Example #1
0
void PaintCharacterSys(Painter& sw, double x, double y, int ch, Font fnt)
{
	DrawLock __;
	PAINTER_TIMING("CharacterOp");
	FT_Face face = FTFace(fnt, NULL);
	int glyph_index = FT_Get_Char_Index(face, ch);
	if(glyph_index && FT_Load_Glyph(face, glyph_index, FT_LOAD_DEFAULT) == 0)
		RenderOutline(face->glyph->outline, sw, x, y + fnt.GetAscent());
	sw.EvenOdd(true);
}
Example #2
0
void BufferPainter::ApproximateChar(LinearPathConsumer& t, const CharData& ch, double tolerance)
{
	PAINTER_TIMING("ApproximateChar");
	Value v;
	INTERLOCKED {
		PAINTER_TIMING("ApproximateChar::Fetch");
		static LRUCache<Value, GlyphKey> cache;
		cache.Shrink(500000);
		sMakeGlyph h;
		h.gk.fnt = ch.fnt;
		h.gk.chr = ch.ch;
		h.gk.tolerance = tolerance;
		v = cache.Get(h);
	}
#if 0
	GlyphPainter chp;
	chp.move = chp.pos = Null;
	chp.tolerance = tolerance;
	PaintCharacter(chp, ch.p, ch.ch, ch.fnt);
	Vector<float>& g = chp.glyph;
#else
	const Vector<float>& g = ValueTo< Vector<float> >(v);
#endif
	int i = 0;
	while(i < g.GetCount()) {
		Pointf p;
		p.x = g[i++];
		if(p.x > 1e30) {
			p.x = g[i++];
			p.y = g[i++];
			t.Move(p + ch.p);
		}
		else {
			PAINTER_TIMING("ApproximateChar::Line");
			p.y = g[i++];
			t.Line(p + ch.p);
		}
	}
}
Example #3
0
void Painter::CharacterOp(double x, double y, int ch, Font fnt)
{
	PAINTER_TIMING("CharacterOp");
	String s;
	INTERLOCKED {
		static LRUCache<String, FontChar> cache;
		cache.Shrink(100000);
		sMakeCharOutline h;
		h.fc.fnt = fnt;
		h.fc.chr = ch;
		s = cache.Get(h);
	}
	RenderCharPath(s, s.GetLength(), *this, x, y + fnt.Info().GetAscent());
	EvenOdd(true);
}
Example #4
0
NAMESPACE_UPP

static void sQuadratic(LinearPathConsumer& t, const Pointf& p1, const Pointf& p2, const Pointf& p3,
                       double qt, int lvl)
{
	if(lvl < 16) {
		PAINTER_TIMING("Quadratic approximation");
		Pointf d = p3 - p1;
		double q = Squared(d);
		if(q > 1e-30) {
			Pointf pd = p2 - p1;
			double u = (pd.x * d.x + pd.y * d.y) / q;
			if(u <= 0 || u >= 1 || SquaredDistance(u * d, pd) > qt) {
				Pointf p12 = Mid(p1, p2);
				Pointf p23 = Mid(p2, p3);
				Pointf div = Mid(p12, p23);
				sQuadratic(t, p1, p12, div, qt, lvl + 1);
				sQuadratic(t, div, p23, p3, qt, lvl + 1);
				return;
			}
		}
	}
	t.Line(p3);
}