Beispiel #1
0
    void applyVerticalHintingTransform (float fontSize, Path& path)
    {
        if (cachedSize != fontSize)
        {
            cachedSize = fontSize;
            cachedScale = Scaling (top, middle, bottom, fontSize);
        }

        if (bottom < top + 3.0f / fontSize)
            return;

        Path result;

        for (Path::Iterator i (path); i.next();)
        {
            switch (i.elementType)
            {
                case Path::Iterator::startNewSubPath:  result.startNewSubPath (i.x1, cachedScale.apply (i.y1)); break;
                case Path::Iterator::lineTo:           result.lineTo (i.x1, cachedScale.apply (i.y1)); break;
                case Path::Iterator::quadraticTo:      result.quadraticTo (i.x1, cachedScale.apply (i.y1),
                                                                           i.x2, cachedScale.apply (i.y2)); break;
                case Path::Iterator::cubicTo:          result.cubicTo (i.x1, cachedScale.apply (i.y1),
                                                                       i.x2, cachedScale.apply (i.y2),
                                                                       i.x3, cachedScale.apply (i.y3)); break;
                case Path::Iterator::closePath:        result.closeSubPath(); break;
                default:                               jassertfalse; break;
            }
        }

        result.swapWithPath (path);
    }
Beispiel #2
0
void PaintElementPath::setToPath (const Path& newPath)
{
    points.clear();

    Path::Iterator i (newPath);

    while (i.next())
    {
        ScopedPointer<PathPoint> p (new PathPoint (this));
        p->type = i.elementType;

        if (i.elementType == Path::Iterator::startNewSubPath)
        {
            p->pos [0].rect.setX (i.x1);
            p->pos [0].rect.setY (i.y1);
        }
        else if (i.elementType == Path::Iterator::lineTo)
        {
            p->pos [0].rect.setX (i.x1);
            p->pos [0].rect.setY (i.y1);
        }
        else if (i.elementType == Path::Iterator::quadraticTo)
        {
            p->pos [0].rect.setX (i.x1);
            p->pos [0].rect.setY (i.y1);
            p->pos [1].rect.setX (i.x2);
            p->pos [1].rect.setY (i.y2);
        }
        else if (i.elementType == Path::Iterator::cubicTo)
        {
            p->pos [0].rect.setX (i.x1);
            p->pos [0].rect.setY (i.y1);
            p->pos [1].rect.setX (i.x2);
            p->pos [1].rect.setY (i.y2);
            p->pos [2].rect.setX (i.x3);
            p->pos [2].rect.setY (i.y3);
        }
        else if (i.elementType == Path::Iterator::closePath)
        {
        }
        else
        {
            continue;
        }

        points.add (p.release());
    }
}
RelativePointPath::RelativePointPath (const Path& path)
    : usesNonZeroWinding (path.isUsingNonZeroWinding()),
      containsDynamicPoints (false)
{
    for (Path::Iterator i (path); i.next();)
    {
        switch (i.elementType)
        {
            case Path::Iterator::startNewSubPath:   elements.add (new StartSubPath (RelativePoint (i.x1, i.y1))); break;
            case Path::Iterator::lineTo:            elements.add (new LineTo (RelativePoint (i.x1, i.y1))); break;
            case Path::Iterator::quadraticTo:       elements.add (new QuadraticTo (RelativePoint (i.x1, i.y1), RelativePoint (i.x2, i.y2))); break;
            case Path::Iterator::cubicTo:           elements.add (new CubicTo (RelativePoint (i.x1, i.y1), RelativePoint (i.x2, i.y2), RelativePoint (i.x3, i.y3))); break;
            case Path::Iterator::closePath:         elements.add (new CloseSubPath()); break;
            default:                                jassertfalse; break;
        }
    }
}
void LowLevelGraphicsPostScriptRenderer::writePath (const Path& path) const
{
    out << "newpath ";

    float lastX = 0.0f;
    float lastY = 0.0f;
    int itemsOnLine = 0;

    Path::Iterator i (path);

    while (i.next())
    {
        if (++itemsOnLine == 4)
        {
            itemsOnLine = 0;
            out << '\n';
        }

        switch (i.elementType)
        {
        case Path::Iterator::startNewSubPath:
            writeXY (i.x1, i.y1);
            lastX = i.x1;
            lastY = i.y1;
            out << "m ";
            break;

        case Path::Iterator::lineTo:
            writeXY (i.x1, i.y1);
            lastX = i.x1;
            lastY = i.y1;
            out << "l ";
            break;

        case Path::Iterator::quadraticTo:
            {
                const float cp1x = lastX + (i.x1 - lastX) * 2.0f / 3.0f;
                const float cp1y = lastY + (i.y1 - lastY) * 2.0f / 3.0f;
                const float cp2x = cp1x + (i.x2 - lastX) / 3.0f;
                const float cp2y = cp1y + (i.y2 - lastY) / 3.0f;

                writeXY (cp1x, cp1y);
                writeXY (cp2x, cp2y);
                writeXY (i.x2, i.y2);
                out << "ct ";
                lastX = i.x2;
                lastY = i.y2;
            }
            break;

        case Path::Iterator::cubicTo:
            writeXY (i.x1, i.y1);
            writeXY (i.x2, i.y2);
            writeXY (i.x3, i.y3);
            out << "ct ";
            lastX = i.x3;
            lastY = i.y3;
            break;

        case Path::Iterator::closePath:
            out << "cp ";
            break;

        default:
            jassertfalse;
            break;
        }
    }

    out << '\n';
}
void Direct2DLowLevelGraphicsContext::pathToGeometrySink (const Path& path, ID2D1GeometrySink* sink, const AffineTransform& transform)
{
    Path::Iterator it (path);

    while (it.next())
    {
        switch (it.elementType)
        {
            case Path::Iterator::cubicTo:
            {
                D2D1_BEZIER_SEGMENT seg;

                transform.transformPoint (it.x1, it.y1);
                seg.point1 = D2D1::Point2F (it.x1, it.y1);

                transform.transformPoint (it.x2, it.y2);
                seg.point2 = D2D1::Point2F (it.x2, it.y2);

                transform.transformPoint(it.x3, it.y3);
                seg.point3 = D2D1::Point2F (it.x3, it.y3);

                sink->AddBezier (seg);
                break;
            }

            case Path::Iterator::lineTo:
            {
                transform.transformPoint (it.x1, it.y1);
                sink->AddLine (D2D1::Point2F (it.x1, it.y1));
                break;
            }

            case Path::Iterator::quadraticTo:
            {
                D2D1_QUADRATIC_BEZIER_SEGMENT seg;

                transform.transformPoint (it.x1, it.y1);
                seg.point1 = D2D1::Point2F (it.x1, it.y1);

                transform.transformPoint (it.x2, it.y2);
                seg.point2 = D2D1::Point2F (it.x2, it.y2);

                sink->AddQuadraticBezier (seg);
                break;
            }

            case Path::Iterator::closePath:
            {
                sink->EndFigure (D2D1_FIGURE_END_CLOSED);
                break;
            }

            case Path::Iterator::startNewSubPath:
            {
                transform.transformPoint (it.x1, it.y1);
                sink->BeginFigure (D2D1::Point2F (it.x1, it.y1), D2D1_FIGURE_BEGIN_FILLED);
                break;
            }
        }
    }
}