Expand GAL native test harness from 24 to 28 scenarios covering all 70 GAL methods. New scenarios: - scenario_text_attrs.cpp (24): Text attribute APIs (SetGlyphSize, SetFontBold/Italic/Underlined, SetTextMirrored, justification) - scenario_glyphs.cpp (25): DrawGlyph/DrawGlyphs with stroke glyphs - scenario_bitmap.cpp (26): DrawBitmap with test patterns - scenario_transform.cpp (27): Transform() API documentation Additional API coverage in existing scenarios: - Flush() in test harness - SetFlip(), SetRotation() in screen-transform - SetDepthRange() in depth-testing - GetGridPoint() in grid-native New stub files: - kifont_stub.h: STROKE_GLYPH factory functions for letter glyphs - bitmap_base_stub.h: Test pattern generators (checkerboard, gradient) Note: Bitmap scenario shows empty panels - DrawBitmap uses legacy OpenGL immediate mode (glBegin/glEnd) which doesn't work while shader is active. This is a known limitation when testing outside KiCad's VIEW rendering flow. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
704 lines
24 KiB
C++
704 lines
24 KiB
C++
/**
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* GAL Test Scenarios Implementation
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*
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* Uses KiCad's GAL API to render test patterns.
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* These serve as baselines for WEBGL_GAL visual regression testing.
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*
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* This file contains the original 11 scenarios (0-10).
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* Additional scenarios are in separate files:
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* - scenario_bezier_curves.cpp (11)
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* - scenario_arc_segments.cpp (12)
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* - scenario_segment_chain.cpp (13)
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* - scenario_group_caching.cpp (14)
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* - scenario_polylines_multi.cpp (15)
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* - scenario_hole_walls.cpp (16)
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* - scenario_grid_native.cpp (17)
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* - scenario_cursor_native.cpp (18)
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* - scenario_render_targets.cpp (19)
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* - scenario_screen_transform.cpp (20)
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* - scenario_clear_colors.cpp (21)
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* - scenario_depth_testing.cpp (22)
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* - scenario_negative_mode.cpp (23)
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* - scenario_text_attrs.cpp (24)
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* - scenario_glyphs.cpp (25)
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* - scenario_bitmap.cpp (26)
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* - scenario_transform.cpp (27)
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*/
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#include "gal_test_scenarios.h"
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#include "kicad_stubs.h" // For COLOR4D, VECTOR2D, EDA_ANGLE
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// Include GAL header for the actual class definition
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#include <gal/graphics_abstraction_layer.h>
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#include <cmath>
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#include <vector>
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#include <deque>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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namespace GALTest {
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// Import KIGFX types
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using KIGFX::COLOR4D;
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using KIGFX::GAL;
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// Forward declarations for scenarios in separate files
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void RenderBezierCurves(GAL* gal, int width, int height);
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void RenderArcSegments(GAL* gal, int width, int height);
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void RenderSegmentChain(GAL* gal, int width, int height);
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void RenderGroupCaching(GAL* gal, int width, int height);
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void RenderPolylinesMulti(GAL* gal, int width, int height);
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void RenderHoleWalls(GAL* gal, int width, int height);
