Files
gio/op/clip/clip.go
T
Elias Naur 936c266b03 all: [API] split operation stack into per-state stacks
The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.

Before this change, op.Save and Load were used to save and restore the
state:

    ops := new(op.Ops)
    // Save state.
    state := op.Save(ops)
    // Apply offset.
    op.Offset(...).Add(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    state.Load()

A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.

This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:

    ops := new(op.Ops)
    // Push offset to the transformation stack.
    stack := op.Offset(...).Push(ops)
    // Draw with offset applied.
    draw(ops)
    // Restore state.
    stack.Pop()

For convenience, transformation also be Add'ed if the stack operation is
not required.

Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.

API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.

To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2021-10-08 17:21:56 +02:00

402 lines
9.6 KiB
Go

// SPDX-License-Identifier: Unlicense OR MIT
package clip
import (
"encoding/binary"
"hash/maphash"
"image"
"math"
"gioui.org/f32"
"gioui.org/internal/opconst"
"gioui.org/internal/ops"
"gioui.org/internal/scene"
"gioui.org/internal/stroke"
"gioui.org/op"
)
// Op represents a clip area. Op intersects the current clip area with
// itself.
type Op struct {
path PathSpec
outline bool
stroke StrokeStyle
dashes DashSpec
}
// Stack represents an Op pushed on the clip stack.
type Stack struct {
ops *op.Ops
id op.StackID
macroID int
}
var pathSeed maphash.Seed
func init() {
pathSeed = maphash.MakeSeed()
}
// Push saves the current clip state on the stack and updates the current
// state to the intersection of the current p.
func (p Op) Push(o *op.Ops) Stack {
id, macroID := o.PushOp(op.ClipStack)
p.add(o, true)
return Stack{ops: o, id: id, macroID: macroID}
}
// Add is like Push except it doesn't save the current state on the stack.
//
// Deprecated: use Push instead.
func (p Op) Add(o *op.Ops) {
p.add(o, false)
}
func (p Op) add(o *op.Ops, push bool) {
str := p.stroke
path := p.path
outline := p.outline
approx := str.Width > 0 && !(p.dashes == DashSpec{} && str.Miter == 0 && str.Join == RoundJoin && str.Cap == RoundCap)
if approx {
// If the stroke is not natively supported by the compute renderer, construct a filled path
// that approximates it.
path = p.approximateStroke(o)
str = StrokeStyle{}
outline = true
}
bo := binary.LittleEndian
if path.hasSegments {
data := o.Write(opconst.TypePathLen)
data[0] = byte(opconst.TypePath)
bo.PutUint64(data[1:], path.hash)
path.spec.Add(o)
}
bounds := path.bounds
if str.Width > 0 {
// Expand bounds to cover stroke.
half := int(str.Width*.5 + .5)
bounds.Min.X -= half
bounds.Min.Y -= half
bounds.Max.X += half
bounds.Max.Y += half
data := o.Write(opconst.TypeStrokeLen)
data[0] = byte(opconst.TypeStroke)
bo := binary.LittleEndian
bo.PutUint32(data[1:], math.Float32bits(str.Width))
}
data := o.Write(opconst.TypeClipLen)
data[0] = byte(opconst.TypeClip)
bo.PutUint32(data[1:], uint32(bounds.Min.X))
bo.PutUint32(data[5:], uint32(bounds.Min.Y))
bo.PutUint32(data[9:], uint32(bounds.Max.X))
bo.PutUint32(data[13:], uint32(bounds.Max.Y))
if outline {
data[17] = byte(1)
}
if push {
data[18] = byte(1)
}
}
func (s Stack) Pop() {
s.ops.PopOp(op.ClipStack, s.id, s.macroID)
data := s.ops.Write(opconst.TypePopClipLen)
data[0] = byte(opconst.TypePopClip)
