lyon_path 0.13.0

Types and utilities to store, build and iterate over 2D paths.
Documentation
use math::{Point, Vector, point, vector, Angle};
use geom::{Arc, ArcFlags};
use builder::{FlatPathBuilder, PathBuilder, SvgBuilder, PolygonBuilder};

#[derive(Copy, Clone, Debug, PartialEq)]
enum LastCtrl {
    Cubic(Point),
    Quad(Point),
    None,
}

/// Represents the current state of a path while it is being built.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct PathState {
    /// The current point.
    current: Point,
    /// The first point of the current sub-path.
    first: Point,
    /// The last control point.
    last_ctrl: LastCtrl,
}

impl PathState {
    pub fn new() -> Self {
        PathState {
            current: point(0.0, 0.0),
            first: point(0.0, 0.0),
            last_ctrl: LastCtrl::None,
        }
    }

    /// The current position.
    pub fn current_position(&self) -> Point { self.current }

    /// The position at the start of the current sub-path.
    pub fn start_position(&self) -> Point { self.first }

    pub fn move_to(&mut self, to: Point) {
        self.last_ctrl = LastCtrl::None;
        self.current = to;
        self.first = to;
    }

    pub fn line_to(&mut self, to: Point) {
        self.last_ctrl = LastCtrl::None;
        self.current = to;
    }

    pub fn close(&mut self) {
        self.last_ctrl = LastCtrl::None;
        self.current = self.first;
    }

    pub fn quadratic_bezier_to(&mut self, ctrl: Point, to: Point) {
        self.last_ctrl = LastCtrl::Quad(ctrl);
        self.current = to;
    }

    pub fn cubic_bezier_to(&mut self, _ctrl1: Point, ctrl2: Point, to: Point) {
        self.last_ctrl = LastCtrl::Cubic(ctrl2);
        self.current = to;
    }

    pub fn arc(&mut self, center: Point, radii: Vector, sweep_angle: Angle, x_rotation: Angle) {
        let start_angle = (self.current - center).angle_from_x_axis() - x_rotation;
        let arc = Arc {
            center,
            radii,
            start_angle,
            sweep_angle,
            x_rotation,
        };
        let to = arc.to();
        self.last_ctrl = LastCtrl::None;
        self.current = to;
    }

    pub fn get_smooth_cubic_ctrl(&self) -> Point {
        match self.last_ctrl {
            LastCtrl::Cubic(ctrl) => self.current + (self.current - ctrl),
            _ => self.current,
        }
    }

    pub fn get_smooth_quadratic_ctrl(&self) -> Point {
        match self.last_ctrl {
            LastCtrl::Quad(ctrl) => self.current + (self.current - ctrl),
            _ => self.current,
        }
    }

    pub fn relative_to_absolute(&self, v: Vector) -> Point { self.current + v }
}

impl FlatPathBuilder for PathState {
    fn move_to(&mut self, to: Point) { self.move_to(to); }

    fn line_to(&mut self, to: Point) { self.line_to(to); }

    fn close(&mut self) { self.close(); }

    fn current_position(&self) -> Point {
        self.current
    }
}

impl PathBuilder for PathState {
    fn quadratic_bezier_to(&mut self, ctrl: Point, to: Point) {
        self.quadratic_bezier_to(ctrl, to);
    }

    fn cubic_bezier_to(&mut self, ctrl1: Point, ctrl2: Point, to: Point) {
        self.cubic_bezier_to(ctrl1, ctrl2, to);
    }

    fn arc(&mut self, center: Point, radii: Vector, sweep_angle: Angle, x_rotation: Angle) {
        self.arc(center, radii, sweep_angle, x_rotation);
    }
}

impl SvgBuilder for PathState {
    fn relative_move_to(&mut self, to: Vector) {
        let to = self.relative_to_absolute(to);
        self.move_to(to);
    }
    fn relative_line_to(&mut self, to: Vector) {
        let to = self.relative_to_absolute(to);
        self.line_to(to);
    }
    fn relative_quadratic_bezier_to(&mut self, ctrl: Vector, to: Vector) {
        let to = self.relative_to_absolute(to);
        let ctrl = self.relative_to_absolute(ctrl);
        self.last_ctrl = LastCtrl::Quad(ctrl);
        self.current = to;
    }
    fn relative_cubic_bezier_to(&mut self, _ctrl1: Vector, ctrl2: Vector, to: Vector) {
        let to = self.relative_to_absolute(to);
        let ctrl2 = self.relative_to_absolute(ctrl2);
        self.last_ctrl = LastCtrl::Cubic(ctrl2);
        self.current = to;
    }
    fn smooth_cubic_bezier_to(&mut self, ctrl2: Point, to: Point) {
        self.last_ctrl = LastCtrl::Cubic(ctrl2);
        self.current = to;
    }
    fn smooth_relative_cubic_bezier_to(&mut self, ctrl2: Vector, to: Vector) {
        self.last_ctrl = LastCtrl::Cubic(self.relative_to_absolute(ctrl2));
        self.current = self.relative_to_absolute(to);
    }
    fn smooth_quadratic_bezier_to(&mut self, to: Point) {
        let last_ctrl = match self.last_ctrl {
            LastCtrl::Quad(ctrl) => ctrl,
            _ => self.current,
        };
        self.last_ctrl = LastCtrl::Quad(to + (to - last_ctrl));
        self.current = to;
    }
    fn smooth_relative_quadratic_bezier_to(&mut self, to: Vector) {
        let to = self.relative_to_absolute(to);
        let last_ctrl = match self.last_ctrl {
            LastCtrl::Quad(ctrl) => ctrl,
            _ => self.current,
        };
        self.last_ctrl = LastCtrl::Quad(to + (to - last_ctrl));
        self.current = to;
    }
    fn horizontal_line_to(&mut self, x: f32) {
        let to = point(x, self.current.y);
        self.line_to(to);
    }
    fn relative_horizontal_line_to(&mut self, dx: f32) {
        let to = self.current + vector(dx, 0.0);
        self.line_to(to);
    }
    fn vertical_line_to(&mut self, y: f32) {
        let to = point(self.current.x, y);
        self.line_to(to);
    }
    fn relative_vertical_line_to(&mut self, dy: f32) {
        let to = self.current + vector(0.0, dy);
        self.line_to(to);
    }
    fn arc_to(&mut self, _radii: Vector, _x_rotation: Angle, _flags: ArcFlags, to: Point) {
        self.last_ctrl = LastCtrl::None;
        self.current = to;
    }
    fn relative_arc_to(
        &mut self,
        _radii: Vector,
        _x_rotation: Angle,
        _flags: ArcFlags,
        to: Vector,
    ) {
        let to = self.relative_to_absolute(to);
        self.last_ctrl = LastCtrl::None;
        self.current = to;
    }
}

impl PolygonBuilder for PathState {
    fn polygon(&mut self, points: &[Point]) {
        self.last_ctrl = LastCtrl::None;
        if let Some(p) = points.first() {
            self.current = *p;
        }
    }
}