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void RenderGridNative(GAL* gal, int width, int height);
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void RenderCursorNative(GAL* gal, int width, int height);
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void RenderRenderTargets(GAL* gal, int width, int height);
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void RenderScreenTransform(GAL* gal, int width, int height);
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void RenderClearColors(GAL* gal, int width, int height);
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void RenderDepthTesting(GAL* gal, int width, int height);
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void RenderNegativeMode(GAL* gal, int width, int height);
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void RenderTextAttrs(GAL* gal, int width, int height);
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void RenderGlyphs(GAL* gal, int width, int height);
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void RenderBitmap(GAL* gal, int width, int height);
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void RenderTransformAPI(GAL* gal, int width, int height);
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// Scenario names - original 11 + 17 new scenarios
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static const char* SCENARIO_NAMES[] = {
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// Original scenarios (0-10)
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"basic-lines",
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"line-widths",
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"circles",
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"arcs",
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"rectangles",
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"polygons",
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"alpha-blending",
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"transforms",
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"grid-cursor",
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"segments",
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"complex-scene",
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// New scenarios (11-23) - defined in separate files
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"bezier-curves",
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"arc-segments",
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"segment-chain",
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"group-caching",
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"polylines-multi",
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"hole-walls",
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"grid-native",
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"cursor-native",
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"render-targets",
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"screen-transform",
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"clear-colors",
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"depth-testing",
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"negative-mode",
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// Additional scenarios (24-27) - defined in separate files
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"text-attrs",
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"glyphs",
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"bitmap",
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"transform-api"
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};
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static const int SCENARIO_COUNT = sizeof(SCENARIO_NAMES) / sizeof(SCENARIO_NAMES[0]);
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int GetScenarioCount() {
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return SCENARIO_COUNT;
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}
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const char* GetScenarioName(int index) {
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if (index >= 0 && index < SCENARIO_COUNT) {
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return SCENARIO_NAMES[index];
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}
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return "unknown";
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}
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//=============================================================================
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// Scenario Implementations using GAL API
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//=============================================================================
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// Scenario 0: Basic lines
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static void RenderBasicLines(KIGFX::GAL* gal, int width, int height) {
