ref: 4fcc1ea6012dbb25aeb94397d81f364fab81a58d
dir: /drawing.c/
/* * drawing.c: Intermediary between the drawing interface as * presented to the back end, and that implemented by the front * end. * * Mostly just looks up calls in a vtable and passes them through * unchanged. However, on the printing side it tracks print colours * so the front end API doesn't have to. * * FIXME: * * - I'd _like_ to do automatic draw_updates, but it's a pain for * draw_text in particular. I'd have to invent a front end API * which retrieved the text bounds. * + that might allow me to do the alignment centrally as well? * * perhaps not, because PS can't return this information, * so there would have to be a special case for it. * + however, that at least doesn't stand in the way of using * the text bounds for draw_update, because PS doesn't need * draw_update since it's printing-only. Any _interactive_ * drawing API couldn't get away with refusing to tell you * what parts of the screen a text draw had covered, because * you would inevitably need to erase it later on. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <math.h> #include "puzzles.h" struct print_colour { int hatch; int hatch_when; /* 0=never 1=only-in-b&w 2=always */ float r, g, b; float grey; }; struct drawing { const drawing_api *api; void *handle; struct print_colour *colours; int ncolours, coloursize; float scale; /* `me' is only used in status_bar(), so print-oriented instances of * this may set it to NULL. */ midend *me; char *laststatus; }; drawing *drawing_new(const drawing_api *api, midend *me, void *handle) { drawing *dr = snew(drawing); dr->api = api; dr->handle = handle; dr->colours = NULL; dr->ncolours = dr->coloursize = 0; dr->scale = 1.0F; dr->me = me; dr->laststatus = NULL; return dr; } void drawing_free(drawing *dr) { sfree(dr->laststatus); sfree(dr->colours); sfree(dr); } void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize, int align, int colour, const char *text) { dr->api->draw_text(dr->handle, x, y, fonttype, fontsize, align, colour, text); } void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) { dr->api->draw_rect(dr->handle, x, y, w, h, colour); } void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) { dr->api->draw_line(dr->handle, x1, y1, x2, y2, colour); } void draw_thick_line(drawing *dr, float thickness, float x1, float y1, float x2, float y2, int colour) { if (thickness < 1.0F) thickness = 1.0F; if (dr->api->draw_thick_line) { dr->api->draw_thick_line(dr->handle, thickness, x1, y1, x2, y2, colour); } else { /* We'll fake it up with a filled polygon. The tweak to the * thickness empirically compensates for rounding errors, because * polygon rendering uses integer coordinates. */ float len = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)); float tvhatx = (x2 - x1)/len * (thickness/2 - 0.2F); float tvhaty = (y2 - y1)/len * (thickness/2 - 0.2F); int p[8]; p[0] = x1 - tvhaty; p[1] = y1 + tvhatx; p[2] = x2 - tvhaty; p[3] = y2 + tvhatx; p[4] = x2 + tvhaty; p[5] = y2 - tvhatx; p[6] = x1 + tvhaty; p[7] = y1 - tvhatx; dr->api->draw_polygon(dr->handle, p, 4, colour, colour); } } void draw_polygon(drawing *dr, const int *coords, int npoints, int fillcolour, int outlinecolour) { dr->api->draw_polygon(dr->handle, coords, npoints, fillcolour, outlinecolour); } void draw_circle(drawing *dr, int cx, int cy, int radius, int fillcolour, int outlinecolour) { dr->api->draw_circle(dr->handle, cx, cy, radius, fillcolour, outlinecolour); } void draw_update(drawing *dr, int x, int y, int w, int h) { if (dr->api->draw_update) dr->api->draw_update(dr->handle, x, y, w, h); } void clip(drawing *dr, int x, int y, int w, int h) { dr->api->clip(dr->handle, x, y, w, h); } void unclip(drawing *dr) { dr->api->unclip(dr->handle); } void start_draw(drawing *dr) { dr->api->start_draw(dr->handle); } void end_draw(drawing *dr) { dr->api->end_draw(dr->handle); } char *text_fallback(drawing *dr, const char *const *strings, int nstrings) { int i; /* * If the drawing implementation provides one of these, use it. */ if (dr && dr->api->text_fallback) return dr->api->text_fallback(dr->handle, strings, nstrings); /* * Otherwise, do the simple thing and just pick the first string * that fits in plain ASCII. It will then need no translation * out of UTF-8. */ for (i = 0; i < nstrings; i++) { const char *p; for (p = strings[i]; *p; p++) if (*p & 0x80) break; if (!