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Path.h
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#ifndef PATH_H
#define PATH_H
#include "SVGElement.h"
#include "stdafx.h"
#include <gdiplus.h>
#include <objidl.h>
#include <tuple>
#include <vector>
#define M_PI 3.14159265358979323846
using namespace Gdiplus;
using namespace std;
class my_path : public SVGElement {
private:
vector<tuple<char, vector<PointF>>> d;
string fill_color;
double fill_opacity;
Color stroke_color;
double stroke_width;
string transform;
public:
my_path(string name, string transform, vector<tuple<char, vector<PointF>>> d,
string fill_color, double, Color stroke_color, double stroke_width);
void render(Graphics &graphics, vector<LinearGradient> gradients) override;
string getTransform() override { return transform; }
};
my_path::my_path(string name, string transform,
vector<tuple<char, vector<PointF>>> d, string fill_color,
double fill_opacity, Color stroke_color,
double stroke_width = 0)
: d(d), fill_color(fill_color), stroke_color(stroke_color),
stroke_width(stroke_width), fill_opacity(fill_opacity), SVGElement(name),
transform(transform) {}
void my_path::render(Graphics &graphics, vector<LinearGradient> gradients) {
if (fill_color[0] == 'u' && fill_color[1] == 'r' && fill_color[2] == 'l') {
string id = extractID(fill_color);
LinearGradientBrush *brush = nullptr;
for (auto gradient : gradients) {
if (gradient.getId() == id) {
brush = gradient.createBrush();
break;
}
}
GraphicsPath path;
PointF endPoint = PointF(0, 0);
PointF startPoint;
int length = d.size();
for (int i = 0; i < length; i++) {
switch (get<0>(d[i])) {
case 'M': {
int numPoints = get<1>(d[i]).size();
startPoint = get<1>(d[i])[0];
path.StartFigure();
endPoint = get<1>(d[i])[0];
for (int j = 1; j < numPoints; j++) {
path.AddLine(endPoint, get<1>(d[i])[j]);
endPoint = get<1>(d[i])[j];
}
break;
}
case 'm': {
int numPoints = get<1>(d[i]).size();
startPoint = endPoint + get<1>(d[i])[0];
path.StartFigure();
endPoint = startPoint;
for (int j = 1; j < numPoints; j++) {
PointF newPoint = endPoint + get<1>(d[i])[j];
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'A': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 5) {
// Lấy các thông số
double rx = get<1>(d[i])[j].X; // rx
double ry = get<1>(d[i])[j].Y; // ry
double xAxisRotation = get<1>(d[i])[j + 1].X; // x-axis-rotation
bool largeArc =
static_cast<bool>(get<1>(d[i])[j + 2].X); // large-arc-flag
bool sweep = static_cast<bool>(get<1>(d[i])[j + 3].X); // sweep-flag
PointF startPoint = endPoint; // Điểm bắt đầu
endPoint = get<1>(d[i])[j + 4]; // Điểm kết thúc (absolute)
// Tính toán bounding box của elip
REAL x = startPoint.X - rx; // X tọa độ góc trên-trái của elip
REAL y = startPoint.Y - ry; // Y tọa độ góc trên-trái của elip
REAL width = 2 * rx; // Chiều rộng của elip
REAL height = 2 * ry; // Chiều cao của elip
// Tính góc bắt đầu (startAngle) và góc quét (sweepAngle)
REAL startAngle =
atan2(-ry, rx) * 180 / M_PI; // Góc từ trục x đến điểm bắt đầu
REAL sweepAngle =
sweep ? 180 : -180; // Sweep clockwise hoặc counter-clockwise
if (largeArc) {
sweepAngle =
sweep ? 360 - abs(sweepAngle) : -(360 - abs(sweepAngle));
}
// Tạo ma trận xoay để áp dụng xAxisRotation
Matrix matrix;
matrix.RotateAt(xAxisRotation, PointF(startPoint.X, startPoint.Y));
// Thêm cung vào GraphicsPath sử dụng 6 tham số
path.AddArc(x, y, width, height, startAngle, sweepAngle);
path.Transform(&matrix);
}
break;
}
case 'a': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 5) {
// Lấy các thông số
double rx = get<1>(d[i])[j].X; // rx
double ry = get<1>(d[i])[j].Y; // ry
double xAxisRotation = get<1>(d[i])[j + 1].X; // x-axis-rotation
bool largeArc =
static_cast<bool>(get<1>(d[i])[j + 2].X); // large-arc-flag
