Use wxStack instead of simulating a stack with array
We have a dedicated wxStack class so there is no need to simulate a stack with array.
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@@ -27,6 +27,7 @@
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#include "wx/dcprint.h"
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#include "wx/prntbase.h"
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#include "wx/scopeguard.h"
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#include "wx/stack.h"
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#ifndef WX_PRECOMP
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#include "wx/math.h"
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@@ -791,7 +792,7 @@ void wx_quadratic_spline(double a1, double b1, double a2, double b2,
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static
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void wx_clear_stack();
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static
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int wx_spline_pop(double *x1, double *y1, double *x2, double *y2, double *x3,
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bool wx_spline_pop(double *x1, double *y1, double *x2, double *y2, double *x3,
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double *y3, double *x4, double *y4);
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static
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void wx_spline_push(double x1, double y1, double x2, double y2, double x3, double y3,
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@@ -837,47 +838,44 @@ typedef struct wx_spline_stack_struct {
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double x1, y1, x2, y2, x3, y3, x4, y4;
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} Stack;
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#define SPLINE_STACK_DEPTH 20
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static Stack wx_spline_stack[SPLINE_STACK_DEPTH];
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static Stack *wx_stack_top;
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static int wx_stack_count;
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static wxStack<Stack> gs_wx_spline_stack;
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void wx_clear_stack()
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{
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wx_stack_top = wx_spline_stack;
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wx_stack_count = 0;
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gs_wx_spline_stack = wxStack<Stack>();
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}
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void wx_spline_push(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
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{
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wx_stack_top->x1 = x1;
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wx_stack_top->y1 = y1;
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wx_stack_top->x2 = x2;
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wx_stack_top->y2 = y2;
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wx_stack_top->x3 = x3;
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wx_stack_top->y3 = y3;
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wx_stack_top->x4 = x4;
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wx_stack_top->y4 = y4;
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wx_stack_top++;
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wx_stack_count++;
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Stack rec;
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rec.x1 = x1;
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rec.y1 = y1;
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rec.x2 = x2;
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rec.y2 = y2;
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rec.x3 = x3;
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rec.y3 = y3;
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rec.x4 = x4;
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rec.y4 = y4;
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gs_wx_spline_stack.push(rec);
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}
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int wx_spline_pop(double *x1, double *y1, double *x2, double *y2,
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double *x3, double *y3, double *x4, double *y4)
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bool wx_spline_pop(double *x1, double *y1, double *x2, double *y2,
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double *x3, double *y3, double *x4, double *y4)
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{
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if (wx_stack_count == 0)
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return (0);
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wx_stack_top--;
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wx_stack_count--;
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*x1 = wx_stack_top->x1;
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*y1 = wx_stack_top->y1;
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*x2 = wx_stack_top->x2;
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*y2 = wx_stack_top->y2;
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*x3 = wx_stack_top->x3;
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*y3 = wx_stack_top->y3;
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*x4 = wx_stack_top->x4;
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*y4 = wx_stack_top->y4;
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return (1);
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if ( gs_wx_spline_stack.empty() )
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return false;
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const Stack& top = gs_wx_spline_stack.top();
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*x1 = top.x1;
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*y1 = top.y1;
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*x2 = top.x2;
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*y2 = top.y2;
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*x3 = top.x3;
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*y3 = top.y3;
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*x4 = top.x4;
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*y4 = top.y4;
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gs_wx_spline_stack.pop();
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return true;
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}
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static bool wx_spline_add_point(double x, double y)
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