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double cx = width / 2.0;
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double cy = height / 2.0;
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double len = std::min(width, height) * 0.35;
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gal->SetLineWidth(1.0);
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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// Horizontal line (red)
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gal->SetStrokeColor(COLOR4D(1.0, 0.2, 0.2, 1.0));
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gal->DrawLine(VECTOR2D(cx - len, cy), VECTOR2D(cx + len, cy));
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// Vertical line (green)
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gal->SetStrokeColor(COLOR4D(0.2, 1.0, 0.2, 1.0));
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gal->DrawLine(VECTOR2D(cx, cy - len), VECTOR2D(cx, cy + len));
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// Diagonal lines (blue, yellow)
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gal->SetStrokeColor(COLOR4D(0.2, 0.2, 1.0, 1.0));
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gal->DrawLine(VECTOR2D(cx - len, cy - len), VECTOR2D(cx + len, cy + len));
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gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.2, 1.0));
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gal->DrawLine(VECTOR2D(cx - len, cy + len), VECTOR2D(cx + len, cy - len));
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// Radial lines (white)
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gal->SetStrokeColor(COLOR4D(0.8, 0.8, 0.8, 1.0));
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for (int i = 0; i < 8; i++) {
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double angle = M_PI * i / 8;
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double x = cos(angle) * len * 0.8;
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double y = sin(angle) * len * 0.8;
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gal->DrawLine(VECTOR2D(cx + x * 0.3, cy + y * 0.3), VECTOR2D(cx + x, cy + y));
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}
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}
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// Scenario 1: Line widths (tests SetLineWidth and SetMinLineWidth)
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static void RenderLineWidths(KIGFX::GAL* gal, int width, int height) {
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double widths[] = {0.5, 1.0, 2.0, 3.0, 5.0, 8.0, 12.0};
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int count = sizeof(widths) / sizeof(widths[0]);
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double margin = 50.0;
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double spacing = (height - 2 * margin) / (count + 3); // +3 for min width demos
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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// First section: Normal line widths
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for (int i = 0; i < count; i++) {
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double y = margin + (i + 1) * spacing;
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// Color gradient
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double t = (double)i / (count - 1);
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gal->SetStrokeColor(COLOR4D(1.0 - t * 0.5, 0.3 + t * 0.4, 0.2 + t * 0.6, 1.0));
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gal->SetLineWidth(widths[i]);
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gal->DrawLine(VECTOR2D(margin, y), VECTOR2D(width * 0.45, y));
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}
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// Second section: Test SetMinLineWidth
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// Lines with width 0.5 but different min line widths
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double baseY = margin + (count + 1) * spacing;
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// Very thin line (0.1) without min width - may be invisible
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gal->SetMinLineWidth(0.0); // No minimum
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gal->SetLineWidth(0.1);
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gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
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gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
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// Very thin line (0.1) with min width 1.0 - should be visible
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baseY += spacing;
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gal->SetMinLineWidth(1.0); // Minimum 1 pixel
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gal->SetLineWidth(0.1);