bool sweep = static_cast<bool>(get<1>(d[i])[j + 3].X); // sweep-flag
PointF startPoint = endPoint; // Điểm bắt đầu
PointF relativeEndPoint =
get<1>(d[i])[j + 4]; // Điểm kết thúc (relative)
// Tính toán điểm kết thúc tuyệt đối từ điểm bắt đầu
PointF absoluteEndPoint = PointF(startPoint.X + relativeEndPoint.X,
startPoint.Y + relativeEndPoint.Y);
// Tính toán bounding box của elip
REAL x = startPoint.X - rx;
REAL y = startPoint.Y - ry;
REAL width = 2 * rx;
REAL height = 2 * ry;
// Tính góc bắt đầu (startAngle) và góc quét (sweepAngle)
REAL startAngle =
atan2(-ry, rx) * 180 / M_PI; // Góc từ trục x đến điểm bắt đầu
REAL sweepAngle = sweep ? 180 : -180;
if (largeArc) {
sweepAngle =
sweep ? 360 - abs(sweepAngle) : -(360 - abs(sweepAngle));
}
// Tạo ma trận xoay để áp dụng xAxisRotation
Matrix matrix;
matrix.RotateAt(xAxisRotation, PointF(startPoint.X, startPoint.Y));
// Thêm cung vào GraphicsPath sử dụng 6 tham số
path.AddArc(x, y, width, height, startAngle, sweepAngle);
path.Transform(&matrix);
// Cập nhật điểm kết thúc
endPoint = absoluteEndPoint;
}
break;
}
case 'L': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
path.AddLine(endPoint, get<1>(d[i])[j]);
endPoint = get<1>(d[i])[j];
}
break;
}
case 'l': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = endPoint + get<1>(d[i])[j];
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'C': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 3) {
PointF p1 = get<1>(d[i])[j];
PointF p2 = get<1>(d[i])[j + 1];
PointF p3 = get<1>(d[i])[j + 2];
path.AddBezier(endPoint, p1, p2, p3);
endPoint = p3;
}
break;
}
case 'c': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 3) {
PointF p1 = get<1>(d[i])[j] + endPoint;
PointF p2 = get<1>(d[i])[j + 1] + endPoint;
PointF p3 = get<1>(d[i])[j + 2] + endPoint;
path.AddBezier(endPoint, p1, p2, p3);
endPoint = p3;
}
break;
}
case 'H': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(get<1>(d[i])[j].X, endPoint.Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'h': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X + get<1>(d[i])[j].X, endPoint.Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'V': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X, get<1>(d[i])[j].Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'v': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X, endPoint.Y + get<1>(d[i])[j].Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'Z':
case 'z': {
path.AddLine(endPoint, startPoint);
endPoint = startPoint;
path.CloseFigure();
break;
}
case 'Q': {
path.AddBezier(endPoint, get<1>(d[i])[0], get<1>(d[i])[1],
get<1>(d[i])[1]);
endPoint = get<1>(d[i])[1];
break;
}
case 'q': {
for (int count = 0; count < get<1>(d[i]).size(); count += 2) {
PointF p1 = get<1>(d[i])[count] + endPoint;
PointF p2 = get<1>(d[i])[count + 1] + endPoint;
path.AddBezier(endPoint, p1, p2, p2);
endPoint = p2;
}
break;
}
case 'S': {
path.AddBezier(endPoint, endPoint, get<1>(d[i])[0], get<1>(d[i])[1]);
endPoint = get<1>(d[i])[1];
for (int count = 2; count < get<1>(d[i]).size(); count += 2) {
PointF p1 = get<1>(d[i])[count];
PointF p2 = get<1>(d[i])[count + 1];
path.AddBezier(endPoint, endPoint, p1, p2);
endPoint = p2;
}
break;
}
case 's': {
for (int count = 0; count < get<1>(d[i]).size(); count += 2) {
PointF p1 = get<1>(d[i])[count] + endPoint;
PointF p2 = get<1>(d[i])[count + 1] + endPoint;
path.AddBezier(endPoint, endPoint, p1, p2);
endPoint = p2;
}
break;
}
default:
break;
}
}
if (stroke_width > 0) {
Pen pen(stroke_color, stroke_width);
graphics.DrawPath(&pen, &path);
}
graphics.FillPath(brush, &path);
delete brush;
return;
} else {
Color fill = stoc(this->fill_color);
Color fill_colorr =
Color(fill_opacity * 255, fill.GetR(), fill.GetG(), fill.GetB());
SolidBrush brushh(fill_colorr);
GraphicsPath path;
