Mercurial > hg > orthanc-stone
annotate OrthancStone/Sources/Scene2DViewport/MeasureToolsToolbox.cpp @ 1582:cdd1932c530c
fix cppcheck
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 16 Oct 2020 17:34:53 +0200 |
parents | 244ad1e4e76a |
children | 8563ea5d8ae4 |
rev | line source |
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1 /** |
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2 * Stone of Orthanc |
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3 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics |
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4 * Department, University Hospital of Liege, Belgium |
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5 * Copyright (C) 2017-2020 Osimis S.A., Belgium |
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6 * |
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7 * This program is free software: you can redistribute it and/or |
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8 * modify it under the terms of the GNU Affero General Public License |
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9 * as published by the Free Software Foundation, either version 3 of |
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10 * the License, or (at your option) any later version. |
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11 * |
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12 * This program is distributed in the hope that it will be useful, but |
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13 * WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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15 * Affero General Public License for more details. |
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16 * |
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17 * You should have received a copy of the GNU Affero General Public License |
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18 * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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19 **/ |
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20 |
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21 #include "MeasureToolsToolbox.h" |
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22 #include "PredeclaredTypes.h" |
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23 #include "LayerHolder.h" |
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24 #include "ViewportController.h" |
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25 |
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26 #include "../Scene2D/TextSceneLayer.h" |
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27 #include "../Scene2D/Scene2D.h" |
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28 #include "../StoneException.h" |
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29 |
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30 #include <boost/math/constants/constants.hpp> |
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31 |
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32 namespace |
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33 { |
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34 double g_pi = boost::math::constants::pi<double>(); |
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35 } |
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36 |
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37 namespace OrthancStone |
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38 { |
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39 void GetPositionOnBisectingLine( |
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40 ScenePoint2D& result |
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41 , const ScenePoint2D& p1 |
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42 , const ScenePoint2D& c |
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43 , const ScenePoint2D& p2 |
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44 , const double d) |
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45 { |
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46 // TODO: fix correct half-plane |
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47 double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX()); |
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48 double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX()); |
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49 double angle = 0.5 * (p1cAngle + p2cAngle); |
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50 double unitVectorX = cos(angle); |
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51 double unitVectorY = sin(angle); |
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52 double posX = c.GetX() + d * unitVectorX; |
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53 double posY = c.GetX() + d * unitVectorY; |
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54 result = ScenePoint2D(posX, posY); |
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55 } |
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56 |
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57 double RadiansToDegrees(double angleRad) |
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58 { |
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59 static const double factor = 180.0 / g_pi; |
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60 return angleRad * factor; |
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61 } |
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62 |
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63 void AddSquare(PolylineSceneLayer::Chain& chain, |
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64 const Scene2D& scene, |
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65 const ScenePoint2D& centerS, |
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66 const double& sideLengthS) |
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67 { |
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68 /* |
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69 The scene is required here because we need to draw the square with its |
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70 sides parallel to the SCREEN axis, not the SCENE axis |
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71 */ |
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72 |
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73 // get the scaling factor |
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74 const double sceneToCanvas = |
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75 scene.GetSceneToCanvasTransform().ComputeZoom(); |
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76 |
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77 chain.clear(); |
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78 chain.reserve(4); |
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79 ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform()); |
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80 //TODO: take DPI into account |
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81 double handleLX = centerC.GetX() - sideLengthS * sceneToCanvas * 0.5; |
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82 double handleTY = centerC.GetY() - sideLengthS * sceneToCanvas * 0.5; |
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83 double handleRX = centerC.GetX() + sideLengthS * sceneToCanvas * 0.5; |
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84 double handleBY = centerC.GetY() + sideLengthS * sceneToCanvas * 0.5; |
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85 ScenePoint2D LTC(handleLX, handleTY); |
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86 ScenePoint2D RTC(handleRX, handleTY); |
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87 ScenePoint2D RBC(handleRX, handleBY); |