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gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
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gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
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// Very thin line (0.1) with min width 3.0 - should be thicker
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baseY += spacing;
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gal->SetMinLineWidth(3.0); // Minimum 3 pixels
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gal->SetLineWidth(0.1);
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gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
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gal->DrawLine(VECTOR2D(width * 0.55, baseY), VECTOR2D(width - margin, baseY));
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// Reset min line width
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gal->SetMinLineWidth(0.0);
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}
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// Scenario 2: Circles
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static void RenderCircles(KIGFX::GAL* gal, int width, int height) {
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double cx = width / 2.0;
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double cy = height / 2.0;
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// Filled circles
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.8));
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gal->DrawCircle(VECTOR2D(cx - 150, cy - 100), 60);
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gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.8));
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gal->DrawCircle(VECTOR2D(cx, cy - 100), 80);
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gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.8));
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gal->DrawCircle(VECTOR2D(cx + 150, cy - 100), 50);
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// Stroked circles
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(2.0);
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gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
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gal->DrawCircle(VECTOR2D(cx - 150, cy + 100), 70);
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gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
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gal->DrawCircle(VECTOR2D(cx, cy + 100), 90);
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gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
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gal->DrawCircle(VECTOR2D(cx + 150, cy + 100), 55);
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// Concentric circles
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gal->SetStrokeColor(COLOR4D(0.6, 0.6, 0.6, 1.0));
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gal->SetLineWidth(1.0);
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for (double r = 20; r <= 200; r += 30) {
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gal->DrawCircle(VECTOR2D(cx, cy), r);
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}
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}
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// Scenario 3: Arcs
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static void RenderArcs(KIGFX::GAL* gal, int width, int height) {
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double cx = width / 2.0;
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double cy = height / 2.0;
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double radius = std::min(width, height) * 0.25;
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(3.0);
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// 90 degree arcs in each quadrant
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gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius,
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EDA_ANGLE(0, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
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gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius,
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EDA_ANGLE(90, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
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gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius,
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EDA_ANGLE(180, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
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gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius,
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EDA_ANGLE(270, DEGREES_T), EDA_ANGLE(90, DEGREES_T));
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// Inner arcs
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gal->SetLineWidth(2.0);
