mirror of
https://git.sr.ht/~eliasnaur/gio
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29cea1db49
Pointer hit areas and paint clip areas are separate concepts, but similar enough to warrant merging. This change replaces pointer hit areas with clip areas, so Gio is left with just one area concept (in package op/clip). The reason for separating the concepts in the original Gio release was because of my being unsure general path/stroke hit areas would ever be implemented, let alone efficient. This change represents a change of mind, in the sense that it's better to have an incomplete API than two separate area concepts. Leave the deprecated pointer.Rect, pointer.Ellipse for temporary backwards compatibility. This is an API change. Most existing programs should continue to build with this change, but may have to adjust to having all clip.Ops participate in InputOp hit areas. Signed-off-by: Elias Naur <mail@eliasnaur.com>
337 lines
7.8 KiB
Go
337 lines
7.8 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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"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 int
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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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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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// open is true if any path contour is not closed. A closed contour starts
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// and ends in the same point.
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open bool
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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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open bool
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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 f32.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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func (p *Path) Begin(o *op.Ops) {
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p.hash.SetSeed(pathSeed)
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p.ops = &o.Internal
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p.macro = op.Record(o)
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// Write the TypeAux opcode
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data := ops.Write(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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c := p.macro.Stop()
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return PathSpec{
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spec: c,
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open: p.open || p.pen != p.start,
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hasSegments: p.hasSegments,
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bounds: boundRectF(p.bounds),
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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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p.open = p.open || p.pen != p.start
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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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// 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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data := ops.Write(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 = f32.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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// boundRectF returns a bounding image.Rectangle for a f32.Rectangle.
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func boundRectF(r f32.Rectangle) image.Rectangle {
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return image.Rectangle{
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Min: image.Point{
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X: int(floor(r.Min.X)),
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Y: int(floor(r.Min.Y)),
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},
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Max: image.Point{
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X: int(ceil(r.Max.X)),
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Y: int(ceil(r.Max.Y)),
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},
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}
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}
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func ceil(v float32) int {
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return int(math.Ceil(float64(v)))
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}
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func floor(v float32) int {
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return int(math.Floor(float64(v)))
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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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data := ops.Write(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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const segments = 16
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m := stroke.ArcTransform(p.pen, f1, f2, angle, segments)
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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.Write(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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if o.Path.open {
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panic("not all path contours are closed")
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}
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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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