265 lines
6.6 KiB
C
265 lines
6.6 KiB
C
// 7 september 2015
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#include "area.h"
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static ID2D1Factory *d2dfactory = NULL;
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HRESULT initDraw(void)
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{
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D2D1_FACTORY_OPTIONS opts;
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ZeroMemory(&opts, sizeof (D2D1_FACTORY_OPTIONS));
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// TODO make this an option
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opts.debugLevel = D2D1_DEBUG_LEVEL_NONE;
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return D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,
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&IID_ID2D1Factory,
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&opts,
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(void **) (&d2dfactory));
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}
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void uninitDraw(void)
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{
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ID2D1Factory_Release(d2dfactory);
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}
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ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
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{
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D2D1_RENDER_TARGET_PROPERTIES props;
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D2D1_HWND_RENDER_TARGET_PROPERTIES hprops;
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HDC dc;
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RECT r;
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ID2D1HwndRenderTarget *rt;
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HRESULT hr;
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// we need a DC for the DPI
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// we *could* just use the screen DPI but why when we have a window handle and its DC has a DPI
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dc = GetDC(hwnd);
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if (dc == NULL)
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logLastError("error getting DC to find DPI in makeHWNDRenderTarget()");
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ZeroMemory(&props, sizeof (D2D1_RENDER_TARGET_PROPERTIES));
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props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
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props.pixelFormat.format = DXGI_FORMAT_UNKNOWN;
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props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_UNKNOWN;
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props.dpiX = GetDeviceCaps(dc, LOGPIXELSX);
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props.dpiY = GetDeviceCaps(dc, LOGPIXELSY);
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props.usage = D2D1_RENDER_TARGET_USAGE_NONE;
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props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
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if (ReleaseDC(hwnd, dc) == 0)
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logLastError("error releasing DC for finding DPI in makeHWNDRenderTarget()");
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if (GetClientRect(hwnd, &r) == 0)
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logLastError("error getting current size of window in makeHWNDRenderTarget()");
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ZeroMemory(&hprops, sizeof (D2D1_HWND_RENDER_TARGET_PROPERTIES));
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hprops.hwnd = hwnd;
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hprops.pixelSize.width = r.right - r.left;
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hprops.pixelSize.height = r.bottom - r.top;
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hprops.presentOptions = D2D1_PRESENT_OPTIONS_NONE;
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hr = ID2D1Factory_CreateHwndRenderTarget(d2dfactory,
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&props,
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&hprops,
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&rt);
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if (hr != S_OK)
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logHRESULT("error creating area HWND render target in makeHWNDRenderTarget()", hr);
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return rt;
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}
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struct uiDrawContext {
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ID2D1RenderTarget *rt;
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ID2D1PathGeometry *path;
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ID2D1GeometrySink *sink;
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BOOL inFigure;
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// source color
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BOOL useRGB;
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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};
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uiDrawContext *newContext(ID2D1RenderTarget *rt)
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{
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uiDrawContext *c;
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// TODO use uiNew
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c = (uiDrawContext *) malloc(sizeof (uiDrawContext));
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c->rt = rt;
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return c;
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}
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void uiDrawBeginPathRGB(uiDrawContext *c, uint8_t r, uint8_t g, uint8_t b)
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{
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uiDrawBeginPathRGBA(c, r, g, b, 1);
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}
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void uiDrawBeginPathRGBA(uiDrawContext *c, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
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{
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HRESULT hr;
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c->useRGB = TRUE;
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c->r = r;
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c->g = g;
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c->b = b;
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c->a = a;
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hr = ID2D1Factory_CreatePathGeometry(d2dfactory, &(c->path));
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if (hr != S_OK)
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logHRESULT("error creating path in uiDrawBeginPathRGBA()", hr);
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hr = ID2D1PathGeometry_Open(c->path, &(c->sink));
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if (hr != S_OK)
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logHRESULT("error opening path sink in uiDrawBeginPathRGBA()", hr);
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c->inFigure = FALSE;
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}
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void uiDrawMoveTo(uiDrawContext *c, intmax_t x, intmax_t y)
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{
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D2D1_POINT_2F p;
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if (c->inFigure)
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ID2D1GeometrySink_EndFigure(c->sink,
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D2D1_FIGURE_END_OPEN);
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p.x = ((FLOAT) x) + 0.5;
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p.y = ((FLOAT) y) + 0.5;
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ID2D1GeometrySink_BeginFigure(c->sink,
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p,
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D2D1_FIGURE_BEGIN_FILLED);
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c->inFigure = TRUE;
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}
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void uiDrawLineTo(uiDrawContext *c, intmax_t x, intmax_t y)
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{
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D2D1_POINT_2F p;
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p.x = ((FLOAT) x) + 0.5;
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p.y = ((FLOAT) y) + 0.5;
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ID2D1GeometrySink_AddLine(c->sink, p);
