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Diffstat (limited to 'Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go')
-rw-r--r--Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go173
1 files changed, 0 insertions, 173 deletions
diff --git a/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go b/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go
deleted file mode 100644
index 0ef96b84d..000000000
--- a/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go
+++ /dev/null
@@ -1,173 +0,0 @@
-// Copyright 2010 The draw2d Authors. All rights reserved.
-// created: 06/12/2010 by Laurent Le Goff
-
-package draw2d
-
-import (
- "math"
-)
-
-type PathConverter struct {
- converter VertexConverter
- ApproximationScale, AngleTolerance, CuspLimit float64
- startX, startY, x, y float64
-}
-
-func NewPathConverter(converter VertexConverter) *PathConverter {
- return &PathConverter{converter, 1, 0, 0, 0, 0, 0, 0}
-}
-
-func (c *PathConverter) Convert(paths ...*PathStorage) {
- for _, path := range paths {
- j := 0
- for _, cmd := range path.commands {
- j = j + c.ConvertCommand(cmd, path.vertices[j:]...)
- }
- c.converter.NextCommand(VertexStopCommand)
- }
-}
-
-func (c *PathConverter) ConvertCommand(cmd PathCmd, vertices ...float64) int {
- switch cmd {
- case MoveTo:
- c.x, c.y = vertices[0], vertices[1]
- c.startX, c.startY = c.x, c.y
- c.converter.NextCommand(VertexStopCommand)
- c.converter.NextCommand(VertexStartCommand)
- c.converter.Vertex(c.x, c.y)
- return 2
- case LineTo:
- c.x, c.y = vertices[0], vertices[1]
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- c.converter.NextCommand(VertexJoinCommand)
- return 2
- case QuadCurveTo:
- quadraticBezier(c.converter, c.x, c.y, vertices[0], vertices[1], vertices[2], vertices[3], c.ApproximationScale, c.AngleTolerance)
- c.x, c.y = vertices[2], vertices[3]
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return 4
- case CubicCurveTo:
- cubicBezier(c.converter, c.x, c.y, vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5], c.ApproximationScale, c.AngleTolerance, c.CuspLimit)
- c.x, c.y = vertices[4], vertices[5]
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return 6
- case ArcTo:
- c.x, c.y = arc(c.converter, vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5], c.ApproximationScale)
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return 6
- case Close:
- c.converter.NextCommand(VertexCloseCommand)
- c.converter.Vertex(c.startX, c.startY)
- return 0
- }
- return 0
-}
-
-func (c *PathConverter) MoveTo(x, y float64) *PathConverter {
- c.x, c.y = x, y
- c.startX, c.startY = c.x, c.y
- c.converter.NextCommand(VertexStopCommand)
- c.converter.NextCommand(VertexStartCommand)
- c.converter.Vertex(c.x, c.y)
- return c
-}
-
-func (c *PathConverter) RMoveTo(dx, dy float64) *PathConverter {
- c.MoveTo(c.x+dx, c.y+dy)
- return c
-}
-
-func (c *PathConverter) LineTo(x, y float64) *PathConverter {
- c.x, c.y = x, y
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- c.converter.NextCommand(VertexJoinCommand)
- return c
-}
-
-func (c *PathConverter) RLineTo(dx, dy float64) *PathConverter {
- c.LineTo(c.x+dx, c.y+dy)
- return c
-}
-
-func (c *PathConverter) QuadCurveTo(cx, cy, x, y float64) *PathConverter {
- quadraticBezier(c.converter, c.x, c.y, cx, cy, x, y, c.ApproximationScale, c.AngleTolerance)
- c.x, c.y = x, y
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return c
-}
-
-func (c *PathConverter) RQuadCurveTo(dcx, dcy, dx, dy float64) *PathConverter {
- c.QuadCurveTo(c.x+dcx, c.y+dcy, c.x+dx, c.y+dy)
- return c
-}
-
-func (c *PathConverter) CubicCurveTo(cx1, cy1, cx2, cy2, x, y float64) *PathConverter {
- cubicBezier(c.converter, c.x, c.y, cx1, cy1, cx2, cy2, x, y, c.ApproximationScale, c.AngleTolerance, c.CuspLimit)
- c.x, c.y = x, y
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return c
-}
-
-func (c *PathConverter) RCubicCurveTo(dcx1, dcy1, dcx2, dcy2, dx, dy float64) *PathConverter {
- c.CubicCurveTo(c.x+dcx1, c.y+dcy1, c.x+dcx2, c.y+dcy2, c.x+dx, c.y+dy)
- return c
-}
-
-func (c *PathConverter) ArcTo(cx, cy, rx, ry, startAngle, angle float64) *PathConverter {
- endAngle := startAngle + angle
- clockWise := true
- if angle < 0 {
- clockWise = false
- }
- // normalize
- if clockWise {
- for endAngle < startAngle {
- endAngle += math.Pi * 2.0
- }
- } else {
- for startAngle < endAngle {
- startAngle += math.Pi * 2.0
- }
- }
- startX := cx + math.Cos(startAngle)*rx
- startY := cy + math.Sin(startAngle)*ry
- c.MoveTo(startX, startY)
- c.x, c.y = arc(c.converter, cx, cy, rx, ry, startAngle, angle, c.ApproximationScale)
- if c.startX == c.x && c.startY == c.y {
- c.converter.NextCommand(VertexCloseCommand)
- }
- c.converter.Vertex(c.x, c.y)
- return c
-}
-
-func (c *PathConverter) RArcTo(dcx, dcy, rx, ry, startAngle, angle float64) *PathConverter {
- c.ArcTo(c.x+dcx, c.y+dcy, rx, ry, startAngle, angle)
- return c
-}
-
-func (c *PathConverter) Close() *PathConverter {
- c.converter.NextCommand(VertexCloseCommand)
- c.converter.Vertex(c.startX, c.startY)
- return c
-}