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88 ScenePoint2D LBC(handleLX, handleBY); |
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89 |
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90 ScenePoint2D startLT = LTC.Apply(scene.GetCanvasToSceneTransform()); |
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91 ScenePoint2D startRT = RTC.Apply(scene.GetCanvasToSceneTransform()); |
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92 ScenePoint2D startRB = RBC.Apply(scene.GetCanvasToSceneTransform()); |
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93 ScenePoint2D startLB = LBC.Apply(scene.GetCanvasToSceneTransform()); |
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94 |
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95 chain.push_back(startLT); |
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96 chain.push_back(startRT); |
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97 chain.push_back(startRB); |
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98 chain.push_back(startLB); |
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99 } |
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100 #if 0 |
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101 void AddArc( |
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102 PolylineSceneLayer::Chain & chain |
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103 , const Scene2D & scene |
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104 , const ScenePoint2D & p1 |
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105 , const ScenePoint2D & c |
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106 , const ScenePoint2D & p2 |
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107 , const double& radiusS |
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108 , const bool clockwise |
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109 , const int subdivisionsCount) |
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110 { |
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111 double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX()); |
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112 double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX()); |
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113 AddArc( |
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114 chain, scene, c, radiusS, p1cAngle, p2cAngle, |
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115 clockwise, subdivisionsCount); |
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116 } |
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117 #endif |
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118 |
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119 void AddShortestArc( |
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120 PolylineSceneLayer::Chain& chain |
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121 , const ScenePoint2D& p1 |
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122 , const ScenePoint2D& c |
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123 , const ScenePoint2D& p2 |
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124 , const double& radiusS |
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125 , const int subdivisionsCount) |
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126 { |
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127 double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX()); |
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128 double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX()); |
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129 AddShortestArc( |
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130 chain, c, radiusS, p1cAngle, p2cAngle, subdivisionsCount); |
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131 } |
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132 |
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133 void AddShortestArc( |
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134 PolylineSceneLayer::Chain& chain |
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135 , const ScenePoint2D& centerS |
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136 , const double& radiusS |
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137 , const double startAngleRad |
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138 , const double endAngleRad |
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139 , const int subdivisionsCount) |
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140 { |
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141 // this gives a signed difference between angle which |
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142 // is the smallest difference (in magnitude) between |
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143 // the angles |
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144 double delta = NormalizeAngle(endAngleRad - startAngleRad); |
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145 |
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146 chain.clear(); |
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147 chain.reserve(subdivisionsCount + 1); |
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148 |
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149 double angleIncr = delta / static_cast<double>(subdivisionsCount); |
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150 |
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151 double theta = startAngleRad; |
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152 for (int i = 0; i < subdivisionsCount + 1; ++i) |
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153 { |
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154 double offsetX = radiusS * cos(theta); |
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155 double offsetY = radiusS * sin(theta); |
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156 double pointX = centerS.GetX() + offsetX; |
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157 double pointY = centerS.GetY() + offsetY; |
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158 chain.push_back(ScenePoint2D(pointX, pointY)); |
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159 theta += angleIncr; |
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160 } |
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161 } |
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162 |
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163 #if 0 |
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164 void AddArc( |
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165 PolylineSceneLayer::Chain & chain |
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166 , const Scene2D & scene |
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167 , const ScenePoint2D & centerS |
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168 , const double& radiusS |
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169 , const double startAngleRad |
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170 , const double endAngleRad |
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171 , const bool clockwise |
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172 , const int subdivisionsCount) |
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173 { |
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174 double startAngleRadN = NormalizeAngle(startAngleRad); |
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175 double endAngleRadN = NormalizeAngle(endAngleRad); |
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176 |
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177 double angle1Rad = std::min(startAngleRadN, endAngleRadN); |
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178 double angle2Rad = std::max(startAngleRadN, endAngleRadN); |
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179 |
