//-------------------------------------------------------------------- // Join path. The path is joined with the existing one, that is, // it behaves as if the pen of a plotter was always down (drawing) //template<class VertexSource> public void JoinPath(VertexStoreSnap s) { double x, y; VertexSnapIter snapIter = s.GetVertexSnapIter(); VertexCmd cmd = snapIter.GetNextVertex(out x, out y); if (cmd == VertexCmd.NoMore) { return; } if (VertexHelper.IsVertextCommand(cmd)) { double x0, y0; VertexCmd flags0 = GetLastVertex(out x0, out y0); if (VertexHelper.IsVertextCommand(flags0)) { if (AggMath.calc_distance(x, y, x0, y0) > AggMath.VERTEX_DISTANCE_EPSILON) { if (VertexHelper.IsMoveTo(cmd)) { cmd = VertexCmd.LineTo; } myvxs.AddVertex(x, y, cmd); } } else { if (VertexHelper.IsEmpty(flags0)) { cmd = VertexCmd.MoveTo; } else if (VertexHelper.IsMoveTo(cmd)) { cmd = VertexCmd.LineTo; } myvxs.AddVertex(x, y, cmd); } } while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { myvxs.AddVertex(x, y, VertexHelper.IsMoveTo(cmd) ? VertexCmd.LineTo : cmd); } }
//-----------------------------------------------------bounding_rect_single //template<class VertexSource, class CoordT> static bool GetBoundingRect( VertexStoreSnap vs, out int x1, out int y1, out int x2, out int y2) { double x_d = 0; double y_d = 0; int x = 0; int y = 0; bool first = true; x1 = 1; y1 = 1; x2 = 0; y2 = 0; VertexSnapIter vsnapIter = vs.GetVertexSnapIter(); VertexCmd PathAndFlags; while (!VertexHelper.IsEmpty(PathAndFlags = vsnapIter.GetNextVertex(out x_d, out y_d))) { x = (int)x_d; y = (int)y_d; if (VertexHelper.IsVertextCommand(PathAndFlags)) { if (first) { x1 = x; y1 = y; x2 = x; y2 = y; first = false; } else { if (x < x1) { x1 = x; } if (y < y1) { y1 = y; } if (x > x2) { x2 = x; } if (y > y2) { y2 = y; } } } } return(x1 <= x2 && y1 <= y2); }
//// Concatenate path. The path is added as is. public void ConcatPath(VertexStoreSnap s) { double x, y; VertexCmd cmd_flags; VertexSnapIter snapIter = s.GetVertexSnapIter(); while ((cmd_flags = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { myvxs.AddVertex(x, y, cmd_flags); } }
public static System.Drawing.Drawing2D.GraphicsPath CreateGraphicsPath(VertexStoreSnap vxsSnap) { VertexSnapIter vxsIter = vxsSnap.GetVertexSnapIter(); double prevX = 0; double prevY = 0; double prevMoveToX = 0; double prevMoveToY = 0; var brush_path = new System.Drawing.Drawing2D.GraphicsPath(FillMode.Winding);//*** winding for overlapped path for (;;) { double x, y; VertexCmd cmd = vxsIter.GetNextVertex(out x, out y); switch (cmd) { case PixelFarm.Agg.VertexCmd.MoveTo: prevMoveToX = prevX = x; prevMoveToY = prevY = y; brush_path.StartFigure(); break; case PixelFarm.Agg.VertexCmd.LineTo: brush_path.AddLine((float)prevX, (float)prevY, (float)x, (float)y); prevX = x; prevY = y; break; case PixelFarm.Agg.VertexCmd.CloseAndEndFigure: //from current point // brush_path.AddLine((float)prevX, (float)prevY, (float)prevMoveToX, (float)prevMoveToY); prevX = prevMoveToX; prevY = prevMoveToY; brush_path.CloseFigure(); break; case PixelFarm.Agg.VertexCmd.EndFigure: goto EXIT_LOOP; break; case PixelFarm.Agg.VertexCmd.HasMore: break; case PixelFarm.Agg.VertexCmd.Stop: goto EXIT_LOOP; default: throw new NotSupportedException(); } } EXIT_LOOP: return(brush_path); }
