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>
271 lines
9.1 KiB
C++
271 lines
9.1 KiB
C++
/**
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* Screen Transform Scenario
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*
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* Tests GAL screen-level transformation methods:
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* - SetRotation() / GetRotation() - screen rotation
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* - SetFlip() - X/Y axis flipping
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* - ToWorld() / ToScreen() - coordinate conversion
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*
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* These are viewport-level transforms that affect all rendering,
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* different from the per-object Save/Restore/Transform methods.
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*/
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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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#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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using KIGFX::COLOR4D;
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using KIGFX::GAL;
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void RenderScreenTransform(GAL* gal, int width, int height) {
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// Note: SetRotation and SetFlip affect the world-to-screen matrix
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// They need to be set before drawing and affect subsequent operations
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//=========================================================================
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// Test SetFlip() and SetRotation() APIs
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// These are screen-level transforms that affect the worldScreenMatrix
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//=========================================================================
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// Test SetFlip() API - sets X and/or Y axis mirroring
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// Note: In our test harness the matrix is already computed, so we demonstrate
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// the API is callable. In real use, SetFlip must be called before ComputeWorldScreenMatrix
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gal->SetFlip(false, false); // No flip - default state
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// Test SetRotation() API - sets screen rotation angle
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// Note: Like SetFlip, affects worldScreenMatrix computation
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gal->SetRotation(0.0); // No rotation - default state
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// First, draw reference content without any screen transforms
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gal->SetLayerDepth(100);
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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// Background
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gal->SetFillColor(COLOR4D(0.12, 0.12, 0.15, 1.0));
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gal->DrawRectangle(VECTOR2D(0, 0), VECTOR2D(width, height));
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// Reference grid
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(1.0);
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gal->SetStrokeColor(COLOR4D(0.2, 0.2, 0.25, 0.4));
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for (int x = 0; x < width; x += 40) {
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gal->DrawLine(VECTOR2D(x, 0), VECTOR2D(x, height));
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}
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for (int y = 0; y < height; y += 40) {
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gal->DrawLine(VECTOR2D(0, y), VECTOR2D(width, y));
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}
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// Test 1: Normal orientation reference shape
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gal->SetLayerDepth(50);
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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// Draw an arrow-like shape that shows orientation
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auto drawOrientationMarker = [&](double cx, double cy, double size, COLOR4D color) {
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gal->SetFillColor(color);
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// Main body (rectangle)
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gal->DrawRectangle(VECTOR2D(cx - size * 0.3, cy - size * 0.5),
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VECTOR2D(cx + size * 0.3, cy + size * 0.3));
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// Arrow head pointing up
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std::deque<VECTOR2D> arrow = {
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VECTOR2D(cx, cy - size * 0.8),
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VECTOR2D(cx - size * 0.5, cy - size * 0.3),
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VECTOR2D(cx + size * 0.5, cy - size * 0.3)
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};
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gal->DrawPolygon(arrow);
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// Small circle at base to show which end is bottom
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gal->SetFillColor(COLOR4D(color.r * 0.5, color.g * 0.5, color.b * 0.5, 1.0));
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gal->DrawCircle(VECTOR2D(cx, cy + size * 0.15), size * 0.15);
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};
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// Reference marker (no transform)
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drawOrientationMarker(120, 120, 60, COLOR4D(0.8, 0.3, 0.3, 1.0));
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// Label
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetStrokeColor(COLOR4D(0.6, 0.3, 0.3, 0.8));
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gal->SetLineWidth(2.0);
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gal->DrawRectangle(VECTOR2D(60, 50), VECTOR2D(180, 180));
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// Test 2: Using Save/Restore with rotation (object-level transform)
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gal->SetLayerDepth(50);
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gal->Save();
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gal->Translate(VECTOR2D(280, 120));
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gal->Rotate(45.0 * M_PI / 180.0);
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gal->SetIsFill(true);
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gal->SetFillColor(COLOR4D(0.3, 0.8, 0.3, 1.0));
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gal->DrawRectangle(VECTOR2D(-30, -50), VECTOR2D(30, 30));
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std::deque<VECTOR2D> arrow2 = {
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VECTOR2D(0, -80),
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VECTOR2D(-50, -30),
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VECTOR2D(50, -30)
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};
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gal->DrawPolygon(arrow2);
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gal->SetFillColor(COLOR4D(0.15, 0.4, 0.15, 1.0));
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gal->DrawCircle(VECTOR2D(0, 15), 15);
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gal->Restore();
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetStrokeColor(COLOR4D(0.3, 0.6, 0.3, 0.8));
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gal->SetLineWidth(2.0);
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gal->DrawRectangle(VECTOR2D(200, 50), VECTOR2D(360, 200));
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// Test 3: Demonstrate ToWorld/ToScreen coordinate conversion
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gal->SetLayerDepth(40);
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// Draw a marker at a known world position
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VECTOR2D worldPoint(500, 120);
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// Mark the world position
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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gal->SetFillColor(COLOR4D(0.8, 0.8, 0.2, 1.0));
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gal->DrawCircle(worldPoint, 15);
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// Convert to screen and back
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VECTOR2D screenPoint = gal->ToScreen(worldPoint);
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VECTOR2D backToWorld = gal->ToWorld(screenPoint);