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}
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void uiDrawRectangle(uiDrawContext *c, intmax_t x, intmax_t y, intmax_t width, intmax_t height)
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{
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// TODO
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}
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void uiDrawArcTo(uiDrawContext *c, intmax_t xCenter, intmax_t yCenter, intmax_t radius, double startAngle, double endAngle, int lineFromCurrentPointToStart)
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{
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if (!lineFromCurrentPointToStart) {
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int bx, by, bx2, by2;
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int sx, sy, ex, ey;
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// see http://stackoverflow.com/questions/32465446/how-do-i-inhibit-the-initial-line-segment-of-an-anglearc
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// the idea for floor(x + 0.5) is inspired by wine
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// TODO make sure this is an accurate imitation of AngleArc()
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bx = xCenter - radius;
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by = yCenter - radius;
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bx2 = xCenter + radius;
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by2 = yCenter + radius;
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sx = xCenter + floor((double) radius * cos(startAngle));
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sy = yCenter - floor((double) radius * sin(startAngle));
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ex = xCenter + floor((double) radius * cos(endAngle));
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ey = yCenter - floor((double) radius * sin(endAngle));
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/* TODO
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if (Arc(c->dc, bx, by, bx2, by2, sx, sy, ex, ey) == 0)
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logLastError("error drawing current point arc in uiDrawArc()");
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return;
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*/
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}
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/* TODO
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// AngleArc() expects degrees
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startAngle *= (180.0 / M_PI);
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endAngle *= (180.0 / M_PI);
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if (AngleArc(c->dc,
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xCenter, yCenter,
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radius,
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startAngle,
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// the "sweep angle" is relative to the start angle, not to 0
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endAngle - startAngle) == 0)
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logLastError("error drawing arc in uiDrawArc()");
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*/
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}
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void uiDrawBezierTo(uiDrawContext *c, intmax_t c1x, intmax_t c1y, intmax_t c2x, intmax_t c2y, intmax_t endX, intmax_t endY)
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{
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// TODO
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}
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void uiDrawCloseFigure(uiDrawContext *c)
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{
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ID2D1GeometrySink_EndFigure(c->sink,
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D2D1_FIGURE_END_CLOSED);
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c->inFigure = FALSE;
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}
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static ID2D1SolidColorBrush *makeBrush(uiDrawContext *c)
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{
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D2D1_COLOR_F color;
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D2D1_BRUSH_PROPERTIES props;
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ID2D1SolidColorBrush *brush;
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HRESULT hr;
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color.r = ((FLOAT) (c->r)) / 255;
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color.g = ((FLOAT) (c->g)) / 255;
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color.b = ((FLOAT) (c->b)) / 255;
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color.a = ((FLOAT) (c->a)) / 255;
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ZeroMemory(&props, sizeof (D2D1_BRUSH_PROPERTIES));
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props.opacity = 1.0;
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// identity matrix
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props.transform._11 = 1;
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props.transform._22 = 1;
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hr = ID2D1RenderTarget_CreateSolidColorBrush(c->rt,
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&color,
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&props,
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&brush);
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if (hr != S_OK)
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logHRESULT("error creating brush in makeBrush()", hr);
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return brush;
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}
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void uiDrawStroke(uiDrawContext *c, uiDrawStrokeParams *p)
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{
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ID2D1SolidColorBrush *brush;
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HRESULT hr;
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if (c->inFigure)
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ID2D1GeometrySink_EndFigure(c->sink,
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D2D1_FIGURE_END_OPEN);
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hr = ID2D1GeometrySink_Close(c->sink);
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if (hr != S_OK)
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logHRESULT("error closing geometry sink in uiDrawStroke()", hr);
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brush = makeBrush(c);
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ID2D1RenderTarget_DrawGeometry(c->rt,
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(ID2D1Geometry *) (c->path),
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(ID2D1Brush *) brush,
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p->Thickness,
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NULL);
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ID2D1SolidColorBrush_Release(brush);
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ID2D1GeometrySink_Release(c->sink);
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ID2D1PathGeometry_Release(c->path);
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}
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void uiDrawFill(uiDrawContext *c, uiDrawFillMode mode)
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{
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ID2D1SolidColorBrush *brush;
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HRESULT hr;
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if (c->inFigure)
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ID2D1GeometrySink_EndFigure(c->sink,
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D2D1_FIGURE_END_OPEN);
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hr = ID2D1GeometrySink_Close(c->sink);
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if (hr != S_OK)
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logHRESULT("error closing geometry sink in uiDrawStroke()", hr);
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brush = makeBrush(c);
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ID2D1RenderTarget_FillGeometry(c->rt,
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(ID2D1Geometry *) (c->path),
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(ID2D1Brush *) brush,
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NULL);
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ID2D1SolidColorBrush_Release(brush);
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ID2D1GeometrySink_Release(c->sink);
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ID2D1PathGeometry_Release(c->path);
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}
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