forked from joejulian/gio
3b5148a64e
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
352 lines
8.2 KiB
Go
352 lines
8.2 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package clip
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import (
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"encoding/binary"
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"hash/maphash"
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"image"
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"math"
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"gioui.org/f32"
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f32internal "gioui.org/internal/f32"
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"gioui.org/internal/ops"
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"gioui.org/internal/scene"
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"gioui.org/internal/stroke"
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"gioui.org/op"
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)
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// Op represents a clip area. Op intersects the current clip area with
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// itself.
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type Op struct {
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path PathSpec
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outline bool
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width float32
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}
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// Stack represents an Op pushed on the clip stack.
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type Stack struct {
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ops *ops.Ops
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id ops.StackID
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macroID uint32
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}
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var pathSeed maphash.Seed
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func init() {
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pathSeed = maphash.MakeSeed()
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}
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// Push saves the current clip state on the stack and updates the current
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// state to the intersection of the current p.
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func (p Op) Push(o *op.Ops) Stack {
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id, macroID := ops.PushOp(&o.Internal, ops.ClipStack)
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p.add(o)
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return Stack{ops: &o.Internal, id: id, macroID: macroID}
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}
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func (p Op) add(o *op.Ops) {
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path := p.path
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if !path.hasSegments && p.width > 0 {
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switch p.path.shape {
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case ops.Rect:
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b := f32internal.FRect(path.bounds)
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var rect Path
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rect.Begin(o)
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rect.MoveTo(b.Min)
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rect.LineTo(f32.Pt(b.Max.X, b.Min.Y))
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rect.LineTo(b.Max)
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rect.LineTo(f32.Pt(b.Min.X, b.Max.Y))
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rect.Close()
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path = rect.End()
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case ops.Path:
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// Nothing to do.
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default:
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panic("invalid empty path for shape")
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}
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}
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bo := binary.LittleEndian
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if path.hasSegments {
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data := ops.Write(&o.Internal, ops.TypePathLen)
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data[0] = byte(ops.TypePath)
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bo.PutUint64(data[1:], path.hash)
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path.spec.Add(o)
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}
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bounds := path.bounds
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if p.width > 0 {
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// Expand bounds to cover stroke.
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half := int(p.width*.5 + .5)
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bounds.Min.X -= half
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bounds.Min.Y -= half
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bounds.Max.X += half
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bounds.Max.Y += half
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data := ops.Write(&o.Internal, ops.TypeStrokeLen)
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data[0] = byte(ops.TypeStroke)
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bo := binary.LittleEndian
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bo.PutUint32(data[1:], math.Float32bits(p.width))
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}
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data := ops.Write(&o.Internal, ops.TypeClipLen)
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data[0] = byte(ops.TypeClip)
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bo.PutUint32(data[1:], uint32(bounds.Min.X))
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bo.PutUint32(data[5:], uint32(bounds.Min.Y))
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bo.PutUint32(data[9:], uint32(bounds.Max.X))
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bo.PutUint32(data[13:], uint32(bounds.Max.Y))
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if p.outline {
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data[17] = byte(1)
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}
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data[18] = byte(path.shape)
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}
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func (s Stack) Pop() {
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ops.PopOp(s.ops, ops.ClipStack, s.id, s.macroID)
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data := ops.Write(s.ops, ops.TypePopClipLen)
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data[0] = byte(ops.TypePopClip)
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}
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type PathSpec struct {
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spec op.CallOp
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// hasSegments tracks whether there are any segments in the path.
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hasSegments bool
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bounds image.Rectangle
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shape ops.Shape
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hash uint64
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}
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// Path constructs a Op clip path described by lines and
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// Bézier curves, where drawing outside the Path is discarded.
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// The inside-ness of a pixel is determines by the non-zero winding rule,
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// similar to the SVG rule of the same name.
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//
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// Path generates no garbage and can be used for dynamic paths; path
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// data is stored directly in the Ops list supplied to Begin.
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type Path struct {
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ops *ops.Ops
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contour int
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pen f32.Point
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macro op.MacroOp
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start f32.Point
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hasSegments bool
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bounds f32internal.Rectangle
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hash maphash.Hash
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}
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// Pos returns the current pen position.
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func (p *Path) Pos() f32.Point { return p.pen }
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// Begin the path, storing the path data and final Op into ops.
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//
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// Caller must also call End to finish the drawing.
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// Forgetting to call it will result in a "panic: cannot mix multi ops with single ones".
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func (p *Path) Begin(o *op.Ops) {
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*p = Path{
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ops: &o.Internal,
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macro: op.Record(o),
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contour: 1,
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}
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p.hash.SetSeed(pathSeed)
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ops.BeginMulti(p.ops)
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data := ops.WriteMulti(p.ops, ops.TypeAuxLen)
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data[0] = byte(ops.TypeAux)
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}
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// End returns a PathSpec ready to use in clipping operations.
