Improve drawing of rounded box (STR #2943).
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@11814 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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@ -46,6 +46,7 @@ CHANGES IN FLTK 1.3.4 RELEASED: ??? ?? 2016
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Other improvements
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- Improved drawing of rounded box (STR #2943).
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- Full support of Apple 'retina' displays for which one drawing unit
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corresponds to two pixels.
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- The Mac OS X platform no longer uses the deprecated AGL
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@ -3,7 +3,7 @@
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//
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// Rounded box drawing routines for the Fast Light Tool Kit (FLTK).
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//
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// Copyright 1998-2010 by Bill Spitzak and others.
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// Copyright 1998-2016 by Bill Spitzak and others.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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@ -19,29 +19,40 @@
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#include <FL/Fl.H>
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#include <FL/fl_draw.H>
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// Constants for rounded corner drawing algorithm:
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//
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// RN = number of segments per corner (must match offset array size)
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// RS = max. corner radius
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// BW = box shadow width
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#define RN 5
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#define RS 15
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#define BW 3
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static double offset[RN] = { 0.0, 0.07612, 0.29289, 0.61732, 1.0};
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static inline void fl_vertex_r(double x, double y) {
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fl_vertex(x + 0.5, y + 0.5);
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}
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static void rbox(int fill, int x, int y, int w, int h) {
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int i;
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int rsx ,rsy, rs;
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rsx = w*2/5; rsy = h*2/5;
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if (rsx > rsy) rs = rsy; else rs = rsx;
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int rs, rsy;
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rs = w*2/5; rsy = h*2/5;
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if (rs > rsy) rs = rsy; // use smaller radius
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if (rs > RS) rs = RS;
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rsx = rs; rsy = rs;
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if (rs == 5) rs = 4; // use only even sizes for small corners (STR #2943)
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if (rs == 7) rs = 8; // note: 8 is better than 6 (really)
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if (fill) fl_begin_polygon(); else fl_begin_loop();
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for (i=0; i<RN; i++)
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fl_vertex(x + offset[RN-i-1]*rsx, y + offset[i] * rsy);
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fl_vertex_r(x + offset[RN-i-1]*rs, y + offset[i] * rs);
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for (i=0; i<RN; i++)
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fl_vertex(x + offset[i]*rsx, y + h-1 - offset[RN-i-1] * rsy);
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fl_vertex_r(x + offset[i]*rs, y + h-1 - offset[RN-i-1] * rs);
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for (i=0; i<RN; i++)
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fl_vertex(x + w-1 - offset[RN-i-1]*rsx, y + h-1 - offset[i] * rsy);
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fl_vertex_r(x + w-1 - offset[RN-i-1]*rs, y + h-1 - offset[i] * rs);
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for (i=0; i<RN; i++)
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fl_vertex(x + w-1 - offset[i]*rsx, y + offset[RN-i-1] * rsy);
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fl_vertex_r(x + w-1 - offset[i]*rs, y + offset[RN-i-1] * rs);
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if (fill) fl_end_polygon(); else fl_end_loop();
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}
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