}
func (p Op) approximateStroke(o *op.Ops) PathSpec {
if !p.path.hasSegments {
return PathSpec{}
}
var r ops.Reader
// Add path op for us to decode. Use a macro to omit it from later decodes.
ignore := op.Record(o)
r.ResetAt(o, ops.NewPC(o))
p.path.spec.Add(o)
ignore.Stop()
encOp, ok := r.Decode()
if !ok || opconst.OpType(encOp.Data[0]) != opconst.TypeAux {
panic("corrupt path data")
}
pathData := encOp.Data[opconst.TypeAuxLen:]
// Decode dashes in a similar way.
var dashes stroke.DashOp
if p.dashes.phase != 0 || p.dashes.size > 0 {
ignore := op.Record(o)
r.ResetAt(o, ops.NewPC(o))
p.dashes.spec.Add(o)
ignore.Stop()
encOp, ok := r.Decode()
if !ok || opconst.OpType(encOp.Data[0]) != opconst.TypeAux {
panic("corrupt dash data")
}
dashes.Dashes = make([]float32, p.dashes.size)
dashData := encOp.Data[opconst.TypeAuxLen:]
bo := binary.LittleEndian
for i := range dashes.Dashes {
dashes.Dashes[i] = math.Float32frombits(bo.Uint32(dashData[i*4:]))
}
dashes.Phase = p.dashes.phase
}
// Approximate and output path data.
var outline Path
outline.Begin(o)
ss := stroke.StrokeStyle{
Width: p.stroke.Width,
Miter: p.stroke.Miter,
Cap: stroke.StrokeCap(p.stroke.Cap),
Join: stroke.StrokeJoin(p.stroke.Join),
}
quads := stroke.StrokePathCommands(ss, dashes, pathData)
pen := f32.Pt(0, 0)
for _, quad := range quads {
q := quad.Quad
if q.From != pen {
pen = q.From
outline.MoveTo(pen)
}
outline.contour = int(quad.Contour)
outline.QuadTo(q.Ctrl, q.To)
}
return outline.End()
}
type PathSpec struct {
spec op.CallOp
// open is true if any path contour is not closed. A closed contour starts
// and ends in the same point.
open bool
// hasSegments tracks whether there are any segments in the path.
hasSegments bool
bounds image.Rectangle
hash uint64
}
// Path constructs a Op clip path described by lines and
// Bézier curves, where drawing outside the Path is discarded.
// The inside-ness of a pixel is determines by the non-zero winding rule,
// similar to the SVG rule of the same name.
//
// Path generates no garbage and can be used for dynamic paths; path
// data is stored directly in the Ops list supplied to Begin.
type Path struct {
ops *op.Ops
open bool
contour int
pen f32.Point
macro op.MacroOp
start f32.Point
hasSegments bool
bounds f32.Rectangle
hash maphash.Hash
}
// Pos returns the current pen position.
func (p *Path) Pos() f32.Point { return p.pen }
// Begin the path, storing the path data and final Op into ops.
func (p *Path) Begin(ops *op.Ops) {
p.hash.SetSeed(pathSeed)
p.ops = ops
p.macro = op.Record(ops)
// Write the TypeAux opcode
data := ops.Write(opconst.TypeAuxLen)
data[0] = byte(opconst.TypeAux)
}
// End returns a PathSpec ready to use in clipping operations.
func (p *Path) End() PathSpec {
c := p.macro.Stop()
return PathSpec{
spec: c,
open: p.open || p.pen != p.start,
hasSegments: p.hasSegments,
bounds: boundRectF(p.bounds),
hash: p.hash.Sum64(),
}
}
// Move moves the pen by the amount specified by delta.
func (p *Path) Move(delta f32.Point) {
to := delta.Add(p.pen)
p.MoveTo(to)
}
// MoveTo moves the pen to the specified absolute coordinate.
func (p *Path) MoveTo(to f32.Point) {
p.open = p.open || p.pen != p.start
p.end()
p.pen = to
p.start = to
}
// end completes the current contour.
func (p *Path) end() {
p.contour++
}
// Line moves the pen by the amount specified by delta, recording a line.
func (p *Path) Line(delta f32.Point) {
to := delta.Add(p.pen)
p.LineTo(to)
}