InternalGraphicsPath CreateGraphicsPath(VertexStoreSnap vxsSnap, bool buildForRenderVx) { VertexSnapIter vxsIter = vxsSnap.GetVertexSnapIter(); double prevX = 0; double prevY = 0; double prevMoveToX = 0; double prevMoveToY = 0; xylist.Clear(); //TODO: reivew here //about how to reuse this list bool isAddToList = true; //result... List <Figure> figures = new List <Figure>(); for (; ;) { double x, y; switch (vxsIter.GetNextVertex(out x, out y)) { case PixelFarm.Agg.VertexCmd.MoveTo: if (!isAddToList) { isAddToList = true; } prevMoveToX = prevX = x; prevMoveToY = prevY = y; xylist.Add((float)x); xylist.Add((float)y); break; case PixelFarm.Agg.VertexCmd.LineTo: xylist.Add((float)x); xylist.Add((float)y); prevX = x; prevY = y; break; case PixelFarm.Agg.VertexCmd.Close: //from current point { xylist.Add((float)prevMoveToX); xylist.Add((float)prevMoveToY); prevX = prevMoveToX; prevY = prevMoveToY; //----------- Figure newfig = new Figure(xylist.ToArray()); newfig.SupportVertexBuffer = buildForRenderVx; figures.Add(newfig); //----------- xylist.Clear(); isAddToList = false; } break; case VertexCmd.CloseAndEndFigure: //from current point { xylist.Add((float)prevMoveToX); xylist.Add((float)prevMoveToY); prevX = prevMoveToX; prevY = prevMoveToY; // Figure newfig = new Figure(xylist.ToArray()); newfig.SupportVertexBuffer = buildForRenderVx; figures.Add(newfig); //----------- xylist.Clear(); isAddToList = false; } break; case PixelFarm.Agg.VertexCmd.NoMore: goto EXIT_LOOP; default: throw new System.NotSupportedException(); } } EXIT_LOOP: if (figures.Count == 0) { Figure newfig = new Figure(xylist.ToArray()); newfig.SupportVertexBuffer = buildForRenderVx; figures.Add(newfig); } return(new InternalGraphicsPath(figures)); }
public static InternalGraphicsPath CreateGraphicsPath(VertexStoreSnap vxsSnap) { VertexSnapIter vxsIter = vxsSnap.GetVertexSnapIter(); double prevX = 0; double prevY = 0; double prevMoveToX = 0; double prevMoveToY = 0; //TODO: reivew here //about how to reuse this list List <List <float> > allXYlist = new List <List <float> >(); //all include sub path List <float> xylist = new List <float>(); allXYlist.Add(xylist); bool isAddToList = true; //bool vxsMoreThan1 = vxsSnap.VxsHasMoreThanOnePart; for (;;) { double x, y; VertexCmd cmd = vxsIter.GetNextVertex(out x, out y); switch (cmd) { case PixelFarm.Agg.VertexCmd.MoveTo: if (!isAddToList) { allXYlist.Add(xylist); isAddToList = true; } prevMoveToX = prevX = x; prevMoveToY = prevY = y; xylist.Add((float)x); xylist.Add((float)y); break; case PixelFarm.Agg.VertexCmd.LineTo: xylist.Add((float)x); xylist.Add((float)y); prevX = x; prevY = y; break; case PixelFarm.Agg.VertexCmd.Close: //from current point xylist.Add((float)prevMoveToX); xylist.Add((float)prevMoveToY); prevX = prevMoveToX; prevY = prevMoveToY; //xylist = new List<float>(); //isAddToList = false; break; case VertexCmd.CloseAndEndFigure: //from current point xylist.Add((float)prevMoveToX); xylist.Add((float)prevMoveToY); prevX = prevMoveToX; prevY = prevMoveToY; // xylist = new List <float>(); isAddToList = false; break; case PixelFarm.Agg.VertexCmd.NoMore: goto EXIT_LOOP; default: throw new System.NotSupportedException(); } } EXIT_LOOP: int j = allXYlist.Count; List <Figure> figures = new List <Figure>(j); for (int i = 0; i < j; ++i) { figures.Add(new Figure(allXYlist[i].ToArray())); } return(new InternalGraphicsPath(figures)); }