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180 // now we are sure angle1Rad < angle2Rad |
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181 // this means that if we draw from 1 to 2, it will be clockwise ( |
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182 // increasing angles). |
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183 // let's fix this: |
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184 if (!clockwise) |
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185 { |
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186 angle2Rad -= 2 * g_pi; |
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187 // now we are sure angle2Rad < angle1Rad (since they were normalized) |
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188 // and, thus, going from 1 to 2 means the angle values will DECREASE, |
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189 // which is the definition of anticlockwise |
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190 } |
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191 |
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192 chain.clear(); |
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193 chain.reserve(subdivisionsCount + 1); |
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194 |
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195 double angleIncr = (angle2Rad - angle1Rad) |
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196 / static_cast<double>(subdivisionsCount); |
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197 |
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198 double theta = angle1Rad; |
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199 for (int i = 0; i < subdivisionsCount + 1; ++i) |
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200 { |
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201 double offsetX = radiusS * cos(theta); |
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202 double offsetY = radiusS * sin(theta); |
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203 double pointX = centerS.GetX() + offsetX; |
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204 double pointY = centerS.GetY() + offsetY; |
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205 chain.push_back(ScenePoint2D(pointX, pointY)); |
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206 theta += angleIncr; |
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207 } |
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208 } |
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209 #endif |
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210 |
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211 void AddCircle(PolylineSceneLayer::Chain& chain, |
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212 const ScenePoint2D& centerS, |
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213 const double& radiusS, |
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214 const int numSubdivisions) |
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215 { |
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216 //ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform()); |
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217 //TODO: take DPI into account |
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218 |
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219 // TODO: automatically compute the number for segments for smooth |
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220 // display based on the radius in pixels. |
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221 |
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222 chain.clear(); |
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223 chain.reserve(numSubdivisions); |
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224 |
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225 double angleIncr = (2.0 * g_pi) |
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226 / static_cast<double>(numSubdivisions); |
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227 |
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228 double theta = 0; |
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229 for (int i = 0; i < numSubdivisions; ++i) |
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230 { |
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231 double offsetX = radiusS * cos(theta); |
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232 double offsetY = radiusS * sin(theta); |
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233 double pointX = centerS.GetX() + offsetX; |
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234 double pointY = centerS.GetY() + offsetY; |
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235 chain.push_back(ScenePoint2D(pointX, pointY)); |
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236 theta += angleIncr; |
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237 } |
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238 } |
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239 |
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240 double NormalizeAngle(double angle) |
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241 { |
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242 double retAngle = angle; |
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243 while (retAngle < -1.0 * g_pi) |
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244 retAngle += 2 * g_pi; |
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245 while (retAngle >= g_pi) |
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246 retAngle -= 2 * g_pi; |
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247 return retAngle; |
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248 } |
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249 |
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250 double MeasureAngle(const ScenePoint2D& p1, const ScenePoint2D& c, const ScenePoint2D& p2) |
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251 { |
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252 double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX()); |
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253 double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX()); |
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254 double delta = p2cAngle - p1cAngle; |
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255 return NormalizeAngle(delta); |
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256 } |
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257 |
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258 |
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259 #if 0 |
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260 void AddEllipse(PolylineSceneLayer::Chain & chain, |
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261 const Scene2D & scene, |
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262 const ScenePoint2D & centerS, |
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263 const double& halfHAxis, |
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264 const double& halfVAxis) |
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265 { |
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266 chain.clear(); |
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267 chain.reserve(4); |
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268 ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform()); |
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269 //TODO: take DPI into account |
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270 double handleLX = centerC.GetX() - sideLength / 2; |
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271 double handleTY = centerC.GetY() - sideLength / 2; |
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272 double handleRX = centerC.GetX() + sideLength / 2; |
