364 lines
9.7 KiB
Haxe
364 lines
9.7 KiB
Haxe
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/**
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Copied from deprecated
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https://github.com/Kode/Kha/blob/15bfbdc2b3c363fe70ac3d178d9d3439f717861a/Sources/kha/graphics2/GraphicsExtension.hx
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**/
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package zui;
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import kha.math.Vector2;
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import kha.math.FastVector2;
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import kha.graphics2.Graphics;
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import kha.graphics2.VerTextAlignment;
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import kha.graphics2.HorTextAlignment;
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/**
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* Static extension functions for Graphics2.
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* Usage: "using zui.GraphicsExtension;"
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*/
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class GraphicsExtension {
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/**
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* Draws a arc.
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* @param ccw (optional) Specifies whether the drawing should be counterclockwise.
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* @param segments (optional) The amount of lines that should be used to draw the arc.
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*/
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public static function drawArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, strength: Float = 1, ccw: Bool = false,
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segments: Int = 0): Void {
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#if kha_html5
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if (kha.SystemImpl.gl == null) {
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var g: kha.js.CanvasGraphics = cast g2;
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radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
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g.drawArc(cx, cy, radius, sAngle, eAngle, strength, ccw);
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return;
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}
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#end
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sAngle = sAngle % (Math.PI * 2);
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eAngle = eAngle % (Math.PI * 2);
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if (ccw) {
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if (eAngle > sAngle)
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eAngle -= Math.PI * 2;
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}
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else if (eAngle < sAngle)
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eAngle += Math.PI * 2;
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radius += strength / 2;
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if (segments <= 0)
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segments = Math.floor(10 * Math.sqrt(radius));
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var theta = (eAngle - sAngle) / segments;
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var c = Math.cos(theta);
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var s = Math.sin(theta);
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var x = Math.cos(sAngle) * radius;
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var y = Math.sin(sAngle) * radius;
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for (n in 0...segments) {
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var px = x + cx;
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var py = y + cy;
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var t = x;
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x = c * x - s * y;
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y = c * y + s * t;
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drawInnerLine(g2, x + cx, y + cy, px, py, strength);
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}
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}
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/**
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* Draws a filled arc.
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* @param ccw (optional) Specifies whether the drawing should be counterclockwise.
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* @param segments (optional) The amount of lines that should be used to draw the arc.
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*/
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public static function fillArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, ccw: Bool = false,
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segments: Int = 0): Void {
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#if kha_html5
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if (kha.SystemImpl.gl == null) {
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var g: kha.js.CanvasGraphics = cast g2;
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g.fillArc(cx, cy, radius, sAngle, eAngle, ccw);
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return;
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}
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#end
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sAngle = sAngle % (Math.PI * 2);
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eAngle = eAngle % (Math.PI * 2);
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if (ccw) {
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if (eAngle > sAngle)
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eAngle -= Math.PI * 2;
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}
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else if (eAngle < sAngle)
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eAngle += Math.PI * 2;
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if (segments <= 0)
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segments = Math.floor(10 * Math.sqrt(radius));
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var theta = (eAngle - sAngle) / segments;
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var c = Math.cos(theta);
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var s = Math.sin(theta);
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var x = Math.cos(sAngle) * radius;
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var y = Math.sin(sAngle) * radius;
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var sx = x + cx;
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var sy = y + cy;
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for (n in 0...segments) {
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var px = x + cx;
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var py = y + cy;
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var t = x;
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x = c * x - s * y;
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y = c * y + s * t;
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g2.fillTriangle(px, py, x + cx, y + cy, sx, sy);
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}
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}
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/**
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* Draws a circle.
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* @param segments (optional) The amount of lines that should be used to draw the circle.
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*/
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public static function drawCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, strength: Float = 1, segments: Int = 0): Void {
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#if kha_html5
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if (kha.SystemImpl.gl == null) {
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var g: kha.js.CanvasGraphics = cast g2;
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radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
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g.drawCircle(cx, cy, radius, strength);
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return;
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}
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#end
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radius += strength / 2;
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if (segments <= 0)
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segments = Math.floor(10 * Math.sqrt(radius));
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var theta = 2 * Math.PI / segments;
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var c = Math.cos(theta);
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var s = Math.sin(theta);
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var x = radius;
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var y = 0.0;
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for (n in 0...segments) {
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var px = x + cx;
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var py = y + cy;
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var t = x;
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x = c * x - s * y;
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y = c * y + s * t;
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drawInnerLine(g2, x + cx, y + cy, px, py, strength);
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}
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}
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static function drawInnerLine(g2: Graphics, x1: Float, y1: Float, x2: Float, y2: Float, strength: Float): Void {
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var side = y2 > y1 ? 1 : 0;
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if (y2 == y1)
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side = x2 - x1 > 0 ? 1 : 0;
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var vec = new FastVector2();
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if (y2 == y1)
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vec.setFrom(new FastVector2(0, -1));
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else
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vec.setFrom(new FastVector2(1, -(x2 - x1) / (y2 - y1)));
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vec.length = strength;
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var p1 = new FastVector2(x1 + side * vec.x, y1 + side * vec.y);
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var p2 = new FastVector2(x2 + side * vec.x, y2 + side * vec.y);
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var p3 = p1.sub(vec);
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var p4 = p2.sub(vec);
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g2.fillTriangle(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
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g2.fillTriangle(p3.x, p3.y, p2.x, p2.y, p4.x, p4.y);
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}
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/**
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* Draws a filled circle.
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* @param segments (optional) The amount of lines that should be used to draw the circle.
