}
}
+void VPath::VPathData::addRoundRect(const VRectF &rect, float roundness,
+ VPath::Direction dir)
+{
+ if (2 * roundness > rect.width()) roundness = rect.width()/2.0;
+ if (2 * roundness > rect.height()) roundness = rect.height()/2.0;
+ addRoundRect(rect, roundness, roundness, dir);
+}
+
void VPath::VPathData::addRoundRect(const VRectF &rect, float rx, float ry,
VPath::Direction dir)
{
void addOval(const VRectF &rect, VPath::Direction dir = Direction::CW);
void addRoundRect(const VRectF &rect, float rx, float ry,
VPath::Direction dir = Direction::CW);
+ void addRoundRect(const VRectF &rect, float roundness,
+ VPath::Direction dir = Direction::CW);
void addRect(const VRectF &rect, VPath::Direction dir = Direction::CW);
void addPolystar(float points, float innerRadius, float outerRadius,
float innerRoundness, float outerRoundness,
void transform(const VMatrix &m);
float length() const;
void addRoundRect(const VRectF &, float, float, VPath::Direction);
+ void addRoundRect(const VRectF &, float, VPath::Direction);
void addRect(const VRectF &, VPath::Direction);
void arcTo(const VRectF &, float, float, bool);
void addCircle(float, float, float, VPath::Direction);
d.write().addRoundRect(rect, rx, ry, dir);
}
+inline void VPath::addRoundRect(const VRectF &rect, float roundness,
+ VPath::Direction dir)
+{
+ d.write().addRoundRect(rect, roundness, dir);
+}
+
inline void VPath::addCircle(float cx, float cy, float radius,
VPath::Direction dir)
{