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gal->SetStrokeColor(COLOR4D(0.8, 0.5, 0.8, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
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EDA_ANGLE(30, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
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gal->SetStrokeColor(COLOR4D(0.5, 0.8, 0.8, 1.0));
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gal->DrawArc(VECTOR2D(cx, cy), radius * 0.6,
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EDA_ANGLE(210, DEGREES_T), EDA_ANGLE(120, DEGREES_T));
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}
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// Scenario 4: Rectangles
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static void RenderRectangles(KIGFX::GAL* gal, int width, int height) {
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double margin = 50.0;
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// Filled rectangles
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.9));
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gal->DrawRectangle(VECTOR2D(margin, margin), VECTOR2D(margin + 120, margin + 80));
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gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.9));
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gal->DrawRectangle(VECTOR2D(margin + 140, margin), VECTOR2D(margin + 240, margin + 100));
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gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.9));
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gal->DrawRectangle(VECTOR2D(margin + 260, margin), VECTOR2D(margin + 340, margin + 120));
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// Stroked rectangles
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(2.0);
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gal->SetStrokeColor(COLOR4D(1.0, 0.5, 0.0, 1.0));
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gal->DrawRectangle(VECTOR2D(margin, height - margin - 100),
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VECTOR2D(margin + 150, height - margin - 20));
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gal->SetStrokeColor(COLOR4D(0.0, 1.0, 1.0, 1.0));
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gal->DrawRectangle(VECTOR2D(margin + 170, height - margin - 110),
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VECTOR2D(margin + 280, height - margin - 20));
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gal->SetStrokeColor(COLOR4D(1.0, 0.0, 1.0, 1.0));
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gal->DrawRectangle(VECTOR2D(margin + 300, height - margin - 90),
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VECTOR2D(margin + 390, height - margin - 20));
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// Nested rectangles
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gal->SetLineWidth(1.0);
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double cx = width / 2.0;
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double cy = height / 2.0;
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for (int i = 0; i < 6; i++) {
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double t = (double)i / 5;
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gal->SetStrokeColor(COLOR4D(t, 0.5, 1.0 - t, 1.0));
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double size = 30 + i * 25;
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gal->DrawRectangle(VECTOR2D(cx - size, cy - size * 0.6),
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VECTOR2D(cx + size, cy + size * 0.6));
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}
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}
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// Scenario 5: Polygons
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static void RenderPolygons(KIGFX::GAL* gal, int width, int height) {
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double cx = width / 2.0;
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double cy = height / 2.0;
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// Triangle (filled)
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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gal->SetFillColor(COLOR4D(1.0, 0.3, 0.3, 0.8));
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std::deque<VECTOR2D> triangle = {
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VECTOR2D(cx - 200, cy - 50),
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VECTOR2D(cx - 130, cy - 50),
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VECTOR2D(cx - 165, cy - 120)
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};
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gal->DrawPolygon(triangle);
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// Square (filled)
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gal->SetFillColor(COLOR4D(0.3, 1.0, 0.3, 0.8));
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std::deque<VECTOR2D> square = {
