blob: 575ad044a88d47dd9592cd1449736f7cc6024b3b [file] [log] [blame] [edit]
#include "rive/shapes/path_composer.hpp"
#include "rive/artboard.hpp"
#include "rive/renderer.hpp"
#include "rive/shapes/path.hpp"
#include "rive/shapes/shape.hpp"
#include "rive/factory.hpp"
#include "rive/shapes/points_path.hpp"
using namespace rive;
PathComposer::PathComposer(Shape* shape) :
m_shape(shape),
m_localPath(true),
m_worldPath(false),
m_localClockwisePath(true),
m_deferredPathDirt(false)
{}
void PathComposer::buildDependencies()
{
assert(m_shape != nullptr);
m_shape->addDependent(this);
for (auto path : m_shape->paths())
{
path->addDependent(this);
}
}
void PathComposer::onDirty(ComponentDirt dirt)
{
if (m_deferredPathDirt)
{
// We'd deferred the update, let's make sure the rest of our
// dependencies update too. Constraints need to update too, stroke
// effects, etc.
m_shape->pathChanged();
}
}
void PathComposer::update(ComponentDirt value)
{
if (hasDirt(value, ComponentDirt::Path | ComponentDirt::NSlicer))
{
if (m_shape->canDeferPathUpdate())
{
m_deferredPathDirt = true;
return;
}
m_deferredPathDirt = false;
if (m_shape->isFlagged(PathFlags::local))
{
m_localPath.rewind();
auto world = m_shape->worldTransform();
Mat2D inverseWorld = world.invertOrIdentity();
// Get all the paths into local shape space.
for (auto path : m_shape->paths())
{
if (!path->isHidden() && !path->isCollapsed())
{
const auto localTransform =
inverseWorld * path->pathTransform();
m_localPath.addPath(path->rawPath(), &localTransform);
}
}
}
if (m_shape->isFlagged(PathFlags::localClockwise))
{
m_localClockwisePath.rewind();
auto world = m_shape->worldTransform();
Mat2D inverseWorld = world.invertOrIdentity();
// Get all the paths into local shape space.
for (auto path : m_shape->paths())
{
if (path->isHidden() || path->isCollapsed())
{
continue;
}
const auto localTransform =
inverseWorld * path->pathTransform();
bool isNotClockwise =
path->is<PointsPath>() &&
(localTransform.determinant() *
(path->as<PointsPath>()->isClockwise() ? 1.0f
: -1.0f) <
0);
bool isHole = path->isHole();
// Only draw backwards if values are different
if (isNotClockwise != isHole)
{
m_localClockwisePath.addPathBackwards(path->rawPath(),
&localTransform);
}
else
{
m_localClockwisePath.addPath(path->rawPath(),
&localTransform);
}
}
}
if (m_shape->isFlagged(PathFlags::world))
{
m_worldPath.rewind();
for (auto path : m_shape->paths())
{
if (!path->isHidden() && !path->isCollapsed())
{
const Mat2D& transform = path->pathTransform();
m_worldPath.addPath(path->rawPath(), &transform);
}
}
}
m_shape->markBoundsDirty();
}
}
// Instead of adding dirt and rely on the recursive behavior of the addDirt
// method, we need to explicitly add dirt to the dependents. The reason is that
// a collapsed shape will not clear its dirty path flag in the current frame
// since it is collapsed. So in a future frame if it is uncollapsed, we mark its
// path flag as dirty again, but since it was already dirty, the recursive part
// will not kick in and the dependents won't update. This scenario is not
// common, but it can happen when a solo toggles between an empty group and a
// path for example.
void PathComposer::pathCollapseChanged()
{
addDirt(ComponentDirt::Path);
for (auto d : dependents())
{
d->addDirt(ComponentDirt::Path, true);
}
}