*p) return dupstr(strings[i]); } /* * The caller was responsible for making sure _some_ string in * the list was in plain ASCII. */ assert(!"Should never get here"); return NULL; /* placate optimiser */ } void status_bar(drawing *dr, const char *text) { char *rewritten; if (!dr->api->status_bar) return; assert(dr->me); rewritten = midend_rewrite_statusbar(dr->me, text); if (!dr->laststatus || strcmp(rewritten, dr->laststatus)) { dr->api->status_bar(dr->handle, rewritten); sfree(dr->laststatus); dr->laststatus = rewritten; } else { sfree(rewritten); } } blitter *blitter_new(drawing *dr, int w, int h) { return dr->api->blitter_new(dr->handle, w, h); } void blitter_free(drawing *dr, blitter *bl) { dr->api->blitter_free(dr->handle, bl); } void blitter_save(drawing *dr, blitter *bl, int x, int y) { dr->api->blitter_save(dr->handle, bl, x, y); } void blitter_load(drawing *dr, blitter *bl, int x, int y) { dr->api->blitter_load(dr->handle, bl, x, y); } void print_begin_doc(drawing *dr, int pages) { dr->api->begin_doc(dr->handle, pages); } void print_begin_page(drawing *dr, int number) { dr->api->begin_page(dr->handle, number); } void print_begin_puzzle(drawing *dr, float xm, float xc, float ym, float yc, int pw, int ph, float wmm, float scale) { dr->scale = scale; dr->ncolours = 0; dr->api->begin_puzzle(dr->handle, xm, xc, ym, yc, pw, ph, wmm); } void print_end_puzzle(drawing *dr) { dr->api->end_puzzle(dr->handle); dr->scale = 1.0F; } void print_end_page(drawing *dr, int number) { dr->api->end_page(dr->handle, number); } void print_end_doc(drawing *dr) { dr->api->end_doc(dr->handle); } void print_get_colour(drawing *dr, int colour, bool printing_in_colour, int *hatch, float *r, float *g, float *b) { assert(colour >= 0 && colour < dr->ncolours); if (dr->colours[colour].hatch_when == 2 || (dr->colours[colour].hatch_when == 1 && !printing_in_colour)) { *hatch = dr->colours[colour].hatch; } else { *hatch = -1; if (printing_in_colour) { *r = dr->colours[colour].r; *g = dr->colours[colour].g; *b = dr->colours[colour].b; } else { *r = *g = *b = dr->colours[colour].grey; } } } static int print_generic_colour(drawing *dr, float r, float g, float b, float grey, int hatch, int hatch_when) { if (dr->ncolours >= dr->coloursize) { dr->coloursize = dr->ncolours + 16; dr->colours = sresize(dr->colours, dr->coloursize, struct print_colour); } dr->colours[dr->ncolours].hatch = hatch; dr->colours[dr->ncolours].hatch_when = hatch_when; dr->colours[dr->ncolours].r = r; dr->colours[dr->ncolours].g = g; dr->colours[dr->ncolours].b = b; dr->colours[dr->ncolours].grey = grey; return dr->ncolours++; } int print_mono_colour(drawing *dr, int grey) { return print_generic_colour(dr, grey, grey, grey, grey, -1, 0); } int print_grey_colour(drawing *dr, float grey) { return print_generic_colour(dr, grey, grey, grey, grey, -1, 0); } int print_hatched_colour(drawing *dr, int hatch) { return print_generic_colour(dr, 0, 0, 0, 0, hatch, 2); } int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int grey) { return print_generic_colour(dr, r, g, b, grey, -1, 0); } int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey) { return print_generic_colour(dr, r, g, b, grey, -1, 0); } int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch) { return print_generic_colour(dr, r, g, b, 0, hatch, 1); } void print_line_width(drawing *dr, int width) { /* * I don't think it's entirely sensible to have line widths be * entirely relative to the puzzle size; there is a point * beyond which lines are just _stupidly_ thick. On the other * hand, absolute line widths aren't particularly nice either * because they start to feel a bit feeble at really large * scales. * * My experimental answer is to scale line widths as the * _square root_ of the main puzzle scale. Double the puzzle * size, and the line width multiplies by 1.4. */ dr->api->line_width(dr->handle, (float)sqrt(dr->scale) * width); } void print_line_dotted(drawing *dr, bool dotted) { dr->api->line_dotted(dr->handle, dotted); }