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VECTOR2D(cx - 50, cy - 50),
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VECTOR2D(cx + 30, cy - 50),
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VECTOR2D(cx + 30, cy - 130),
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VECTOR2D(cx - 50, cy - 130)
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};
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gal->DrawPolygon(square);
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// Pentagon (filled)
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gal->SetFillColor(COLOR4D(0.3, 0.3, 1.0, 0.8));
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std::deque<VECTOR2D> pentagon;
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for (int i = 0; i < 5; i++) {
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double angle = -M_PI / 2 + 2 * M_PI * i / 5;
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pentagon.push_back(VECTOR2D(cx + 165 + cos(angle) * 50, cy - 90 + sin(angle) * 50));
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}
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gal->DrawPolygon(pentagon);
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// Star (stroked)
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(2.0);
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gal->SetStrokeColor(COLOR4D(1.0, 0.8, 0.0, 1.0));
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std::deque<VECTOR2D> star;
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for (int i = 0; i < 10; i++) {
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double angle = -M_PI / 2 + M_PI * i / 5;
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double r = (i % 2 == 0) ? 60 : 30;
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star.push_back(VECTOR2D(cx + cos(angle) * r, cy + 80 + sin(angle) * r));
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}
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// Draw as polyline (closed)
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std::vector<VECTOR2D> starVec(star.begin(), star.end());
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starVec.push_back(star.front()); // Close the shape
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gal->DrawPolyline(starVec);
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// Hexagon (stroked)
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gal->SetStrokeColor(COLOR4D(0.8, 0.3, 0.8, 1.0));
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std::deque<VECTOR2D> hexagon;
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for (int i = 0; i < 6; i++) {
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double angle = M_PI * i / 3;
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hexagon.push_back(VECTOR2D(cx - 150 + cos(angle) * 45, cy + 80 + sin(angle) * 45));
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}
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std::vector<VECTOR2D> hexVec(hexagon.begin(), hexagon.end());
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hexVec.push_back(hexagon.front()); // Close the shape
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gal->DrawPolyline(hexVec);
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}
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// Scenario 6: Alpha blending
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static void RenderAlphaBlending(KIGFX::GAL* gal, int width, int height) {
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double cx = width / 2.0;
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double cy = height / 2.0;
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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// Overlapping rectangles with different alphas
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gal->SetFillColor(COLOR4D(1.0, 0.0, 0.0, 0.5));
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gal->DrawRectangle(VECTOR2D(cx - 150, cy - 80), VECTOR2D(cx + 30, cy + 40));
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gal->SetFillColor(COLOR4D(0.0, 1.0, 0.0, 0.5));
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gal->DrawRectangle(VECTOR2D(cx - 60, cy - 80), VECTOR2D(cx + 120, cy + 40));
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gal->SetFillColor(COLOR4D(0.0, 0.0, 1.0, 0.5));
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gal->DrawRectangle(VECTOR2D(cx - 105, cy - 20), VECTOR2D(cx + 75, cy + 100));
|
|
|
|
// Overlapping circles
|
|
gal->SetFillColor(COLOR4D(1.0, 1.0, 0.0, 0.4));
|
|
gal->DrawCircle(VECTOR2D(cx - 180, cy + 100), 60);
|
|
|
|
gal->SetFillColor(COLOR4D(0.0, 1.0, 1.0, 0.4));
|
|
gal->DrawCircle(VECTOR2D(cx - 130, cy + 100), 60);
|
|
|
|
gal->SetFillColor(COLOR4D(1.0, 0.0, 1.0, 0.4));
|
|
gal->DrawCircle(VECTOR2D(cx - 155, cy + 60), 60);
|
|
|
|
// Alpha gradient
|
|
for (int i = 0; i < 8; i++) {
|
|
double alpha = 0.1 + i * 0.1;
|
|
gal->SetFillColor(COLOR4D(0.5, 0.5, 0.5, alpha));
|
|
gal->DrawRectangle(VECTOR2D(cx + 50 + i * 30, cy - 50),
