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@@ -548,3 +548,316 @@ void wxDCBase::DrawLabel(const wxString& text,
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CalcBoundingBox(x0, y0);
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CalcBoundingBox(x0 + width0, y0 + height);
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}
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/*
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Notes for wxWindows DrawEllipticArcRot(...)
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wxDCBase::DrawEllipticArcRot(...) draws a rotated elliptic arc or an ellipse.
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It uses wxDCBase::CalculateEllipticPoints(...) and wxDCBase::Rotate(...),
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which are also new.
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All methods are generic, so they can be implemented in wxDCBase.
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DoDrawEllipticArcRot(...) is virtual, so it can be called from deeper
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methods like (WinCE) wxDC::DoDrawArc(...).
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CalculateEllipticPoints(...) fills a given list of wxPoints with some points
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of an elliptic arc. The algorithm is pixel-based: In every row (in flat
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parts) or every column (in steep parts) only one pixel is calculated.
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Trigonometric calculation (sin, cos, tan, atan) is only done if the
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starting angle is not equal to the ending angle. The calculation of the
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pixels is done using simple arithmetic only and should perform not too
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bad even on devices without floating point processor. I didn't test this yet.
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Rotate(...) rotates a list of point pixel-based, you will see rounding errors.
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For instance: an ellipse rotated 180 degrees is drawn
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slightly different from the original.
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The points are then moved to an array and used to draw a polyline and/or polygon
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(with center added, the pie).
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The result looks quite similar to the native ellipse, only e few pixels differ.
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The performance on a desktop system (Athlon 1800, WinXP) is about 7 times
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slower as DrawEllipse(...), which calls the native API.
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An rotated ellipse outside the clipping region takes nearly the same time,
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while an native ellipse outside takes nearly no time to draw.
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If you draw an arc with this new method, you will see the starting and ending angles
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are calculated properly.
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If you use DrawEllipticArc(...), you will see they are only correct for circles
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and not properly calculated for ellipses.
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Peter Lenhard
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p.lenhard@t-online.de
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*/
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#ifdef __WXWINCE__
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void wxDCBase::DoDrawEllipticArcRot( wxCoord x, wxCoord y,
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wxCoord w, wxCoord h,
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double sa, double ea, double angle )
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{
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wxList list;
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CalculateEllipticPoints( &list, x, y, w, h, sa, ea );
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Rotate( &list, angle, wxPoint( x+w/2, y+h/2 ) );
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// Add center (for polygon/pie)
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list.Append( (wxObject*) new wxPoint( x+w/2, y+h/2 ) );
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// copy list into array and delete list elements
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int n = list.Number();
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wxPoint *points = new wxPoint[n];
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int i = 0;
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wxNode* node = 0;
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for ( node = list.First(); node; node = node->Next(), i++ )
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{
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wxPoint *point = (wxPoint *)node->Data();
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points[i].x = point->x;
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points[i].y = point->y;
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delete point;
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}
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// first draw the pie without pen, if necessary
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if( GetBrush() != *wxTRANSPARENT_BRUSH )
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{
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wxPen tempPen( GetPen() );
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SetPen( *wxTRANSPARENT_PEN );
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DoDrawPolygon( n, points, 0, 0 );
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SetPen( tempPen );
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}
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// then draw the arc without brush, if necessary
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if( GetPen() != *wxTRANSPARENT_PEN )
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{
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// without center
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DoDrawLines( n-1, points, 0, 0 );
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}
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delete [] points;
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} // DrawEllipticArcRot
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void wxDCBase::Rotate( wxList* points, double angle, wxPoint center )
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{
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if( angle != 0.0 )
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{
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double pi(3.1415926536);
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double dSinA = -sin(angle*2.0*pi/360.0);
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double dCosA = cos(angle*2.0*pi/360.0);
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for ( wxNode* node = points->First(); node; node = node->Next() )
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{
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wxPoint* point = (wxPoint*)node->Data();
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// transform coordinates, if necessary
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if( center.x ) point->x -= center.x;
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if( center.y ) point->y -= center.y;
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// calculate rotation, rounding simply by implicit cast to integer
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int xTemp = point->x * dCosA - point->y * dSinA;
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point->y = point->x * dSinA + point->y * dCosA;
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point->x = xTemp;
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// back transform coordinates, if necessary
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if( center.x ) point->x += center.x;
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if( center.y ) point->y += center.y;
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}
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}
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}
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void wxDCBase::CalculateEllipticPoints( wxList* points,
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wxCoord xStart, wxCoord yStart,
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wxCoord w, wxCoord h,
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double sa, double ea )
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{
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double pi = 3.1415926535;
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double sar = 0;
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double ear = 0;
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int xsa = 0;
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int ysa = 0;
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int xea = 0;
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int yea = 0;
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int sq = 0;
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int eq = 0;
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bool bUseAngles = false;
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if( w<0 ) w = -w;
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if( h<0 ) h = -h;
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// half-axes
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wxCoord a = w/2;
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wxCoord b = h/2;
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// decrement 1 pixel if ellipse is smaller than 2*a, 2*b
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int decrX = 0;
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if( 2*a == w ) decrX = 1;
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int decrY = 0;
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if( 2*b == h ) decrY = 1;
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// center
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wxCoord xCenter = xStart + a;
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wxCoord yCenter = yStart + b;
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// calculate data for start and end, if necessary
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if( sa != ea )
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{
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bUseAngles = true;
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// normalisation of angles
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while( sa<0 ) sa += 360;
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while( ea<0 ) ea += 360;
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while( sa>=360 ) sa -= 360;
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while( ea>=360 ) ea -= 360;
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// calculate quadrant numbers
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if( sa > 270 ) sq = 3;
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else if( sa > 180 ) sq = 2;
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else if( sa > 90 ) sq = 1;
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if( ea > 270 ) eq = 3;
