// SPDX-License-Identifier: Unlicense OR MIT package clip import ( "encoding/binary" "hash/maphash" "image" "math" "gioui.org/f32" "gioui.org/internal/ops" "gioui.org/internal/scene" "gioui.org/internal/stroke" "gioui.org/op" ) // Op represents a clip area. Op intersects the current clip area with // itself. type Op struct { path PathSpec outline bool width float32 } // Stack represents an Op pushed on the clip stack. type Stack struct { ops *ops.Ops id ops.StackID macroID int } var pathSeed maphash.Seed func init() { pathSeed = maphash.MakeSeed() } // Push saves the current clip state on the stack and updates the current // state to the intersection of the current p. func (p Op) Push(o *op.Ops) Stack { id, macroID := ops.PushOp(&o.Internal, ops.ClipStack) p.add(o) return Stack{ops: &o.Internal, id: id, macroID: macroID} } func (p Op) add(o *op.Ops) { path := p.path bo := binary.LittleEndian if path.hasSegments { data := ops.Write(&o.Internal, ops.TypePathLen) data[0] = byte(ops.TypePath) bo.PutUint64(data[1:], path.hash) path.spec.Add(o) } bounds := path.bounds if p.width > 0 { // Expand bounds to cover stroke. half := int(p.width*.5 + .5) bounds.Min.X -= half bounds.Min.Y -= half bounds.Max.X += half bounds.Max.Y += half data := ops.Write(&o.Internal, ops.TypeStrokeLen) data[0] = byte(ops.TypeStroke) bo := binary.LittleEndian bo.PutUint32(data[1:], math.Float32bits(p.width)) } data := ops.Write(&o.Internal, ops.TypeClipLen) data[0] = byte(ops.TypeClip) bo.PutUint32(data[1:], uint32(bounds.Min.X)) bo.PutUint32(data[5:], uint32(bounds.Min.Y)) bo.PutUint32(data[9:], uint32(bounds.Max.X)) bo.PutUint32(data[13:], uint32(bounds.Max.Y)) if p.outline { data[17] = byte(1) } data[18] = byte(path.shape) } func (s Stack) Pop() { ops.PopOp(s.ops, ops.ClipStack, s.id, s.macroID) data := ops.Write(s.ops, ops.TypePopClipLen) data[0] = byte(ops.TypePopClip) } type PathSpec struct { spec op.CallOp // hasSegments tracks whether there are any segments in the path. hasSegments bool bounds image.Rectangle shape ops.Shape hash uint64 } // Path constructs a Op clip path described by lines and // Bézier curves, where drawing outside the Path is discarded. // The inside-ness of a pixel is determines by the non-zero winding rule, // similar to the SVG rule of the same name. // // Path generates no garbage and can be used for dynamic paths; path // data is stored directly in the Ops list supplied to Begin. type Path struct { ops *ops.Ops contour int pen f32.Point macro op.MacroOp start f32.Point hasSegments bool bounds f32.Rectangle hash maphash.Hash } // Pos returns the current pen position. func (p *Path) Pos() f32.Point { return p.pen } // Begin the path, storing the path data and final Op into ops. func (p *Path) Begin(o *op.Ops) { *p = Path{ ops: &o.Internal, macro: op.Record(o), contour: 1, } p.hash.SetSeed(pathSeed) data := ops.Write(p.ops, ops.TypeAuxLen) data[0] = byte(ops.TypeAux) } // End returns a PathSpec ready to use in clipping operations. func (p *Path) End() PathSpec { p.gap() c := p.macro.Stop() return PathSpec{ spec: c, hasSegments: p.hasSegments, bounds: boundRectF(p.bounds), hash: p.hash.Sum64(), } } // Move moves the pen by the amount specified by delta. func (p *Path) Move(delta f32.Point) { to := delta.Add(p.pen) p.MoveTo(to) } // MoveTo moves the pen to the specified absolute coordinate. func (p *Path) MoveTo(to f32.Point) { if p.pen == to { return } p.gap() p.end() p.pen = to p.start = to } func (p *Path) gap() { if p.pen != p.start { // A closed contour starts and ends in the same point. // This move creates a gap in the contour, register it. data := ops.Write(p.ops, scene.CommandSize+4) bo := binary.LittleEndian bo.PutUint32(data[0:], uint32(p.contour)) p.cmd(data[4:], scene.Gap(p.pen, p.start)) } } // end completes the current contour. func (p *Path) end() { p.contour++ } // Line moves the pen by the