m_right = objects.beziers[objects.data_indices[right]].ToAbsolute(objects.bounds[right]).GetRight();
#ifdef TRANSFORM_BEZIERS_TO_PATH
+ x = m_left.x;
+ y = m_top.y;
+ w = m_right.x - m_left.x;
+ h = m_bottom.y - m_top.y;
+
Rect bounds = SolveBounds(objects);
for (unsigned i = m_start; i <= m_end; ++i)
{
return m_fill_points;
}
-Rect Path::SolveBounds(const Objects & objects) const
+Rect Path::SolveBounds(const Objects & objects)
{
- return Rect(m_left.x, m_top.y, m_right.x-m_left.x, m_bottom.y-m_top.y);
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ return Rect(Real(x.ToDouble()), Real(y.ToDouble()), Real(w.ToDouble()), Real(h.ToDouble()));
+ #else
+ return Rect(m_left.x, m_top.y, m_right.x-m_left.x, m_bottom.y-m_top.y);
+ #endif
}
Rect & Path::GetBounds(Objects & objects)
{
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ objects.bounds[m_index] = Rect(Real(x.ToDouble()), Real(y.ToDouble()), Real(w.ToDouble()), Real(h.ToDouble()));
+ #endif
return objects.bounds[m_index];
}