A cross-platform UI framework for .NET
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using System;
using System.Collections.Generic;
using Avalonia.Media;
using Avalonia.Platform;
namespace Avalonia.UnitTests
{
public class MockStreamGeometryImpl : IStreamGeometryImpl, ITransformedGeometryImpl
{
private MockStreamGeometryContext _context;
public MockStreamGeometryImpl()
{
Transform = Matrix.Identity;
_context = new MockStreamGeometryContext();
}
public MockStreamGeometryImpl(Matrix transform)
{
Transform = transform;
_context = new MockStreamGeometryContext();
}
private MockStreamGeometryImpl(Matrix transform, MockStreamGeometryContext context)
{
Transform = transform;
_context = context;
}
public IGeometryImpl SourceGeometry { get; }
public Rect Bounds => _context.CalculateBounds();
public double ContourLength { get; }
public Matrix Transform { get; }
public IStreamGeometryImpl Clone()
{
return this;
}
public void Dispose()
{
}
public bool FillContains(Point point)
{
return _context.FillContains(point);
}
public bool StrokeContains(IPen pen, Point point)
{
return false;
}
public Rect GetRenderBounds(IPen pen) => Bounds;
public IGeometryImpl Intersect(IGeometryImpl geometry)
{
return new MockStreamGeometryImpl(Transform);
}
public IStreamGeometryContextImpl Open()
{
return _context;
}
public ITransformedGeometryImpl WithTransform(Matrix transform)
{
return new MockStreamGeometryImpl(transform, _context);
}
public bool TryGetPointAtDistance(double distance, out Point point)
{
point = new Point();
return false;
}
public bool TryGetPointAndTangentAtDistance(double distance, out Point point, out Point tangent)
{
point = new Point();
tangent = new Point();
return false;
}
public bool TryGetSegment(double startDistance, double stopDistance, bool startOnBeginFigure, out IGeometryImpl segmentGeometry)
{
segmentGeometry = null;
return false;
}
class MockStreamGeometryContext : IStreamGeometryContextImpl
{
private List<Point> points = new List<Point>();
public void ArcTo(Point point, Size size, double rotationAngle, bool isLargeArc, SweepDirection sweepDirection)
{
}
public void BeginFigure(Point startPoint, bool isFilled)
{
points.Add(startPoint);
}
public Rect CalculateBounds()
{
var left = double.MaxValue;
var right = double.MinValue;
var top = double.MaxValue;
var bottom = double.MinValue;
foreach (var p in points)
{
left = Math.Min(p.X, left);
right = Math.Max(p.X, right);
top = Math.Min(p.Y, top);
bottom = Math.Max(p.Y, bottom);
}
return new Rect(new Point(left, top), new Point(right, bottom));
}
public void CubicBezierTo(Point point1, Point point2, Point point3)
{
}
public void Dispose()
{
}
public void EndFigure(bool isClosed)
{
}
public void LineTo(Point point)
{
points.Add(point);
}
public void QuadraticBezierTo(Point control, Point endPoint)
{
throw new NotImplementedException();
}
public void SetFillRule(FillRule fillRule)
{
}
public bool FillContains(Point point)
{
// Use the algorithm from https://www.blackpawn.com/texts/pointinpoly/default.html
// to determine if the point is in the geometry (since it will always be convex in this situation)
for (int i = 0; i < points.Count; i++)
{
var a = points[i];
var b = points[(i + 1) % points.Count];
var c = points[(i + 2) % points.Count];
Vector v0 = c - a;
Vector v1 = b - a;
Vector v2 = point - a;
var dot00 = v0 * v0;
var dot01 = v0 * v1;
var dot02 = v0 * v2;
var dot11 = v1 * v1;
var dot12 = v1 * v2;
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
if ((u >= 0) && (v >= 0) && (u + v < 1)) return true;
}
return false;
}
}
}
}