266 lines
5.9 KiB
C++
266 lines
5.9 KiB
C++
// 19 november 2015
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#include "uipriv_haiku.hpp"
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struct uiDrawPath {
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BShape *shape;
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uiDrawFillMode fillMode;
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bool ended;
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};
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uiDrawPath *uiDrawNewPath(uiDrawFillMode fillMode)
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{
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uiDrawPath *p;
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p = uiNew(uiDrawPath);
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p->shape = new BShape();
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p->fillMode = mode;
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return p;
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}
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void uiDrawFreePath(uiDrawPath *p)
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{
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delete p->shape;
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uiFree(p);
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}
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// TODO add ended checks
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// TODO add error checks
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void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
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{
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p->shape->MoveTo(BPoint(x, y));
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}
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// Even though BView::FillArc()/StrokeArc() existed and used the sane arc drawing model, Haiku decided to use the Direct2D arc drawing model when it added BShape::ArcTo().
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// So refer to windows/draw.c for details.
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// This is slightly better as it uses center points and sweep amounts instead of endpoints, but *still*.
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// TODO split into common/d2darc.c
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struct arc {
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double xCenter;
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double yCenter;
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double radius;
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double startAngle;
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double sweep;
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int negative;
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};
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// this is used for the comparison below
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// if it falls apart it can be changed later
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#define aerMax 6 * DBL_EPSILON
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static void drawArc(uiDrawPath *p, struct arc *a, void (*startFunction)(uiDrawPath *, double, double))
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{
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double sinx, cosx;
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double startX, startY;
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double endX, endY;
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bool largeArc;
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bool counterclockwise;
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bool fullCircle;
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double absSweep;
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// TODO is this relevaith Haiku?
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// as above, we can't do a full circle with one arc
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// simulate it with two half-circles
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// of course, we have a dragon: equality on floating-point values!
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// I've chosen to do the AlmostEqualRelative() technique in https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
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fullCircle = false;
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// use the absolute value to tackle both ≥2π and ≤-2π at the same time
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absSweep = fabs(a->sweep);
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if (absSweep > (2 * M_PI)) // this part is easy
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fullCircle = true;
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else {
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double aerDiff;
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aerDiff = fabs(absSweep - (2 * M_PI));
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// if we got here then we know a->sweep is larger (or the same!)
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fullCircle = aerDiff <= absSweep * aerMax;
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}
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// TODO make sure this works right for the negative direction
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if (fullCircle) {
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a->sweep = M_PI;
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drawArc(p, a, startFunction);
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a->startAngle += M_PI;
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drawArc(p, a, NULL);
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return;
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}
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// first, figure out the arc's endpoints
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sinx = sin(a->startAngle);
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cosx = cos(a->startAngle);
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startX = a->xCenter + a->radius * cosx;
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startY = a->yCenter + a->radius * sinx;
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sinx = sin(a->startAngle + a->sweep);
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cosx = cos(a->startAngle + a->sweep);
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endX = a->xCenter + a->radius * cosx;
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endY = a->yCenter + a->radius * sinx;
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// now do the initial step to get the current point to be the start point
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// this is either creating a new figure, drawing a line, or (in the case of our full circle code above) doing nothing
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if (startFunction != NULL)
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(*startFunction)(p, startX, startY);
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// now we can draw the arc
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if (a->negative)
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counterclockwise = true;
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else
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counterclockwise = false
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// TODO explain the outer if
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if (!a->negative)
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if (a->sweep > M_PI)
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largeArc = true;
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else
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largeArc = false;
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else
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// TODO especially this part
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if (a->sweep > M_PI)
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largeArc = false;
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else
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largeArc = true;
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p->shape->ArcTo(a->radius, a->radius,
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// TODO should this be sweep amount?
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a->startAngle, // TODO convert to degrees
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largeArc, counterclockwise,
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BPoint(a->xCenter, a->yCenter));
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}
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void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathNewFigure);
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}
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void uiDrawPathLineTo(uiDrawPath *p, double x, double y)
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{
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p->shape->LineTo(BPoint(x, y));
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}
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void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathLineTo);
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}
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void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY)
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{
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p->shape->BezierTo(BPoint(c1x, c1y),
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BPoint(c2x, c2y),
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BPoint(endX, endY));
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}
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void uiDrawPathCloseFigure(uiDrawPath *p)
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{
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p->shape->Close();
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}
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void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height)
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{
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// this is the same algorithm used by cairo and Core Graphics, according to their documentations
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uiDrawPathNewFigure(p, x, y);
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uiDrawPathLineTo(p, x + width, y);
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uiDrawPathLineTo(p, x + width, y + height);
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uiDrawPathLineTo(p, x, y + height);
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uiDrawPathCloseFigure(p);
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}
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void uiDrawPathEnd(uiDrawPath *p)
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{
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p->ended = true;
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}
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void uiDrawStroke(uiDrawContext *c, uiDrawPath *path, uiDrawBrush *b, uiDrawStrokeParams *p)
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{
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// TODO
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}
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void uiDrawFill(uiDrawContext *c, uiDrawPath *path, uiDrawBrush *b)
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{
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// TODO
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}
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void uiDrawMatrixSetIdentity(uiDrawMatrix *m)
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{
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// TODO
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}
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void uiDrawMatrixTranslate(uiDrawMatrix *m, double x, double y)
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{
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// TODO
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}
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void uiDrawMatrixScale(uiDrawMatrix *m, double xCenter, double yCenter, double x, double y)
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{
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// TODO
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}
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void uiDrawMatrixRotate(uiDrawMatrix *m, double x, double y, double amount)
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{
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// TODO
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}
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void uiDrawMatrixSkew(uiDrawMatrix *m, double x, double y, double xamount, double yamount)
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{
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// TODO
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}
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void uiDrawMatrixMultiply(uiDrawMatrix *dest, uiDrawMatrix *src)
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{
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// TODO
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}
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int uiDrawMatrixInvertible(uiDrawMatrix *m)
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{
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// TODO
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return 0;
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}
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int uiDrawMatrixInvert(uiDrawMatrix *m)
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{
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// TODO
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return 0;
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}
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void uiDrawMatrixTransformPoint(uiDrawMatrix *m, double *x, double *y)
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{
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// TODO
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}
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void uiDrawMatrixTransformSize(uiDrawMatrix *m, double *x, double *y)
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{
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// TODO
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}
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void uiDrawTransform(uiDrawContext *c, uiDrawMatrix *m)
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{
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// TODO
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}
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void uiDrawClip(uiDrawContext *c, uiDrawPath *path)
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{
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// TODO
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}
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void uiDrawSave(uiDrawContext *c)
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{
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// TODO
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}
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void uiDrawRestore(uiDrawContext *c)
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{
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// TODO
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}
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