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// Draw indicator showing the conversion (should be at same spot)
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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(0.2, 0.8, 0.8, 1.0));
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gal->DrawCircle(backToWorld, 20);
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// Label
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gal->SetStrokeColor(COLOR4D(0.6, 0.6, 0.2, 0.8));
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gal->DrawRectangle(VECTOR2D(440, 50), VECTOR2D(560, 180));
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// Test 4: Multiple rotated shapes showing different angles
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gal->SetLayerDepth(50);
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double angles[] = {0, 30, 60, 90, 120, 150};
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double baseX = 100;
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double baseY = 300;
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for (int i = 0; i < 6; i++) {
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double cx = baseX + i * 100;
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double angle = angles[i] * M_PI / 180.0;
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gal->Save();
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gal->Translate(VECTOR2D(cx, baseY));
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gal->Rotate(angle);
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// Draw a simple "F" shape to show rotation clearly
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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double t = (double)i / 5.0;
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gal->SetFillColor(COLOR4D(0.8 - t * 0.3, 0.3 + t * 0.5, 0.3 + t * 0.3, 1.0));
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// Vertical bar
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gal->DrawRectangle(VECTOR2D(-5, -30), VECTOR2D(5, 30));
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// Top horizontal bar
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gal->DrawRectangle(VECTOR2D(5, -30), VECTOR2D(25, -20));
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// Middle horizontal bar
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gal->DrawRectangle(VECTOR2D(5, -5), VECTOR2D(18, 5));
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gal->Restore();
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}
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// Frame around rotation demo
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetStrokeColor(COLOR4D(0.5, 0.5, 0.6, 0.8));
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gal->SetLineWidth(2.0);
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gal->DrawRectangle(VECTOR2D(40, 230), VECTOR2D(660, 370));
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// Test 5: Flip demonstration using object transforms
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// (Note: SetFlip() affects the entire viewport, so we simulate with Scale)
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gal->SetLayerDepth(50);
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// Original
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gal->Save();
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gal->Translate(VECTOR2D(120, 450));
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gal->SetIsFill(true);
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gal->SetFillColor(COLOR4D(0.7, 0.4, 0.7, 1.0));
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gal->DrawRectangle(VECTOR2D(-25, -40), VECTOR2D(25, 20));
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std::deque<VECTOR2D> tri1 = {
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VECTOR2D(0, -60), VECTOR2D(-30, -40), VECTOR2D(30, -40)
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};
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gal->DrawPolygon(tri1);
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gal->SetFillColor(COLOR4D(0.35, 0.2, 0.35, 1.0));
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gal->DrawCircle(VECTOR2D(0, 5), 10);
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gal->Restore();
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// X-flipped (mirror horizontally)
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gal->Save();
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gal->Translate(VECTOR2D(280, 450));
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gal->Scale(VECTOR2D(-1.0, 1.0)); // Flip X
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gal->SetIsFill(true);
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gal->SetFillColor(COLOR4D(0.7, 0.4, 0.7, 1.0));
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gal->DrawRectangle(VECTOR2D(-25, -40), VECTOR2D(25, 20));
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std::deque<VECTOR2D> tri2 = {
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VECTOR2D(0, -60), VECTOR2D(-30, -40), VECTOR2D(30, -40)
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};
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gal->DrawPolygon(tri2);
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gal->SetFillColor(COLOR4D(0.35, 0.2, 0.35, 1.0));
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gal->DrawCircle(VECTOR2D(0, 5), 10);
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gal->Restore();
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// Y-flipped (mirror vertically)
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gal->Save();
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gal->Translate(VECTOR2D(440, 450));
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gal->Scale(VECTOR2D(1.0, -1.0)); // Flip Y
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gal->SetIsFill(true);
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gal->SetFillColor(COLOR4D(0.7, 0.4, 0.7, 1.0));
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gal->DrawRectangle(VECTOR2D(-25, -40), VECTOR2D(25, 20));
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std::deque<VECTOR2D> tri3 = {
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VECTOR2D(0, -60), VECTOR2D(-30, -40), VECTOR2D(30, -40)
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};
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gal->DrawPolygon(tri3);
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gal->SetFillColor(COLOR4D(0.35, 0.2, 0.35, 1.0));
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gal->DrawCircle(VECTOR2D(0, 5), 10);
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gal->Restore();
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// Both flipped
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gal->Save();
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gal->Translate(VECTOR2D(600, 450));
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gal->Scale(VECTOR2D(-1.0, -1.0)); // Flip both
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gal->SetIsFill(true);
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gal->SetFillColor(COLOR4D(0.7, 0.4, 0.7, 1.0));
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gal->DrawRectangle(VECTOR2D(-25, -40), VECTOR2D(25, 20));
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std::deque<VECTOR2D> tri4 = {
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VECTOR2D(0, -60), VECTOR2D(-30, -40), VECTOR2D(30, -40)
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};
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gal->DrawPolygon(tri4);
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gal->SetFillColor(COLOR4D(0.35, 0.2, 0.35, 1.0));
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gal->DrawCircle(VECTOR2D(0, 5), 10);
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gal->Restore();
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// Labels for flip demo
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gal->SetIsFill(false);
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gal->SetIsStroke(true);
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gal->SetLineWidth(1.0);
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gal->SetStrokeColor(COLOR4D(0.5, 0.3, 0.5, 0.6));
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gal->DrawRectangle(VECTOR2D(70, 385), VECTOR2D(170, 395)); // Original
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gal->DrawRectangle(VECTOR2D(230, 385), VECTOR2D(330, 395)); // X-flip
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gal->DrawRectangle(VECTOR2D(390, 385), VECTOR2D(490, 395)); // Y-flip
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gal->DrawRectangle(VECTOR2D(550, 385), VECTOR2D(650, 395)); // XY-flip
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// Frame around flip demo
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gal->SetStrokeColor(COLOR4D(0.6, 0.4, 0.6, 0.8));
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gal->SetLineWidth(2.0);
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gal->DrawRectangle(VECTOR2D(40, 380), VECTOR2D(700, 510));
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}
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} // namespace GALTest
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