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273 double handleBY = centerC.GetY() + sideLength / 2; |
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274 ScenePoint2D LTC(handleLX, handleTY); |
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275 ScenePoint2D RTC(handleRX, handleTY); |
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276 ScenePoint2D RBC(handleRX, handleBY); |
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277 ScenePoint2D LBC(handleLX, handleBY); |
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278 |
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279 ScenePoint2D startLT = LTC.Apply(scene.GetCanvasToSceneTransform()); |
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280 ScenePoint2D startRT = RTC.Apply(scene.GetCanvasToSceneTransform()); |
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281 ScenePoint2D startRB = RBC.Apply(scene.GetCanvasToSceneTransform()); |
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282 ScenePoint2D startLB = LBC.Apply(scene.GetCanvasToSceneTransform()); |
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283 |
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284 chain.push_back(startLT); |
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285 chain.push_back(startRT); |
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286 chain.push_back(startRB); |
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287 chain.push_back(startLB); |
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288 } |
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289 #endif |
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290 |
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291 #if ORTHANC_STONE_ENABLE_OUTLINED_TEXT == 1 |
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292 /** |
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293 This utility function assumes that the layer holder contains 5 text layers |
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294 and will use the first four ones for the text background and the fifth one |
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295 for the actual text |
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296 */ |
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297 void SetTextLayerOutlineProperties( |
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298 Scene2D& scene |
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299 , boost::shared_ptr<LayerHolder> layerHolder |
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300 , const char* text |
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301 , ScenePoint2D p |
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302 , int startingLayerIndex) |
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303 { |
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304 double xoffsets[5] = { 2, 0, -2, 0, 0 }; |
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305 double yoffsets[5] = { 0, -2, 0, 2, 0 }; |
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306 |
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307 // get the scaling factor |
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308 const double pixelToScene = |
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309 scene.GetCanvasToSceneTransform().ComputeZoom(); |
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310 |
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311 for (int i = startingLayerIndex; i < startingLayerIndex + 5; ++i) |
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312 { |
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313 TextSceneLayer* textLayer = layerHolder->GetTextLayer(i); |
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314 if (textLayer != NULL) |
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315 { |
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316 textLayer->SetText(text); |
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317 |
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318 if (i == startingLayerIndex + 4) |
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319 { |
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320 textLayer->SetColor(TEXT_COLOR_RED, |
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321 TEXT_COLOR_GREEN, |
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322 TEXT_COLOR_BLUE); |
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323 } |
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324 else |
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325 { |
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326 textLayer->SetColor(TEXT_OUTLINE_COLOR_RED, |
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327 TEXT_OUTLINE_COLOR_GREEN, |
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328 TEXT_OUTLINE_COLOR_BLUE); |
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329 } |
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330 |
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331 ScenePoint2D textAnchor; |
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332 int offIndex = i - startingLayerIndex; |
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333 ORTHANC_ASSERT(offIndex >= 0 && offIndex < 5); |
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334 textLayer->SetPosition( |
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335 p.GetX() + xoffsets[offIndex] * pixelToScene, |
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336 p.GetY() + yoffsets[offIndex] * pixelToScene); |
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337 } |
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338 } |
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339 } |
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340 #else |
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341 void SetTextLayerProperties( |
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342 Scene2D& scene |
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343 , boost::shared_ptr<LayerHolder> layerHolder |
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344 , const char* text |
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345 , ScenePoint2D p |
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346 , int layerIndex) |
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347 { |
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348 TextSceneLayer* textLayer = layerHolder->GetTextLayer(layerIndex); |
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349 if (textLayer != NULL) |
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350 { |
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351 textLayer->SetText(text); |
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352 textLayer->SetColor(TEXT_COLOR_RED, TEXT_COLOR_GREEN, TEXT_COLOR_BLUE); |
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353 |
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354 ScenePoint2D textAnchor; |
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355 textLayer->SetPosition(p.GetX(), p.GetY()); |
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356 } |
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357 } |
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358 #endif |
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359 |
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360 std::ostream& operator<<(std::ostream& os, const ScenePoint2D& p) |
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361 { |
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362 os << "x = " << p.GetX() << " , y = " << p.GetY(); |
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363 return os; |
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364 } |
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365 |
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366 } |