/// <summary> /// fill with BitmapBufferExtension lib /// </summary> void FillWithBxt(VertexStoreSnap snap) { //transate the vxs/snap to command double x = 0; double y = 0; double offsetOrgX = this.OriginX; double offsetOrgY = this.OriginY; VertexSnapIter snapIter = snap.GetVertexSnapIter(); VertexCmd cmd; int latestMoveToX = 0, latestMoveToY = 0; int latestX = 0, latestY = 0; bool closed = false; _reusablePolygonList.Clear(); while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { x += offsetOrgX; y += offsetOrgY; switch (cmd) { case VertexCmd.MoveTo: { if (_reusablePolygonList.Count > 0) { //no drawline _reusablePolygonList.Clear(); } closed = false; _reusablePolygonList.Add(latestMoveToX = latestX = (int)Math.Round(x)); _reusablePolygonList.Add(latestMoveToY = latestY = (int)Math.Round(y)); } break; case VertexCmd.LineTo: case VertexCmd.P2c: case VertexCmd.P3c: { //collect to the polygon _reusablePolygonList.Add(latestX = (int)Math.Round(x)); _reusablePolygonList.Add(latestY = (int)Math.Round(y)); } break; case VertexCmd.Close: case VertexCmd.CloseAndEndFigure: { if (_reusablePolygonList.Count > 0) { //flush by draw line _reusablePolygonList.Add(latestX = latestMoveToX); _reusablePolygonList.Add(latestY = latestMoveToY); _bxt.FillPolygon(_reusablePolygonList.ToArray(), this.fillColor.ToARGB()); } _reusablePolygonList.Clear(); closed = true; } break; default: break; } } //--------------- if (!closed && (_reusablePolygonList.Count > 0) && (latestX == latestMoveToX) && (latestY == latestMoveToY)) { //flush by draw line _reusablePolygonList.Add(latestMoveToX); _reusablePolygonList.Add(latestMoveToY); _bxt.FillPolygon( _reusablePolygonList.ToArray(), this.fillColor.ToARGB()); } }
/// <summary> /// we do NOT store snap *** /// </summary> /// <param name="snap"></param> public void AddPath(VertexStoreSnap snap) { //----------------------------------------------------- //*** we extract vertext command and coord(x,y) from //the snap but not store the snap inside rasterizer //----------------------------------------------------- double x = 0; double y = 0; if (m_cellAARas.Sorted) { Reset(); } float offsetOrgX = OffsetOriginX; float offsetOrgY = OffsetOriginY; VertexSnapIter snapIter = snap.GetVertexSnapIter(); VertexCmd cmd; #if DEBUG int dbugVertexCount = 0; #endif if (ExtendWidthX3ForSubPixelLcdEffect) { while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { #if DEBUG dbugVertexCount++; #endif //--------------------------------------------- //NOTE: we scale horizontal 3 times. //subpixel renderer will shrink it to 1 //--------------------------------------------- AddVertex(cmd, (x + offsetOrgX) * 3, (y + offsetOrgY)); } } else { while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.NoMore) { #if DEBUG dbugVertexCount++; #endif AddVertex(cmd, x + offsetOrgX, y + offsetOrgY); } } // if (snap.VxsHasMoreThanOnePart) // { // //**** // //render all parts // VertexStore vxs = snap.GetInternalVxs(); // int j = vxs.Count; // if (UseSubPixelRendering) // { // for (int i = 0; i < j; ++i) // { // var cmd = vxs.GetVertex(i, out x, out y); // if (cmd != VertexCmd.Stop) // { // //AddVertext 1 of 4 // AddVertex(cmd, (x + offsetOrgX) * 3, y + offsetOrgY); // } // } // } // else // { // for (int i = 0; i < j; ++i) // { // var cmd = vxs.GetVertex(i, out x, out y); // if (cmd != VertexCmd.Stop) // { // //AddVertext 2 of 4 // AddVertex(cmd, x + offsetOrgX, y + offsetOrgY); // } // } // } // } // else // { // VertexSnapIter snapIter = snap.GetVertexSnapIter(); // VertexCmd cmd; //#if DEBUG // int dbugVertexCount = 0; //#endif // if (UseSubPixelRendering) // { // while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.Stop) // { //#if DEBUG // dbugVertexCount++; //#endif // //AddVertext 3 of 4 // AddVertex(cmd, (x + offsetOrgX) * 3, y + offsetOrgY); // } // } // else // { // while ((cmd = snapIter.GetNextVertex(out x, out y)) != VertexCmd.Stop) // { //#if DEBUG // dbugVertexCount++; //#endif // //AddVertext 4 of 4 // AddVertex(cmd, x + offsetOrgX, y + offsetOrgY); // } // } // } }