height); uiDrawPathCloseFigure(p); } void uiDrawPathEnd(uiDrawPath *p) { HRESULT hr; if (p->inFigure) { p->sink->EndFigure(D2D1_FIGURE_END_OPEN); // needed for uiDrawFreePath() p->inFigure = FALSE; } hr = p->sink->Close(); if (hr != S_OK) logHRESULT(L"error closing path", hr); p->sink->Release(); // also needed for uiDrawFreePath() p->sink = NULL; } ID2D1PathGeometry *pathGeometry(uiDrawPath *p) { if (p->sink != NULL) userbug("You cannot draw with a uiDrawPath that was not ended. (path: %p)", p); return p->path; }