// LineTo moves the pen to the absolute point specified, recording a line.
func (p *Path) LineTo(to f32.Point) {
data := p.ops.Write(scene.CommandSize + 4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Line(p.pen, to))
p.pen = to
p.expand(to)
}
func (p *Path) cmd(data []byte, c scene.Command) {
ops.EncodeCommand(data, c)
p.hash.Write(data)
}
func (p *Path) expand(pt f32.Point) {
if !p.hasSegments {
p.hasSegments = true
p.bounds = f32.Rectangle{Min: pt, Max: pt}
} else {
b := p.bounds
if pt.X < b.Min.X {
b.Min.X = pt.X
}
if pt.Y < b.Min.Y {
b.Min.Y = pt.Y
}
if pt.X > b.Max.X {
b.Max.X = pt.X
}
if pt.Y > b.Max.Y {
b.Max.Y = pt.Y
}
p.bounds = b
}
}
// boundRectF returns a bounding image.Rectangle for a f32.Rectangle.
func boundRectF(r f32.Rectangle) image.Rectangle {
return image.Rectangle{
Min: image.Point{
X: int(floor(r.Min.X)),
Y: int(floor(r.Min.Y)),
},
Max: image.Point{
X: int(ceil(r.Max.X)),
Y: int(ceil(r.Max.Y)),
},
}
}
func ceil(v float32) int {
return int(math.Ceil(float64(v)))
}
func floor(v float32) int {
return int(math.Floor(float64(v)))
}
// Quad records a quadratic Bézier from the pen to end
// with the control point ctrl.
func (p *Path) Quad(ctrl, to f32.Point) {
ctrl = ctrl.Add(p.pen)
to = to.Add(p.pen)
p.QuadTo(ctrl, to)
}
// QuadTo records a quadratic Bézier from the pen to end
// with the control point ctrl, with absolute coordinates.
func (p *Path) QuadTo(ctrl, to f32.Point) {
data := p.ops.Write(scene.CommandSize + 4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Quad(p.pen, ctrl, to))
p.pen = to
p.expand(ctrl)
p.expand(to)
}
// ArcTo adds an elliptical arc to the path. The implied ellipse is defined
// by its focus points f1 and f2.
// The arc starts in the current point and ends angle radians along the ellipse boundary.
// The sign of angle determines the direction; positive being counter-clockwise,
// negative clockwise.
func (p *Path) ArcTo(f1, f2 f32.Point, angle float32) {
const segments = 16
m := stroke.ArcTransform(p.pen, f1, f2, angle, segments)
for i := 0; i < segments; i++ {
p0 := p.pen
p1 := m.Transform(p0)
p2 := m.Transform(p1)
ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5))
p.QuadTo(ctl, p2)
}
}
// Arc is like ArcTo where f1 and f2 are relative to the current position.
func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
f1 = f1.Add(p.pen)
f2 = f2.Add(p.pen)
p.ArcTo(f1, f2, angle)
}
// Cube records a cubic Bézier from the pen through
// two control points ending in to.
func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to))
}
// CubeTo records a cubic Bézier from the pen through
// two control points ending in to, with absolute coordinates.
func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) {
if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen {
return
}
data := p.ops.Write(scene.CommandSize + 4)
bo := binary.LittleEndian
bo.PutUint32(data[0:], uint32(p.contour))
p.cmd(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to))
p.pen = to
p.expand(ctrl0)
p.expand(ctrl1)
p.expand(to)
}
// Close closes the path contour.
func (p *Path) Close() {
if p.pen != p.start {
p.LineTo(p.start)
}
p.end()
}
// Outline represents the area inside of a path, according to the
// non-zero winding rule.
type Outline struct {
Path PathSpec
}
// Op returns a clip operation representing the outline.
func (o Outline) Op() Op {
if o.Path.open {
panic("not all path contours are closed")
}
return Op{
path: o.Path,
outline: true,
}
}