package com.marshalchen.common.uimodule.shapeimageview.path.parser;
import android.graphics.Path;
import android.graphics.RectF;
import android.util.Log;
class PathParser {
private static final String TAG = SvgToPath.TAG;
/*
* This is where the hard-to-parse paths are handled.
* Uppercase rules are absolute positions, lowercase are relative.
* Types of path rules:
* <p/>
* <ol>
* <li>M/m - (x y)+ - Move to (without drawing)
* <li>Z/z - (no params) - Close path (back to starting point)
* <li>L/l - (x y)+ - Line to
* <li>H/h - x+ - Horizontal ine to
* <li>V/v - y+ - Vertical line to
* <li>C/c - (x1 y1 x2 y2 x y)+ - Cubic bezier to
* <li>S/s - (x2 y2 x y)+ - Smooth cubic bezier to (shorthand that assumes the x2, y2 from previous C/S is the x1, y1 of this bezier)
* <li>Q/q - (x1 y1 x y)+ - Quadratic bezier to
* <li>T/t - (x y)+ - Smooth quadratic bezier to (assumes previous control point is "reflection" of last one w.r.t. to current point)
* </ol>
* <p/>
* Numbers are separate by whitespace, comma or nothing at all (!) if they are self-delimiting, (ie. begin with a - sign)
*/
public static Path doPath(String s) {
int n = s.length();
ParserHelper ph = new ParserHelper(s);
ph.skipWhitespace();
Path p = new Path();
float lastX = 0;
float lastY = 0;
float lastX1 = 0;
float lastY1 = 0;
float contourInitialX = 0;
float contourInitialY = 0;
RectF r = new RectF();
char cmd = 'x';
while (ph.pos < n) {
char next = s.charAt(ph.pos);
if (!Character.isDigit(next) && !(next == '.') && !(next == '-')) {
cmd = next;
ph.advance();
} else if (cmd == 'M') { // implied command
cmd = 'L';
} else if (cmd == 'm') { // implied command
cmd = 'l';
} else { // implied command
//ignore
}
p.computeBounds(r, true);
// Log.d(TAG, " " + cmd + " " + r);
// Util.debug("* Commands remaining: '" + path + "'.");
boolean wasCurve = false;
switch (cmd) {
case 'M':
case 'm': {
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 'm') {
p.rMoveTo(x, y);
lastX += x;
lastY += y;
} else {
p.moveTo(x, y);
lastX = x;
lastY = y;
}
contourInitialX = lastX;
contourInitialY = lastY;
break;
}
case 'Z':
case 'z': {
/// p.lineTo(contourInitialX, contourInitialY);
p.close();
lastX = contourInitialX;
lastY = contourInitialY;
break;
}
case 'L':
case 'l': {
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 'l') {
p.rLineTo(x, y);
lastX += x;
lastY += y;
} else {
p.lineTo(x, y);
lastX = x;
lastY = y;
}
break;
}
case 'H':
case 'h': {
float x = ph.nextFloat();
if (cmd == 'h') {
p.rLineTo(x, 0);
lastX += x;
} else {
p.lineTo(x, lastY);
lastX = x;
}
break;
}
case 'V':
case 'v': {
float y = ph.nextFloat();
if (cmd == 'v') {
p.rLineTo(0, y);
lastY += y;
} else {
p.lineTo(lastX, y);
lastY = y;
}
break;
}
case 'C':
case 'c': {
wasCurve = true;
float x1 = ph.nextFloat();
float y1 = ph.nextFloat();
float x2 = ph.nextFloat();
float y2 = ph.nextFloat();
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 'c') {
x1 += lastX;
x2 += lastX;
x += lastX;
y1 += lastY;
y2 += lastY;
y += lastY;
}
p.cubicTo(x1, y1, x2, y2, x, y);
lastX1 = x2;
lastY1 = y2;
lastX = x;
lastY = y;
break;
}
case 'S':
case 's': {
wasCurve = true;
float x2 = ph.nextFloat();
float y2 = ph.nextFloat();
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 's') {
x2 += lastX;
x += lastX;
y2 += lastY;
y += lastY;
}
float x1 = 2 * lastX - lastX1;
float y1 = 2 * lastY - lastY1;
p.cubicTo(x1, y1, x2, y2, x, y);
lastX1 = x2;
lastY1 = y2;
lastX = x;
lastY = y;
break;