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func (p *Path) End() PathSpec {
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p.gap()
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c := p.macro.Stop()
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ops.EndMulti(p.ops)
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return PathSpec{
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spec: c,
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hasSegments: p.hasSegments,
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bounds: p.bounds.Round(),
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hash: p.hash.Sum64(),
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}
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}
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// Move moves the pen by the amount specified by delta.
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func (p *Path) Move(delta f32.Point) {
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to := delta.Add(p.pen)
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p.MoveTo(to)
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}
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// MoveTo moves the pen to the specified absolute coordinate.
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func (p *Path) MoveTo(to f32.Point) {
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if p.pen == to {
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return
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}
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p.gap()
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p.end()
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p.pen = to
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p.start = to
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}
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func (p *Path) gap() {
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if p.pen != p.start {
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// A closed contour starts and ends in the same point.
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// This move creates a gap in the contour, register it.
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data := ops.WriteMulti(p.ops, scene.CommandSize+4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Gap(p.pen, p.start))
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}
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}
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// end completes the current contour.
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func (p *Path) end() {
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p.contour++
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}
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// Line moves the pen by the amount specified by delta, recording a line.
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func (p *Path) Line(delta f32.Point) {
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to := delta.Add(p.pen)
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p.LineTo(to)
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}
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// LineTo moves the pen to the absolute point specified, recording a line.
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func (p *Path) LineTo(to f32.Point) {
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if to == p.pen {
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return
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}
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data := ops.WriteMulti(p.ops, scene.CommandSize+4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Line(p.pen, to))
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p.pen = to
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p.expand(to)
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}
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func (p *Path) cmd(data []byte, c scene.Command) {
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ops.EncodeCommand(data, c)
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p.hash.Write(data)
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}
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func (p *Path) expand(pt f32.Point) {
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if !p.hasSegments {
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p.hasSegments = true
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p.bounds = f32internal.Rectangle{Min: pt, Max: pt}
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} else {
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b := p.bounds
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if pt.X < b.Min.X {
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b.Min.X = pt.X
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}
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if pt.Y < b.Min.Y {
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b.Min.Y = pt.Y
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}
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if pt.X > b.Max.X {
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b.Max.X = pt.X
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}
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if pt.Y > b.Max.Y {
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b.Max.Y = pt.Y
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}
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p.bounds = b
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}
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}
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// Quad records a quadratic Bézier from the pen to end
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// with the control point ctrl.
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func (p *Path) Quad(ctrl, to f32.Point) {
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ctrl = ctrl.Add(p.pen)
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to = to.Add(p.pen)
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p.QuadTo(ctrl, to)
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}
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// QuadTo records a quadratic Bézier from the pen to end
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// with the control point ctrl, with absolute coordinates.
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func (p *Path) QuadTo(ctrl, to f32.Point) {
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if ctrl == p.pen && to == p.pen {
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return
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}
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data := ops.WriteMulti(p.ops, scene.CommandSize+4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Quad(p.pen, ctrl, to))
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p.pen = to
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p.expand(ctrl)
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p.expand(to)
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}
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// ArcTo adds an elliptical arc to the path. The implied ellipse is defined
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// by its focus points f1 and f2.
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// The arc starts in the current point and ends angle radians along the ellipse boundary.
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// The sign of angle determines the direction; positive being counter-clockwise,
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// negative clockwise.
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func (p *Path) ArcTo(f1, f2 f32.Point, angle float32) {
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m, segments := stroke.ArcTransform(p.pen, f1, f2, angle)
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for i := 0; i < segments; i++ {
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p0 := p.pen
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p1 := m.Transform(p0)
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p2 := m.Transform(p1)
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ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5))
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p.QuadTo(ctl, p2)
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}
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}
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// Arc is like ArcTo where f1 and f2 are relative to the current position.
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func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
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f1 = f1.Add(p.pen)
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f2 = f2.Add(p.pen)
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p.ArcTo(f1, f2, angle)
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}
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// Cube records a cubic Bézier from the pen through
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// two control points ending in to.
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func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
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p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to))
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}
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// CubeTo records a cubic Bézier from the pen through
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// two control points ending in to, with absolute coordinates.
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func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) {
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if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen {
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return
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}
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data := ops.WriteMulti(p.ops, scene.CommandSize+4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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p.cmd(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to))
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p.pen = to
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p.expand(ctrl0)
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p.expand(ctrl1)
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p.expand(to)
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}
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// Close closes the path contour.
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func (p *Path) Close() {
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if p.pen != p.start {
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p.LineTo(p.start)
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}
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p.end()
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}
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// Stroke represents a stroked path.
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type Stroke struct {
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Path PathSpec
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// Width of the stroked path.
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Width float32
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}
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// Op returns a clip operation representing the stroke.
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func (s Stroke) Op() Op {
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return Op{
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path: s.Path,
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width: s.Width,
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}
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}
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// Outline represents the area inside of a path, according to the
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// non-zero winding rule.
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type Outline struct {
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Path PathSpec
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}
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// Op returns a clip operation representing the outline.
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func (o Outline) Op() Op {
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return Op{
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path: o.Path,
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outline: true,
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}
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}
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