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