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package shapes
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import "image"
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import "image/color"
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import "git.tebibyte.media/sashakoshka/tomo/canvas"
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import "git.tebibyte.media/sashakoshka/tomo/shatter"
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// TODO: return updatedRegion for all routines in this package
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func FillRectangle (
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destination canvas.Canvas,
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source canvas.Canvas,
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bounds image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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dstData, dstStride := destination.Buffer()
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srcData, srcStride := source.Buffer()
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offset := source.Bounds().Min.Sub(destination.Bounds().Min)
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drawBounds :=
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source.Bounds().Sub(offset).
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Intersect(destination.Bounds()).
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Intersect(bounds)
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if drawBounds.Empty() { return }
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updatedRegion = drawBounds
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point := image.Point { }
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for point.Y = drawBounds.Min.Y; point.Y < drawBounds.Max.Y; point.Y ++ {
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for point.X = drawBounds.Min.X; point.X < drawBounds.Max.X; point.X ++ {
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offsetPoint := point.Add(offset)
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dstIndex := point.X + point.Y * dstStride
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srcIndex := offsetPoint.X + offsetPoint.Y * srcStride
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dstData[dstIndex] = srcData[srcIndex]
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}}
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return
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}
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func StrokeRectangle (
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destination canvas.Canvas,
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source canvas.Canvas,
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bounds image.Rectangle,
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weight int,
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) (
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updatedRegion image.Rectangle,
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) {
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insetBounds := bounds.Inset(weight)
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if insetBounds.Empty() {
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return FillRectangle(destination, source, bounds)
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}
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return FillRectangleShatter(destination, source, insetBounds)
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}
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// FillRectangleShatter is like FillRectangle, but it does not draw in areas
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// specified in "rocks".
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func FillRectangleShatter (
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destination canvas.Canvas,
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source canvas.Canvas,
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bounds image.Rectangle,
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rocks ...image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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tiles := shatter.Shatter(bounds, rocks...)
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for _, tile := range tiles {
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FillRectangle (
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canvas.Cut(destination, tile),
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source, tile)
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updatedRegion = updatedRegion.Union(tile)
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}
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return
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}
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// FillColorRectangle fills a rectangle within the destination canvas with a
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// solid color.
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func FillColorRectangle (
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destination canvas.Canvas,
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color color.RGBA,
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bounds image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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dstData, dstStride := destination.Buffer()
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bounds = bounds.Canon().Intersect(destination.Bounds())
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if bounds.Empty() { return }
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updatedRegion = bounds
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for y := bounds.Min.Y; y < bounds.Max.Y; y ++ {
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for x := bounds.Min.X; x < bounds.Max.X; x ++ {
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dstData[x + y * dstStride] = color
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}}
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return
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}
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// FillColorRectangleShatter is like FillColorRectangle, but it does not draw in
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// areas specified in "rocks".
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func FillColorRectangleShatter (
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destination canvas.Canvas,
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color color.RGBA,
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bounds image.Rectangle,
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rocks ...image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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tiles := shatter.Shatter(bounds, rocks...)
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for _, tile := range tiles {
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FillColorRectangle(destination, color, tile)
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updatedRegion = updatedRegion.Union(tile)
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}
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return
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}
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// StrokeColorRectangle is similar to FillColorRectangle, but it draws an inset
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// outline of the given rectangle instead.
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func StrokeColorRectangle (
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destination canvas.Canvas,
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color color.RGBA,
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bounds image.Rectangle,
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weight int,
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) (
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updatedRegion image.Rectangle,
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) {
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insetBounds := bounds.Inset(weight)
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if insetBounds.Empty() {
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return FillColorRectangle(destination, color, bounds)
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}
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return FillColorRectangleShatter(destination, color, bounds, insetBounds)
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}
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