PointF endPoint = PointF(0, 0);
PointF startPoint;
int length = d.size();
for (int i = 0; i < length; i++) {
switch (get<0>(d[i])) {
case 'M': {
int numPoints = get<1>(d[i]).size();
startPoint = get<1>(d[i])[0];
path.StartFigure();
endPoint = get<1>(d[i])[0];
for (int j = 1; j < numPoints; j++) {
path.AddLine(endPoint, get<1>(d[i])[j]);
endPoint = get<1>(d[i])[j];
}
break;
}
case 'm': {
int numPoints = get<1>(d[i]).size();
startPoint = endPoint + get<1>(d[i])[0];
path.StartFigure();
endPoint = startPoint;
for (int j = 1; j < numPoints; j++) {
PointF newPoint = endPoint + get<1>(d[i])[j];
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'A': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 5) {
double rx = get<1>(d[i])[j].X;
double ry = get<1>(d[i])[j].Y;
double xAxisRotation = get<1>(d[i])[j + 1].X;
bool largeArc = static_cast<bool>(get<1>(d[i])[j + 2].X);
bool sweep = static_cast<bool>(get<1>(d[i])[j + 3].X);
PointF startPoint = endPoint;
endPoint = get<1>(d[i])[j + 4];
}
break;
}
case 'a': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 5) {
double rx = get<1>(d[i])[j].X;
double ry = get<1>(d[i])[j].Y;
double xAxisRotation = get<1>(d[i])[j + 1].X;
bool largeArc = static_cast<bool>(get<1>(d[i])[j + 2].X);
bool sweep = static_cast<bool>(get<1>(d[i])[j + 3].X);
PointF startPoint = endPoint;
endPoint = get<1>(d[i])[j + 4];
}
break;
}
case 'L': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
path.AddLine(endPoint, get<1>(d[i])[j]);
endPoint = get<1>(d[i])[j];
}
break;
}
case 'l': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = endPoint + get<1>(d[i])[j];
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'C': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 3) {
PointF p1 = get<1>(d[i])[j];
PointF p2 = get<1>(d[i])[j + 1];
PointF p3 = get<1>(d[i])[j + 2];
path.AddBezier(endPoint, p1, p2, p3);
endPoint = p3;
}
break;
}
case 'c': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j += 3) {
PointF p1 = get<1>(d[i])[j] + endPoint;
PointF p2 = get<1>(d[i])[j + 1] + endPoint;
PointF p3 = get<1>(d[i])[j + 2] + endPoint;
path.AddBezier(endPoint, p1, p2, p3);
endPoint = p3;
}
break;
}
case 'H': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(get<1>(d[i])[j].X, endPoint.Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'h': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X + get<1>(d[i])[j].X, endPoint.Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'V': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X, get<1>(d[i])[j].Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'v': {
int numPoints = get<1>(d[i]).size();
for (int j = 0; j < numPoints; j++) {
PointF newPoint = PointF(endPoint.X, endPoint.Y + get<1>(d[i])[j].Y);
path.AddLine(endPoint, newPoint);
endPoint = newPoint;
}
break;
}
case 'Z':
case 'z': {
path.AddLine(endPoint, startPoint);
endPoint = startPoint;
path.CloseFigure();
break;
}
case 'Q': {
path.AddBezier(endPoint, get<1>(d[i])[0], get<1>(d[i])[1],
get<1>(d[i])[1]);
endPoint = get<1>(d[i])[1];
break;
}
case 'q': {
for (int count = 0; count < get<1>(d[i]).size(); count += 2) {
PointF p1 = get<1>(d[i])[count] + endPoint;
PointF p2 = get<1>(d[i])[count + 1] + endPoint;
path.AddBezier(endPoint, p1, p2, p2);
endPoint = p2;
}
break;
}
case 'S': {
path.AddBezier(endPoint, endPoint, get<1>(d[i])[0], get<1>(d[i])[1]);
endPoint = get<1>(d[i])[1];
break;
}
case 's': {
for (int count = 0; count < get<1>(d[i]).size(); count += 2) {
PointF p1 = get<1>(d[i])[count] + endPoint;
PointF p2 = get<1>(d[i])[count + 1] + endPoint;
path.AddBezier(endPoint, endPoint, p1, p2);
endPoint = p2;
}
break;
}
default:
break;
}
}
if (stroke_width > 0) {
Pen pen(stroke_color, stroke_width);
graphics.DrawPath(&pen, &path);
}
graphics.FillPath(&brushh, &path);
}
}
#endif