amount specified by delta, recording a line. func (p *Path) Line(delta f32.Point) { to := delta.Add(p.pen) p.LineTo(to) } // LineTo moves the pen to the absolute point specified, recording a line. func (p *Path) LineTo(to f32.Point) { data := ops.Write(p.ops, scene.CommandSize+4) bo := binary.LittleEndian bo.PutUint32(data[0:], uint32(p.contour)) p.cmd(data[4:], scene.Line(p.pen, to)) p.pen = to p.expand(to) } func (p *Path) cmd(data []byte, c scene.Command) { ops.EncodeCommand(data, c) p.hash.Write(data) } func (p *Path) expand(pt f32.Point) { if !p.hasSegments { p.hasSegments = true p.bounds = f32.Rectangle{Min: pt, Max: pt} } else { b := p.bounds if pt.X < b.Min.X { b.Min.X = pt.X } if pt.Y < b.Min.Y { b.Min.Y = pt.Y } if pt.X > b.Max.X { b.Max.X = pt.X } if pt.Y > b.Max.Y { b.Max.Y = pt.Y } p.bounds = b } } // boundRectF returns a bounding image.Rectangle for a f32.Rectangle. func boundRectF(r f32.Rectangle) image.Rectangle { return image.Rectangle{ Min: image.Point{ X: int(floor(r.Min.X)), Y: int(floor(r.Min.Y)), }, Max: image.Point{ X: int(ceil(r.Max.X)), Y: int(ceil(r.Max.Y)), }, } } func ceil(v float32) int { return int(math.Ceil(float64(v))) } func floor(v float32) int { return int(math.Floor(float64(v))) } // Quad records a quadratic Bézier from the pen to end // with the control point ctrl. func (p *Path) Quad(ctrl, to f32.Point) { ctrl = ctrl.Add(p.pen) to = to.Add(p.pen) p.QuadTo(ctrl, to) } // QuadTo records a quadratic Bézier from the pen to end // with the control point ctrl, with absolute coordinates. func (p *Path) QuadTo(ctrl, to f32.Point) { data := ops.Write(p.ops, scene.CommandSize+4) bo := binary.LittleEndian bo.PutUint32(data[0:], uint32(p.contour)) p.cmd(data[4:], scene.Quad(p.pen, ctrl, to)) p.pen = to p.expand(ctrl) p.expand(to) } // ArcTo adds an elliptical arc to the path. The implied ellipse is defined // by its focus points f1 and f2. // The arc starts in the current point and ends angle radians along the ellipse boundary. // The sign of angle determines the direction; positive being counter-clockwise, // negative clockwise. func (p *Path) ArcTo(f1, f2 f32.Point, angle float32) { const segments = 16 m := stroke.ArcTransform(p.pen, f1, f2, angle, segments) for i := 0; i < segments; i++ { p0 := p.pen p1 := m.Transform(p0) p2 := m.Transform(p1) ctl := p1.Mul(2).Sub(p0.Add(p2).Mul(.5)) p.QuadTo(ctl, p2) } } // Arc is like ArcTo where f1 and f2 are relative to the current position. func (p *Path) Arc(f1, f2 f32.Point, angle float32) { f1 = f1.Add(p.pen) f2 = f2.Add(p.pen) p.ArcTo(f1, f2, angle) } // Cube records a cubic Bézier from the pen through // two control points ending in to. func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) { p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to)) } // CubeTo records a cubic Bézier from the pen through // two control points ending in to, with absolute coordinates. func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) { if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen { return } data := ops.Write(p.ops, scene.CommandSize+4) bo := binary.LittleEndian bo.PutUint32(data[0:], uint32(p.contour)) p.cmd(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to)) p.pen = to p.expand(ctrl0) p.expand(ctrl1) p.expand(to) } // Close closes the path contour. func (p *Path) Close() { if p.pen != p.start { p.LineTo(p.start) } p.end() } // Stroke represents a stroked path. type Stroke struct { Path PathSpec // Width of the stroked path. Width float32 } // Op returns a clip operation representing the stroke. func (s Stroke) Op() Op { return Op{ path: s.Path, width: s.Width, } } // Outline represents the area inside of a path, according to the // non-zero winding rule. type Outline struct { Path PathSpec } // Op returns a clip operation representing the outline. func (o Outline) Op() Op { return Op{ path: o.Path, outline: true, } }