LNXSDK/leenkx/Sources/zui/GraphicsExtension.hx

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2025-01-22 16:18:30 +01:00
/**
Copied from deprecated
https://github.com/Kode/Kha/blob/15bfbdc2b3c363fe70ac3d178d9d3439f717861a/Sources/kha/graphics2/GraphicsExtension.hx
**/
package zui;
import kha.math.Vector2;
import kha.math.FastVector2;
import kha.graphics2.Graphics;
import kha.graphics2.VerTextAlignment;
import kha.graphics2.HorTextAlignment;
/**
* Static extension functions for Graphics2.
* Usage: "using zui.GraphicsExtension;"
*/
class GraphicsExtension {
/**
* Draws a arc.
* @param ccw (optional) Specifies whether the drawing should be counterclockwise.
* @param segments (optional) The amount of lines that should be used to draw the arc.
*/
public static function drawArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, strength: Float = 1, ccw: Bool = false,
segments: Int = 0): Void {
#if kha_html5
if (kha.SystemImpl.gl == null) {
var g: kha.js.CanvasGraphics = cast g2;
radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
g.drawArc(cx, cy, radius, sAngle, eAngle, strength, ccw);
return;
}
#end
sAngle = sAngle % (Math.PI * 2);
eAngle = eAngle % (Math.PI * 2);
if (ccw) {
if (eAngle > sAngle)
eAngle -= Math.PI * 2;
}
else if (eAngle < sAngle)
eAngle += Math.PI * 2;
radius += strength / 2;
if (segments <= 0)
segments = Math.floor(10 * Math.sqrt(radius));
var theta = (eAngle - sAngle) / segments;
var c = Math.cos(theta);
var s = Math.sin(theta);
var x = Math.cos(sAngle) * radius;
var y = Math.sin(sAngle) * radius;
for (n in 0...segments) {
var px = x + cx;
var py = y + cy;
var t = x;
x = c * x - s * y;
y = c * y + s * t;
drawInnerLine(g2, x + cx, y + cy, px, py, strength);
}
}
/**
* Draws a filled arc.
* @param ccw (optional) Specifies whether the drawing should be counterclockwise.
* @param segments (optional) The amount of lines that should be used to draw the arc.
*/
public static function fillArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, ccw: Bool = false,
segments: Int = 0): Void {
#if kha_html5
if (kha.SystemImpl.gl == null) {
var g: kha.js.CanvasGraphics = cast g2;
g.fillArc(cx, cy, radius, sAngle, eAngle, ccw);
return;
}
#end
sAngle = sAngle % (Math.PI * 2);
eAngle = eAngle % (Math.PI * 2);
if (ccw) {
if (eAngle > sAngle)
eAngle -= Math.PI * 2;
}
else if (eAngle < sAngle)
eAngle += Math.PI * 2;
if (segments <= 0)
segments = Math.floor(10 * Math.sqrt(radius));
var theta = (eAngle - sAngle) / segments;
var c = Math.cos(theta);
var s = Math.sin(theta);
var x = Math.cos(sAngle) * radius;
var y = Math.sin(sAngle) * radius;
var sx = x + cx;
var sy = y + cy;
for (n in 0...segments) {
var px = x + cx;
var py = y + cy;
var t = x;
x = c * x - s * y;
y = c * y + s * t;
g2.fillTriangle(px, py, x + cx, y + cy, sx, sy);
}
}
/**
* Draws a circle.
* @param segments (optional) The amount of lines that should be used to draw the circle.
*/
public static function drawCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, strength: Float = 1, segments: Int = 0): Void {
#if kha_html5
if (kha.SystemImpl.gl == null) {
var g: kha.js.CanvasGraphics = cast g2;
radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
g.drawCircle(cx, cy, radius, strength);
return;
}
#end
radius += strength / 2;
if (segments <= 0)
segments = Math.floor(10 * Math.sqrt(radius));
var theta = 2 * Math.PI / segments;
var c = Math.cos(theta);
var s = Math.sin(theta);
var x = radius;
var y = 0.0;
for (n in 0...segments) {
var px = x + cx;
var py = y + cy;
var t = x;
x = c * x - s * y;
y = c * y + s * t;
drawInnerLine(g2, x + cx, y + cy, px, py, strength);
}
}
static function drawInnerLine(g2: Graphics, x1: Float, y1: Float, x2: Float, y2: Float, strength: Float): Void {
var side = y2 > y1 ? 1 : 0;
if (y2 == y1)
side = x2 - x1 > 0 ? 1 : 0;
var vec = new FastVector2();
if (y2 == y1)
vec.setFrom(new FastVector2(0, -1));
else
vec.setFrom(new FastVector2(1, -(x2 - x1) / (y2 - y1)));
vec.length = strength;
var p1 = new FastVector2(x1 + side * vec.x, y1 + side * vec.y);
var p2 = new FastVector2(x2 + side * vec.x, y2 + side * vec.y);
var p3 = p1.sub(vec);
var p4 = p2.sub(vec);
g2.fillTriangle(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
g2.fillTriangle(p3.x, p3.y, p2.x, p2.y, p4.x, p4.y);
}
/**
* Draws a filled circle.