|
|
VECTOR2D(cx + 75 + i * 30, cy + 50));
|
|
}
|
|
}
|
|
|
|
// Scenario 7: Transforms (tests Translate, Rotate, Scale, Save/Restore)
|
|
// NOTE: Transform() with MATRIX3x3D doesn't work with OPENGL_GAL's shader pipeline
|
|
static void RenderTransforms(KIGFX::GAL* gal, int width, int height) {
|
|
double cx = width / 2.0;
|
|
double cy = height / 2.0;
|
|
|
|
gal->SetIsFill(false);
|
|
gal->SetIsStroke(true);
|
|
gal->SetLineWidth(2.0);
|
|
|
|
// Original (reference)
|
|
gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.5, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
|
|
|
|
// Translated
|
|
gal->Save();
|
|
gal->Translate(VECTOR2D(100, 20));
|
|
gal->SetStrokeColor(COLOR4D(1.0, 0.3, 0.3, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(cx - 230, cy - 120), VECTOR2D(cx - 170, cy - 80));
|
|
gal->Restore();
|
|
|
|
// Rotated
|
|
gal->Save();
|
|
gal->Translate(VECTOR2D(cx, cy - 80));
|
|
gal->Rotate(30.0 * M_PI / 180.0);
|
|
gal->SetStrokeColor(COLOR4D(0.3, 1.0, 0.3, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
|
|
gal->Restore();
|
|
|
|
// Scaled
|
|
gal->Save();
|
|
gal->Translate(VECTOR2D(cx + 120, cy - 80));
|
|
gal->Scale(VECTOR2D(1.5, 0.8));
|
|
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 1.0, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(-30, -20), VECTOR2D(30, 20));
|
|
gal->Restore();
|
|
|
|
// Combined transforms
|
|
gal->Save();
|
|
gal->Translate(VECTOR2D(cx, cy + 80));
|
|
gal->Rotate(45.0 * M_PI / 180.0);
|
|
gal->Scale(VECTOR2D(1.2, 1.2));
|
|
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.3, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(-40, -25), VECTOR2D(40, 25));
|
|
gal->Restore();
|
|
|
|
// Nested transforms
|
|
gal->Save();
|
|
gal->Translate(VECTOR2D(cx - 150, cy + 100));
|
|
gal->SetStrokeColor(COLOR4D(0.8, 0.4, 0.8, 1.0));
|
|
gal->DrawCircle(VECTOR2D(0, 0), 30);
|
|
|
|
gal->Save();
|
|
gal->Rotate(60.0 * M_PI / 180.0);
|
|
gal->Translate(VECTOR2D(50, 0));
|
|
gal->SetStrokeColor(COLOR4D(0.4, 0.8, 0.8, 1.0));
|
|
gal->DrawCircle(VECTOR2D(0, 0), 20);
|
|
gal->Restore();
|
|
|
|
gal->Restore();
|
|
}
|
|
|
|
// Scenario 8: Grid and cursor
|
|
static void RenderGridCursor(KIGFX::GAL* gal, int width, int height) {
|
|
gal->SetIsFill(false);
|
|
gal->SetIsStroke(true);
|
|
|
|
// Grid
|
|
gal->SetStrokeColor(COLOR4D(0.3, 0.3, 0.4, 0.5));
|
|
gal->SetLineWidth(1.0);
|
|
|
|
double gridSize = 40.0;
|
|
for (double x = gridSize; x < width; x += gridSize) {
|
|
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
|
|
}
|
|
for (double y = gridSize; y < height; y += gridSize) {
|
|
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
|
|
}
|
|
|
|
// Major grid
|
|
gal->SetStrokeColor(COLOR4D(0.4, 0.4, 0.5, 0.7));
|
|
double majorGridSize = 200.0;
|
|
gal->SetLineWidth(2.0);
|
|
for (double x = majorGridSize; x < width; x += majorGridSize) {
|
|
gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
|
|
}
|
|
for (double y = majorGridSize; y < height; y += majorGridSize) {
|
|
gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
|
|
}
|
|
|
|
// Cursor (crosshair)
|
|
double cx = width / 2.0;
|
|
double cy = height / 2.0;
|
|
double cursorSize = 30.0;
|
|
|
|
gal->SetLineWidth(2.0);
|
|
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
|
|
gal->DrawLine(VECTOR2D(cx - cursorSize, cy), VECTOR2D(cx + cursorSize, cy));
|
|
gal->DrawLine(VECTOR2D(cx, cy - cursorSize), VECTOR2D(cx, cy + cursorSize));
|
|
|
|
// Cursor circle
|
|
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 0.8));
|
|
gal->DrawCircle(VECTOR2D(cx, cy), cursorSize * 0.8);
|
|
}
|
|
|
|
// Scenario 9: Segments (thick lines with round caps)
|
|
static void RenderSegments(KIGFX::GAL* gal, int width, int height) {
|
|
double margin = 80.0;
|
|
|
|
// Horizontal segments with different widths
|
|
double widths[] = {5.0, 10.0, 20.0, 30.0};
|
|
int count = sizeof(widths) / sizeof(widths[0]);
|
|
|
|
gal->SetIsFill(true);
|
|
gal->SetIsStroke(false);
|
|
|
|
for (int i = 0; i < count; i++) {
|
|
double y = margin + i * 80;
|
|
double w = widths[i];
|
|
|
|
gal->SetFillColor(COLOR4D(0.3 + i * 0.2, 0.5, 0.8 - i * 0.15, 1.0));
|
|
|
|
// DrawSegment draws a rounded segment
|
|
gal->DrawSegment(VECTOR2D(margin, y), VECTOR2D(width - margin, y), w);
|
|
}
|
|
|
|
// Diagonal segment
|
|
gal->SetFillColor(COLOR4D(1.0, 0.5, 0.2, 1.0));
|
|
gal->DrawSegment(VECTOR2D(margin, height - margin),
|
|
VECTOR2D(width / 2.0, height - margin - 150), 15.0);
|
|
}
|
|
|
|
// Scenario 10: Complex scene (PCB-like, tests SetLayerDepth and AdvanceDepth)
|
|
static void RenderComplexScene(KIGFX::GAL* gal, int width, int height) {
|
|
// Use layer depths to ensure proper z-ordering
|
|
// Lower depth = closer to camera (drawn on top with GL_LESS)
|
|
|
|
// Background "board" - deepest layer
|
|
gal->SetLayerDepth(100);
|
|
gal->SetIsFill(true);
|
|
gal->SetIsStroke(false);
|
|
gal->SetFillColor(COLOR4D(0.1, 0.3, 0.1, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(50, 50), VECTOR2D(width - 50, height - 50));