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*/
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public static function fillCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, segments: Int = 0): Void {
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#if kha_html5
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if (kha.SystemImpl.gl == null) {
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var g: kha.js.CanvasGraphics = cast g2;
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g.fillCircle(cx, cy, radius);
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return;
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}
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#end
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if (segments <= 0) {
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segments = Math.floor(10 * Math.sqrt(radius));
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}
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var theta = 2 * Math.PI / segments;
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var c = Math.cos(theta);
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var s = Math.sin(theta);
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var x = radius;
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var y = 0.0;
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for (n in 0...segments) {
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var px = x + cx;
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var py = y + cy;
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var t = x;
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x = c * x - s * y;
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y = c * y + s * t;
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g2.fillTriangle(px, py, x + cx, y + cy, cx, cy);
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}
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}
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/**
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* Draws a convex polygon.
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*/
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public static function drawPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>, strength: Float = 1) {
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var iterator = vertices.iterator();
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var v0 = iterator.next();
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var v1 = v0;
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while (iterator.hasNext()) {
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var v2 = iterator.next();
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g2.drawLine(v1.x + x, v1.y + y, v2.x + x, v2.y + y, strength);
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v1 = v2;
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}
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g2.drawLine(v1.x + x, v1.y + y, v0.x + x, v0.y + y, strength);
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}
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/**
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* Draws a filled convex polygon.
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*/
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public static function fillPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>) {
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var iterator = vertices.iterator();
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if (!iterator.hasNext())
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return;
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var v0 = iterator.next();
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if (!iterator.hasNext())
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return;
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var v1 = iterator.next();
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while (iterator.hasNext()) {
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var v2 = iterator.next();
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g2.fillTriangle(v0.x + x, v0.y + y, v1.x + x, v1.y + y, v2.x + x, v2.y + y);
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v1 = v2;
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}
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}
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/**
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* Draws a cubic bezier using 4 pairs of points. If the x and y arrays have a length bigger then 4, the additional
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* points will be ignored. With a length smaller of 4 a error will occur, there is no check for this.
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* You can construct the curves visually in Inkscape with a path using default nodes.
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* Provide x and y in the following order: startPoint, controlPoint1, controlPoint2, endPoint
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* Reference: http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/
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*/
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public static function drawCubicBezier(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
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var t: Float;
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var q0 = calculateCubicBezierPoint(0, x, y);
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var q1: Array<Float>;
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for (i in 1...(segments + 1)) {
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t = i / segments;
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q1 = calculateCubicBezierPoint(t, x, y);
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g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
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q0 = q1;
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}
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}
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/**
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* Draws multiple cubic beziers joined by the end point. The minimum size is 4 pairs of points (a single curve).
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*/
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public static function drawCubicBezierPath(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
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var i = 0;
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var t: Float;
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var q0: Array<Float> = null;
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var q1: Array<Float> = null;
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while (i < x.length - 3) {
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if (i == 0)
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q0 = calculateCubicBezierPoint(0, [x[i], x[i + 1], x[i + 2], x[i + 3]], [y[i], y[i + 1], y[i + 2], y[i + 3]]);
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for (j in 1...(segments + 1)) {
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t = j / segments;
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q1 = calculateCubicBezierPoint(t, [x[i], x[i + 1], x[i + 2], x[i + 3]], [y[i], y[i + 1], y[i + 2], y[i + 3]]);
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g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
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q0 = q1;
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}
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i += 3;
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}
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}
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static function calculateCubicBezierPoint(t: Float, x: Array<Float>, y: Array<Float>): Array<Float> {
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var u: Float = 1 - t;
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var tt: Float = t * t;
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var uu: Float = u * u;
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var uuu: Float = uu * u;
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var ttt: Float = tt * t;
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// first term
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var p: Array<Float> = [uuu * x[0], uuu * y[0]];
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// second term
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p[0] += 3 * uu * t * x[1];
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p[1] += 3 * uu * t * y[1];
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// third term
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p[0] += 3 * u * tt * x[2];
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p[1] += 3 * u * tt * y[2];
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// fourth term
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p[0] += ttt * x[3];
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p[1] += ttt * y[3];
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return p;
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}
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static public function drawAlignedString(g2: Graphics, text: String, x: Float, y: Float, horAlign: HorTextAlignment, verAlign: VerTextAlignment): Void {
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var xoffset = 0.0;
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if (horAlign == TextCenter || horAlign == TextRight) {
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var width = g2.font.width(g2.fontSize, text);
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if (horAlign == TextCenter) {
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xoffset = -width * 0.5;
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}
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else {
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xoffset = -width;
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}
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}
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var yoffset = 0.0;
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if (verAlign == TextMiddle || verAlign == TextBottom) {
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var height = g2.font.height(g2.fontSize);
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if (verAlign == TextMiddle) {
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yoffset = -height * 0.5;
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}
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else {
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yoffset = -height;
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}
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}
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g2.drawString(text, x + xoffset, y + yoffset);
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}
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static public function drawAlignedCharacters(g2: Graphics, text: Array<Int>, start: Int, length: Int, x: Float, y: Float, horAlign: HorTextAlignment,
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verAlign: VerTextAlignment): Void {
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var xoffset = 0.0;
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if (horAlign == TextCenter || horAlign == TextRight) {
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var width = g2.font.widthOfCharacters(g2.fontSize, text, start, length);
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if (horAlign == TextCenter) {
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xoffset = -width * 0.5;
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}
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else {
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xoffset = -width;
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}
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}
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var yoffset = 0.0;
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if (verAlign == TextMiddle || verAlign == TextBottom) {
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var height = g2.font.height(g2.fontSize);
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if (verAlign == TextMiddle) {
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yoffset = -height * 0.5;
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}
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else {
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yoffset = -height;
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}
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}
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g2.drawCharacters(text, start, length, x + xoffset, y + yoffset);
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}
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}
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