// SPDX-License-Identifier: Unlicense OR MIT package clip import ( "gioui.org/f32" "gioui.org/op" ) // UniformRRect returns an RRect with all corner radii set to the // provided radius. func UniformRRect(rect f32.Rectangle, radius float32) RRect { return RRect{ Rect: rect, SE: radius, SW: radius, NE: radius, NW: radius, } } // RRect represents the clip area of a rectangle with rounded // corners. // // Specify a square with corner radii equal to half the square size to // construct a circular clip area. type RRect struct { Rect f32.Rectangle // The corner radii. SE, SW, NW, NE float32 } // Op returns the op for the rounded rectangle. func (rr RRect) Op(ops *op.Ops) Op { var p Path p.Begin(ops) p.Move(rr.Rect.Min) roundRect(&p, rr.Rect.Size(), rr.SE, rr.SW, rr.NW, rr.NE) return Outline{ Path: p.End(), }.Op() } // Add the rectangle clip. func (rr RRect) Add(ops *op.Ops) { rr.Op(ops).Add(ops) } // Border represents the clip area of a rectangular border. type Border struct { // Rect is the bounds of the border. Rect f32.Rectangle Width float32 Dashes DashSpec // The corner radii. SE, SW, NW, NE float32 } // Op returns the Op for the border. func (b Border) Op(ops *op.Ops) Op { var p Path p.Begin(ops) p.Move(b.Rect.Min) roundRect(&p, b.Rect.Size(), b.SE, b.SW, b.NW, b.NE) return Stroke{ Path: p.End(), Style: StrokeStyle{ Width: b.Width, }, Dashes: b.Dashes, }.Op() } // Add the border clip. func (rr Border) Add(ops *op.Ops) { rr.Op(ops).Add(ops) } // roundRect adds the outline of a rectangle with rounded corners to a // path. func roundRect(p *Path, size f32.Point, se, sw, nw, ne float32) { // https://pomax.github.io/bezierinfo/#circles_cubic. w, h := size.X, size.Y const c = 0.55228475 // 4*(sqrt(2)-1)/3 p.Move(f32.Point{X: w, Y: h - se}) p.Cube(f32.Point{X: 0, Y: se * c}, f32.Point{X: -se + se*c, Y: se}, f32.Point{X: -se, Y: se}) // SE p.Line(f32.Point{X: sw - w + se, Y: 0}) p.Cube(f32.Point{X: -sw * c, Y: 0}, f32.Point{X: -sw, Y: -sw + sw*c}, f32.Point{X: -sw, Y: -sw}) // SW p.Line(f32.Point{X: 0, Y: nw - h + sw}) p.Cube(f32.Point{X: 0, Y: -nw * c}, f32.Point{X: nw - nw*c, Y: -nw}, f32.Point{X: nw, Y: -nw}) // NW p.Line(f32.Point{X: w - ne - nw, Y: 0}) p.Cube(f32.Point{X: ne * c, Y: 0}, f32.Point{X: ne, Y: ne - ne*c}, f32.Point{X: ne, Y: ne}) // NE p.Line(f32.Point{X: 0, Y: -(ne - h + se)}) }