* @param segments (optional) The amount of lines that should be used to draw the circle.
*/
public static function fillCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, segments: Int = 0): Void {
#if kha_html5
if (kha.SystemImpl.gl == null) {
var g: kha.js.CanvasGraphics = cast g2;
g.fillCircle(cx, cy, radius);
return;
}
#end
if (segments <= 0) {
segments = Math.floor(10 * Math.sqrt(radius));
}
var theta = 2 * Math.PI / segments;
var c = Math.cos(theta);
var s = Math.sin(theta);
var x = radius;
var y = 0.0;
for (n in 0...segments) {
var px = x + cx;
var py = y + cy;
var t = x;
x = c * x - s * y;
y = c * y + s * t;
g2.fillTriangle(px, py, x + cx, y + cy, cx, cy);
}
}
/**
* Draws a convex polygon.
*/
public static function drawPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>, strength: Float = 1) {
var iterator = vertices.iterator();
var v0 = iterator.next();
var v1 = v0;
while (iterator.hasNext()) {
var v2 = iterator.next();
g2.drawLine(v1.x + x, v1.y + y, v2.x + x, v2.y + y, strength);
v1 = v2;
}
g2.drawLine(v1.x + x, v1.y + y, v0.x + x, v0.y + y, strength);
}
/**
* Draws a filled convex polygon.
*/
public static function fillPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>) {
var iterator = vertices.iterator();
if (!iterator.hasNext())
return;
var v0 = iterator.next();
if (!iterator.hasNext())
return;
var v1 = iterator.next();
while (iterator.hasNext()) {
var v2 = iterator.next();
g2.fillTriangle(v0.x + x, v0.y + y, v1.x + x, v1.y + y, v2.x + x, v2.y + y);
v1 = v2;
}
}
/**
* Draws a cubic bezier using 4 pairs of points. If the x and y arrays have a length bigger then 4, the additional
* points will be ignored. With a length smaller of 4 a error will occur, there is no check for this.
* You can construct the curves visually in Inkscape with a path using default nodes.
* Provide x and y in the following order: startPoint, controlPoint1, controlPoint2, endPoint
* Reference: http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/
*/
public static function drawCubicBezier(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
var t: Float;
var q0 = calculateCubicBezierPoint(0, x, y);
var q1: Array<Float>;
for (i in 1...(segments + 1)) {
t = i / segments;
q1 = calculateCubicBezierPoint(t, x, y);
g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
q0 = q1;
}
}
/**
* Draws multiple cubic beziers joined by the end point. The minimum size is 4 pairs of points (a single curve).
*/
public static function drawCubicBezierPath(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
var i = 0;
var t: Float;
var q0: Array<Float> = null;
var q1: Array<Float> = null;
while (i < x.length - 3) {
if (i == 0)
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]]);
for (j in 1...(segments + 1)) {
t = j / segments;
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]]);
g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
q0 = q1;
}
i += 3;
}
}
static function calculateCubicBezierPoint(t: Float, x: Array<Float>, y: Array<Float>): Array<Float> {
var u: Float = 1 - t;
var tt: Float = t * t;
var uu: Float = u * u;
var uuu: Float = uu * u;
var ttt: Float = tt * t;
// first term
var p: Array<Float> = [uuu * x[0], uuu * y[0]];
// second term
p[0] += 3 * uu * t * x[1];
p[1] += 3 * uu * t * y[1];
// third term
p[0] += 3 * u * tt * x[2];
p[1] += 3 * u * tt * y[2];
// fourth term
p[0] += ttt * x[3];
p[1] += ttt * y[3];
return p;
}
static public function drawAlignedString(g2: Graphics, text: String, x: Float, y: Float, horAlign: HorTextAlignment, verAlign: VerTextAlignment): Void {
var xoffset = 0.0;
if (horAlign == TextCenter || horAlign == TextRight) {
var width = g2.font.width(g2.fontSize, text);
if (horAlign == TextCenter) {
xoffset = -width * 0.5;
}
else {
xoffset = -width;
}
}
var yoffset = 0.0;
if (verAlign == TextMiddle || verAlign == TextBottom) {
var height = g2.font.height(g2.fontSize);
if (verAlign == TextMiddle) {
yoffset = -height * 0.5;
}
else {
yoffset = -height;
}
}
g2.drawString(text, x + xoffset, y + yoffset);
}
static public function drawAlignedCharacters(g2: Graphics, text: Array<Int>, start: Int, length: Int, x: Float, y: Float, horAlign: HorTextAlignment,
verAlign: VerTextAlignment): Void {
var xoffset = 0.0;
if (horAlign == TextCenter || horAlign == TextRight) {
var width = g2.font.widthOfCharacters(g2.fontSize, text, start, length);
if (horAlign == TextCenter) {
xoffset = -width * 0.5;
}
else {
xoffset = -width;
}
}
var yoffset = 0.0;
if (verAlign == TextMiddle || verAlign == TextBottom) {
var height = g2.font.height(g2.fontSize);
if (verAlign == TextMiddle) {
yoffset = -height * 0.5;
}
else {
yoffset = -height;
}
}
g2.drawCharacters(text, start, length, x + xoffset, y + yoffset);
}
}