infinipaint/src/CanvasComponents/RectangleCanvasComponent.cpp

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#include "RectangleCanvasComponent.hpp"
#include "Helpers/ConvertVec.hpp"
#include "Helpers/MathExtras.hpp"
#include "Helpers/SCollision.hpp"
#include <include/core/SkPaint.h>
#include <include/core/SkPathBuilder.h>
#include "../SharedTypes.hpp"
#include "../DrawCollision.hpp"
CanvasComponentType RectangleCanvasComponent::get_type() const {
return CanvasComponentType::RECTANGLE;
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}
void RectangleCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
a(d.strokeColor, d.fillColor, d.cornerRadius, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
}
void RectangleCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
a(d.strokeColor, d.fillColor, d.cornerRadius, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
}
void RectangleCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
a(d.strokeColor, d.fillColor, d.cornerRadius, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
}
void RectangleCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
a(d.strokeColor, d.fillColor, d.cornerRadius, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
}
void RectangleCanvasComponent::change_stroke_color(const Vector4f& newStrokeColor) {
d.strokeColor = newStrokeColor;
}
std::optional<Vector4f> RectangleCanvasComponent::get_stroke_color() const {
return d.strokeColor;
}
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std::unique_ptr<CanvasComponent> RectangleCanvasComponent::get_data_copy() const {
auto toRet = std::make_unique<RectangleCanvasComponent>();
toRet->d = d;
return toRet;
}
void RectangleCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData, const std::shared_ptr<void>& predrawData) const {
SkPaint p;
p.setAntiAlias(drawData.skiaAA);
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if(d.fillStrokeMode == 0 || d.fillStrokeMode == 2) {
p.setStyle(SkPaint::kFill_Style);
p.setStrokeCap(SkPaint::kRound_Cap);
p.setColor4f(convert_vec4<SkColor4f>(d.fillColor));
canvas->drawPath(rectPath, p);
}
if(d.fillStrokeMode == 1 || d.fillStrokeMode == 2) {
p.setStyle(SkPaint::kStroke_Style);
p.setStrokeCap(SkPaint::kRound_Cap);
p.setColor4f(convert_vec4<SkColor4f>(d.strokeColor));
p.setStrokeWidth(d.strokeWidth);
canvas->drawPath(rectPath, p);
}
}
void RectangleCanvasComponent::set_data_from(const CanvasComponent& other) {
auto& otherRect = static_cast<const RectangleCanvasComponent&>(other);
d = otherRect.d;
}
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void RectangleCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
create_draw_data();
create_collider();
}
bool RectangleCanvasComponent::collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) const {
return collisionTree.is_collide(checkAgainst);
}
void RectangleCanvasComponent::create_draw_data() {
SkPathBuilder rectPathBuilder;
if(d.p1.x() == d.p2.x() || d.p1.y() == d.p2.y()) {
rectPathBuilder.moveTo(convert_vec2<SkPoint>(d.p1));
rectPathBuilder.lineTo(convert_vec2<SkPoint>(d.p2));
rectPath = rectPathBuilder.detach();
}
else {
SkRRect newRect = SkRRect::MakeRectXY(SkRect::MakeLTRB(d.p1.x(), d.p1.y(), d.p2.x(), d.p2.y()), d.cornerRadius, d.cornerRadius);
rectPathBuilder.addRRect(newRect);
rectPath = rectPathBuilder.detach();
}
}
void RectangleCanvasComponent::create_collider() {
using namespace SCollision;
ColliderCollection<float> strokeObjects;
if(d.fillStrokeMode == 0) {
std::array<Vector2f, 4> newT = triangle_from_rect_points(d.p1, d.p2);
strokeObjects.triangle.emplace_back(newT[0], newT[1], newT[2]);
strokeObjects.triangle.emplace_back(newT[2], newT[3], newT[0]);
}
else if(d.fillStrokeMode == 1) {
if(d.p1.x() == d.p2.x() || d.p1.y() == d.p2.y()) {
std::vector<Vector2f> points = {d.p1, d.p2};
generate_polyline(strokeObjects, points, d.strokeWidth, true);
}
else {
std::array<Vector2f, 4> pointArr = triangle_from_rect_points(d.p1, d.p2);
std::vector<Vector2f> points(pointArr.begin(), pointArr.end());
generate_polyline(strokeObjects, points, d.strokeWidth, true);
}
}
else if(d.fillStrokeMode == 2) {
float strokeRadius = d.strokeWidth * 0.5f;
std::array<Vector2f, 4> newT = triangle_from_rect_points((d.p1 - Vector2f{strokeRadius, strokeRadius}).eval(), (d.p2 + Vector2f{strokeRadius, strokeRadius}).eval());
strokeObjects.triangle.emplace_back(newT[0], newT[1], newT[2]);
strokeObjects.triangle.emplace_back(newT[2], newT[3], newT[0]);
}
collisionTree.clear();
collisionTree.calculate_bvh_recursive(strokeObjects);
}
SCollision::AABB<float> RectangleCanvasComponent::get_obj_coord_bounds() const {
return collisionTree.objects.bounds;
}