Debug("Bezier data...");
LoadStructVector<Bezier>(file, chunk_size/sizeof(Bezier), m_objects.beziers);
break;
+
+ case CT_OBJGROUPS:
+ Debug("Group data...");
+ Warn("Not handled because lazy");
+ break;
}
}
Debug("Successfully loaded %u objects from \"%s\"", ObjectCount(), filename.c_str());
#endif
}
-void Document::Add(ObjectType type, const Rect & bounds, unsigned data_index)
+unsigned Document::AddGroup(unsigned start_index, unsigned end_index)
+{
+ //TODO: Set bounds rect?
+ unsigned result = Add(GROUP, Rect(0,0,1,1),0);
+ m_objects.groups[m_count-1].first = start_index;
+ m_objects.groups[m_count-1].second = end_index;
+ return result;
+}
+
+unsigned Document::AddBezier(const Bezier & bezier)
+{
+ unsigned index = AddBezierData(bezier);
+ return Add(BEZIER, bezier.SolveBounds(), index);
+}
+
+unsigned Document::Add(ObjectType type, const Rect & bounds, unsigned data_index)
{
m_objects.types.push_back(type);
m_objects.bounds.push_back(bounds);
m_objects.data_indices.push_back(data_index);
- ++m_count; // Why can't we just use the size of types or something?
+ m_objects.groups.push_back(pair<unsigned, unsigned>(data_index, data_index));
+ return (m_count++); // Why can't we just use the size of types or something?
}
unsigned Document::AddBezierData(const Bezier & bezier)
{
string d = child.attribute("d").as_string();
Debug("Path data attribute is \"%s\"", d.c_str());
- ParseSVGPathData(d, transform);
+ pair<unsigned, unsigned> range = ParseSVGPathData(d, transform);
+ AddGroup(range.first, range.second);
+
}
else if (strcmp(child.name(), "line") == 0)
{
Real y1(child.attribute("y2").as_float());
TransformXYPair(x0,y0,transform);
TransformXYPair(x1,y1,transform);
- unsigned index = AddBezierData(Bezier(x0,y0,x1,y1,x1,y1,x1,y1));
- Add(BEZIER, Rect(0,0,1,1), index);
+ AddBezier(Bezier(x0,y0,x1,y1,x1,y1,x1,y1));
}
else if (strcmp(child.name(), "rect") == 0)
{
// Fear the wrath of the tokenizing svg data
// Seriously this isn't really very DOM-like at all is it?
-void Document::ParseSVGPathData(const string & d, const SVGMatrix & transform)
+pair<unsigned, unsigned> Document::ParseSVGPathData(const string & d, const SVGMatrix & transform)
{
Real x[4] = {0,0,0,0};
Real y[4] = {0,0,0,0};
bool start = false;
+
static string delims("()[],{}<>;:=LlHhVvmMqQzZcC");
+
+ pair<unsigned, unsigned> range(m_count, m_count);
while (i < d.size() && GetToken(d, token, i, delims).size() > 0)
{
for (int j = 0; j < 4; ++j)
TransformXYPair(x[j],y[j], transform);
- unsigned index = AddBezierData(Bezier(x[0],y[0],x[1],y[1],x[2],y[2],x[3],y[3]));
- Add(BEZIER,Rect(0,0,1,1),index);
-
+ range.second = AddBezier(Bezier(x[0],y[0],x[1],y[1],x[2],y[2],x[3],y[3]));
//Debug("[%u] curveto %f,%f %f,%f %f,%f", index, Float(x[1]),Float(y[1]),Float(x[2]),Float(y[2]),Float(x[3]),Float(y[3]));
TransformXYPair(x[1],y[1],transform);
- unsigned index = AddBezierData(Bezier(x[0],y[0],x[1],y[1],x[1],y[1],x[1],y[1]));
- Add(BEZIER,Rect(0,0,1,1),index);
+ range.second = AddBezier(Bezier(x[0],y[0],x[1],y[1],x[1],y[1],x[1],y[1]));
//Debug("[%u] lineto %f,%f %f,%f", index, Float(x[0]),Float(y[0]),Float(x[1]),Float(y[1]));
for (int j = 0; j < 4; ++j)
TransformXYPair(x[j],y[j], transform);
- unsigned index = AddBezierData(Bezier(x[0],y[0],x[1],y[1],x[2],y[2],x[3],y[3]));
- Add(BEZIER,Rect(0,0,1,1),index);
-
+ range.second = AddBezier(Bezier(x[0],y[0],x[1],y[1],x[2],y[2],x[3],y[3]));
//Debug("[%u] returnto %f,%f %f,%f", index, Float(x[0]),Float(y[0]),Float(x[1]),Float(y[1]));
x[0] = x3;
}
prev_i = i;
}
+ return range;
}
void Document::SetFont(const string & font_filename)
// - Endpoints are the same.
// - cubic1 = quad0+(2/3)*(quad1-quad0)
// - cubic2 = quad2+(2/3)*(quad1-quad2)
- bezier_index = AddBezierData(Bezier(old_x + x, old_y + y, old_x + Real(2)*(inst_cx-old_x)/Real(3) + x, old_y + Real(2)*(inst_cy-old_y)/Real(3) + y,
+ bezier_index = AddBezier(Bezier(old_x + x, old_y + y, old_x + Real(2)*(inst_cx-old_x)/Real(3) + x, old_y + Real(2)*(inst_cy-old_y)/Real(3) + y,
current_x + Real(2)*(inst_cx-current_x)/Real(3) + x, current_y + Real(2)*(inst_cy-current_y)/Real(3) + y, current_x + x, current_y + y));
- Add(BEZIER,Rect(0,0,1,1),bezier_index);
break;
}
}