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else if( ea > 180 ) eq = 2;
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else if( ea > 90 ) eq = 1;
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sar = sa * pi / 180.0;
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ear = ea * pi / 180.0;
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// correct angle circle -> ellipse
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sar = atan( -a/(double)b * tan( sar ) );
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if ( sq == 1 || sq == 2 ) sar += pi;
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ear = atan( -a/(double)b * tan( ear ) );
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if ( eq == 1 || eq == 2 ) ear += pi;
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// coordinates of points
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xsa = xCenter + a * cos( sar );
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if( sq == 0 || sq == 3 ) xsa -= decrX;
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ysa = yCenter + b * sin( sar );
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if( sq == 2 || sq == 3 ) ysa -= decrY;
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xea = xCenter + a * cos( ear );
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if( eq == 0 || eq == 3 ) xea -= decrX;
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yea = yCenter + b * sin( ear );
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if( eq == 2 || eq == 3 ) yea -= decrY;
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} // if iUseAngles
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// calculate c1 = b^2, c2 = b^2/a^2 with a = w/2, b = h/2
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double c1 = b * b;
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double c2 = 2.0 / w;
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c2 *= c2;
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c2 *= c1;
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wxCoord x = 0;
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wxCoord y = b;
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long x2 = 1;
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long y2 = y*y;
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long y2_old = 0;
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long y_old = 0;
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// Lists for quadrant 1 to 4
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wxList pointsarray[4];
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// Calculate points for first quadrant and set in all quadrants
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for( x = 0; x <= a; ++x )
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{
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x2 = x2+x+x-1;
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y2_old = y2;
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y_old = y;
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bool bNewPoint = false;
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while( y2 > c1 - c2 * x2 && y > 0 )
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{
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bNewPoint = true;
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y2 = y2-y-y+1;
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--y;
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}
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// old y now to big: set point with old y, old x
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if( bNewPoint && x>1)
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{
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int x1 = x - 1;
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// remove points on the same line
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pointsarray[0].Insert( (wxObject*) new wxPoint( xCenter + x1 - decrX, yCenter - y_old ) );
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pointsarray[1].Append( (wxObject*) new wxPoint( xCenter - x1, yCenter - y_old ) );
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pointsarray[2].Insert( (wxObject*) new wxPoint( xCenter - x1, yCenter + y_old - decrY ) );
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pointsarray[3].Append( (wxObject*) new wxPoint( xCenter + x1 - decrX, yCenter + y_old - decrY ) );
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} // set point
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} // calculate point
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// Starting and/or ending points for the quadrants, first quadrant gets both.
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pointsarray[0].Insert( (wxObject*) new wxPoint( xCenter + a - decrX, yCenter ) );
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pointsarray[0].Append( (wxObject*) new wxPoint( xCenter, yCenter - b ) );
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pointsarray[1].Append( (wxObject*) new wxPoint( xCenter - a, yCenter ) );
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pointsarray[2].Append( (wxObject*) new wxPoint( xCenter, yCenter + b - decrY ) );
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pointsarray[3].Append( (wxObject*) new wxPoint( xCenter + a - decrX, yCenter ) );
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// copy quadrants in original list
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if( bUseAngles )
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{
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// Copy the right part of the points in the lists
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// and delete the wxPoints, because they do not leave this method.
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points->Append( (wxObject*) new wxPoint( xsa, ysa ) );
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int q = sq;
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bool bStarted = false;
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bool bReady = false;
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bool bForceTurn = ( sq == eq && sa > ea );
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while( !bReady )
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{
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for( wxNode *node = pointsarray[q].First(); node; node = node->Next() )
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{
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// once: go to starting point in start quadrant
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if( !bStarted &&
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(
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( (wxPoint*) node->Data() )->x < xsa+1 && q <= 1
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||
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( (wxPoint*) node->Data() )->x > xsa-1 && q >= 2
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)
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)
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{
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bStarted = true;
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}
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// copy point, if not at ending point
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if( bStarted )
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{
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if( q != eq || bForceTurn
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||
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( (wxPoint*) node->Data() )->x > xea+1 && q <= 1
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||
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( (wxPoint*) node->Data() )->x < xea-1 && q >= 2
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)
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{
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// copy point
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wxPoint* pPoint = new wxPoint( *((wxPoint*) node->Data() ) );
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points->Append( (wxObject*) pPoint );
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}
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else if( q == eq && !bForceTurn || ( (wxPoint*) node->Data() )->x == xea)
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{
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bReady = true;
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}
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}
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} // for node
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++q;
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if( q > 3 ) q = 0;
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bForceTurn = false;
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bStarted = true;
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} // while not bReady
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points->Append( (wxObject*) new wxPoint( xea, yea ) );
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// delete points
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for( q = 0; q < 4; ++q )
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{
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for( wxNode *node = pointsarray[q].First(); node; node = node->Next() )
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{
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wxPoint *p = (wxPoint *)node->Data();
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delete p;
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}
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}
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}
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else
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{
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// copy whole ellipse, wxPoints will be deleted outside
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for( wxNode *node = pointsarray[0].First(); node; node = node->Next() )
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{
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wxObject *p = node->Data();
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points->Append( p );
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}
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for( node = pointsarray[1].First(); node; node = node->Next() )
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{
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wxObject *p = node->Data();
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points->Append( p );
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}
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for( node = pointsarray[2].First(); node; node = node->Next() )
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{
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wxObject *p = node->Data();
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points->Append( p );
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}
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for( node = pointsarray[3].First(); node; node = node->Next() )
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{
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wxObject *p = node->Data();
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points->Append( p );
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}
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} // not iUseAngles
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} // CalculateEllipticPoints
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#endif
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