|
|
|
|
// Traces (copper) - middle layer
|
|
gal->SetLayerDepth(50);
|
|
gal->SetIsFill(false);
|
|
gal->SetIsStroke(true);
|
|
gal->SetStrokeColor(COLOR4D(0.8, 0.6, 0.2, 1.0));
|
|
gal->SetLineWidth(3.0);
|
|
|
|
// Horizontal traces
|
|
for (int i = 0; i < 5; i++) {
|
|
double y = 100 + i * 100;
|
|
gal->DrawLine(VECTOR2D(80, y), VECTOR2D(width - 80, y));
|
|
}
|
|
|
|
// Vertical traces
|
|
for (int i = 0; i < 6; i++) {
|
|
double x = 100 + i * 120;
|
|
gal->DrawLine(VECTOR2D(x, 80), VECTOR2D(x, height - 80));
|
|
}
|
|
|
|
// Pads (circles) - above traces
|
|
gal->SetLayerDepth(30);
|
|
gal->SetIsFill(true);
|
|
gal->SetIsStroke(false);
|
|
gal->SetFillColor(COLOR4D(0.9, 0.7, 0.3, 1.0));
|
|
for (int i = 0; i < 5; i++) {
|
|
for (int j = 0; j < 6; j++) {
|
|
double x = 100 + j * 120;
|
|
double y = 100 + i * 100;
|
|
gal->DrawCircle(VECTOR2D(x, y), 15);
|
|
}
|
|
}
|
|
|
|
// Holes - above pads
|
|
gal->SetLayerDepth(20);
|
|
gal->SetFillColor(COLOR4D(0.1, 0.1, 0.1, 1.0));
|
|
for (int i = 0; i < 5; i++) {
|
|
for (int j = 0; j < 6; j++) {
|
|
double x = 100 + j * 120;
|
|
double y = 100 + i * 100;
|
|
gal->DrawCircle(VECTOR2D(x, y), 5);
|
|
}
|
|
}
|
|
|
|
// Component outline - top layer
|
|
gal->SetLayerDepth(10);
|
|
gal->SetIsFill(false);
|
|
gal->SetIsStroke(true);
|
|
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 0.0, 1.0));
|
|
gal->SetLineWidth(1.0);
|
|
gal->DrawRectangle(VECTOR2D(width / 2 - 80, height / 2 - 40),
|
|
VECTOR2D(width / 2 + 80, height / 2 + 40));
|
|
|
|
// Reference designator placeholder - topmost
|
|
gal->SetLayerDepth(5);
|
|
gal->SetStrokeColor(COLOR4D(1.0, 1.0, 1.0, 1.0));
|
|
gal->DrawRectangle(VECTOR2D(width / 2 - 20, height / 2 - 15),
|
|
VECTOR2D(width / 2 + 20, height / 2 + 15));
|
|
|
|
// Demonstrate AdvanceDepth() - auto-incrementing depth
|
|
// Draw a stack of overlapping circles using AdvanceDepth
|
|
gal->SetLayerDepth(80); // Start at depth 80
|
|
gal->SetIsFill(true);
|
|
gal->SetIsStroke(false);
|
|
|
|
// Each call to AdvanceDepth moves closer to camera (decrements depth)
|
|
double stackX = width - 120;
|
|
double stackY = height - 120;
|
|
|
|
// First circle (deepest in stack)
|
|
gal->SetFillColor(COLOR4D(0.8, 0.2, 0.2, 0.9));
|
|
gal->DrawCircle(VECTOR2D(stackX, stackY), 35);
|
|
gal->AdvanceDepth(); // Move closer to camera
|
|
|
|
// Second circle
|
|
gal->SetFillColor(COLOR4D(0.2, 0.8, 0.2, 0.9));
|
|
gal->DrawCircle(VECTOR2D(stackX + 15, stackY - 10), 30);
|
|
gal->AdvanceDepth();
|
|
|
|
// Third circle
|
|
gal->SetFillColor(COLOR4D(0.2, 0.2, 0.8, 0.9));
|
|
gal->DrawCircle(VECTOR2D(stackX + 30, stackY - 20), 25);
|
|
gal->AdvanceDepth();
|
|
|
|
// Fourth circle (closest to camera)
|
|
gal->SetFillColor(COLOR4D(0.8, 0.8, 0.2, 0.9));
|
|
gal->DrawCircle(VECTOR2D(stackX + 45, stackY - 30), 20);
|
|
}
|
|
|
|
//=============================================================================
|
|
// Main dispatch function
|
|
//=============================================================================
|
|
|
|
void RenderScenario(KIGFX::GAL* gal, int index, int width, int height) {
|
|
switch (index) {
|
|
// Original scenarios (0-10) - defined in this file
|
|
case 0: RenderBasicLines(gal, width, height); break;
|
|
case 1: RenderLineWidths(gal, width, height); break;
|
|
case 2: RenderCircles(gal, width, height); break;
|
|
case 3: RenderArcs(gal, width, height); break;
|
|
case 4: RenderRectangles(gal, width, height); break;
|
|
case 5: RenderPolygons(gal, width, height); break;
|
|
case 6: RenderAlphaBlending(gal, width, height); break;
|
|
case 7: RenderTransforms(gal, width, height); break;
|
|
case 8: RenderGridCursor(gal, width, height); break;
|
|
case 9: RenderSegments(gal, width, height); break;
|
|
case 10: RenderComplexScene(gal, width, height); break;
|
|
// New scenarios (11-20) - defined in separate files
|
|
case 11: RenderBezierCurves(gal, width, height); break;
|
|
case 12: RenderArcSegments(gal, width, height); break;
|
|
case 13: RenderSegmentChain(gal, width, height); break;
|
|
case 14: RenderGroupCaching(gal, width, height); break;
|
|
case 15: RenderPolylinesMulti(gal, width, height); break;
|
|
case 16: RenderHoleWalls(gal, width, height); break;
|
|
case 17: RenderGridNative(gal, width, height); break;
|
|
case 18: RenderCursorNative(gal, width, height); break;
|
|
case 19: RenderRenderTargets(gal, width, height); break;
|
|
case 20: RenderScreenTransform(gal, width, height); break;
|
|
case 21: RenderClearColors(gal, width, height); break;
|
|
case 22: RenderDepthTesting(gal, width, height); break;
|
|
case 23: RenderNegativeMode(gal, width, height); break;
|
|
// Additional scenarios (24-27) - defined in separate files
|
|
case 24: RenderTextAttrs(gal, width, height); break;
|
|
case 25: RenderGlyphs(gal, width, height); break;
|
|
case 26: RenderBitmap(gal, width, height); break;
|
|
case 27: RenderTransformAPI(gal, width, height); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
} // namespace GALTest
|