}
case 'A':
case 'a': {
float rx = ph.nextFloat();
float ry = ph.nextFloat();
float theta = ph.nextFloat();
int largeArc = (int) ph.nextFloat();
int sweepArc = (int) ph.nextFloat();
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 'a') {
x += lastX;
y += lastY;
}
drawArc(p, lastX, lastY, x, y, rx, ry, theta, largeArc == 1, sweepArc == 1);
lastX = x;
lastY = y;
break;
}
case 'T':
case 't': {
wasCurve = true;
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 't') {
x += lastX;
y += lastY;
}
float x1 = 2 * lastX - lastX1;
float y1 = 2 * lastY - lastY1;
p.cubicTo( lastX, lastY, x1, y1, x, y );
lastX = x;
lastY = y;
lastX1 = x1;
lastY1 = y1;
break;
}
case 'Q':
case 'q': {
wasCurve = true;
float x1 = ph.nextFloat();
float y1 = ph.nextFloat();
float x = ph.nextFloat();
float y = ph.nextFloat();
if (cmd == 'q') {
x += lastX;
y += lastY;
x1 += lastX;
y1 += lastY;
}
p.cubicTo( lastX, lastY, x1, y1, x, y );
lastX1 = x1;
lastY1 = y1;
lastX = x;
lastY = y;
break;
}
default:
Log.w(TAG, "Invalid path command: " + cmd);
ph.advance();
}
if (!wasCurve) {
lastX1 = lastX;
lastY1 = lastY;
}
ph.skipWhitespace();
}
return p;
}
/*
* Elliptical arc implementation based on the SVG specification notes
* Adapted from the Batik library (Apache-2 license) by SAU
*/
private static void drawArc(Path path, double x0, double y0, double x, double y, double rx,
double ry, double angle, boolean largeArcFlag, boolean sweepFlag) {
double dx2 = (x0 - x) / 2.0;
double dy2 = (y0 - y) / 2.0;
angle = Math.toRadians(angle % 360.0);
double cosAngle = Math.cos(angle);
double sinAngle = Math.sin(angle);
double x1 = (cosAngle * dx2 + sinAngle * dy2);
double y1 = (-sinAngle * dx2 + cosAngle * dy2);
rx = Math.abs(rx);
ry = Math.abs(ry);
double Prx = rx * rx;
double Pry = ry * ry;
double Px1 = x1 * x1;
double Py1 = y1 * y1;
// check that radii are large enough
double radiiCheck = Px1 / Prx + Py1 / Pry;
if (radiiCheck > 1) {
rx = Math.sqrt(radiiCheck) * rx;
ry = Math.sqrt(radiiCheck) * ry;
Prx = rx * rx;
Pry = ry * ry;
}
// Step 2 : Compute (cx1, cy1)
double sign = (largeArcFlag == sweepFlag) ? -1 : 1;
double sq = ((Prx * Pry) - (Prx * Py1) - (Pry * Px1))
/ ((Prx * Py1) + (Pry * Px1));
sq = (sq < 0) ? 0 : sq;
double coef = (sign * Math.sqrt(sq));
double cx1 = coef * ((rx * y1) / ry);
double cy1 = coef * -((ry * x1) / rx);
double sx2 = (x0 + x) / 2.0;
double sy2 = (y0 + y) / 2.0;
double cx = sx2 + (cosAngle * cx1 - sinAngle * cy1);
double cy = sy2 + (sinAngle * cx1 + cosAngle * cy1);
// Step 4 : Compute the angleStart (angle1) and the angleExtent (dangle)
double ux = (x1 - cx1) / rx;
double uy = (y1 - cy1) / ry;
double vx = (-x1 - cx1) / rx;
double vy = (-y1 - cy1) / ry;
double p, n;
// Compute the angle start
n = Math.sqrt((ux * ux) + (uy * uy));
p = ux; // (1 * ux) + (0 * uy)
sign = (uy < 0) ? -1.0 : 1.0;
double angleStart = Math.toDegrees(sign * Math.acos(p / n));
// Compute the angle extent
n = Math.sqrt((ux * ux + uy * uy) * (vx * vx + vy * vy));
p = ux * vx + uy * vy;
sign = (ux * vy - uy * vx < 0) ? -1.0 : 1.0;
double angleExtent = Math.toDegrees(sign * Math.acos(p / n));
if (!sweepFlag && angleExtent > 0) {
angleExtent -= 360f;
} else if (sweepFlag && angleExtent < 0) {
angleExtent += 360f;
}
angleExtent %= 360f;
angleStart %= 360f;
RectF oval = new RectF((float) (cx - rx), (float) (cy - ry), (float) (cx + rx), (float) (cy + ry));
path.addArc(oval, (float) angleStart, (float) angleExtent);
}
}