SkIntToScalar(y) + SK_ScalarHalf,
&pt);
// When the matrix has a scale component the setup code in
- // chooseProcs multiples the inverse matrix by the inverse of the
+ // chooseProcs multiples the inverse matrix by the inverse of the
// bitmap's width and height. Since this method is going to do
// its own tiling and sampling we need to undo that here.
if (SkShader::kClamp_TileMode != s.fTileModeX ||
str->append(gModeStrings[fMode]);
static const char* gCoeffStrings[kCoeffCount] = {
- "Zero", "One", "SC", "ISC", "DC", "IDC", "SA", "ISA", "DA", "IDA"
+ "Zero", "One", "SC", "ISC", "DC", "IDC", "SA", "ISA", "DA", "IDA"
};
str->append(" src: ");
path.addOval(oval);
this->drawPath(paint, path, stroke);
return;
- }
+ }
internalDrawOval(paint, oval, stroke);
}
if (!paint.isAntiAlias()) {
return false;
}
-
+
// we can draw circles in any style
- bool isCircle = SkScalarNearlyEqual(oval.width(), oval.height())
- && circleStaysCircle(this->getMatrix());
+ bool isCircle = SkScalarNearlyEqual(oval.width(), oval.height())
+ && circleStaysCircle(this->getMatrix());
// and for now, axis-aligned ellipses only with fill or stroke-and-fill
SkStrokeRec::Style style = stroke.getStyle();
bool isStroke = (style == SkStrokeRec::kStroke_Style || style == SkStrokeRec::kHairline_Style);
SkScalar xRadius = SkScalarHalf(oval.width());
SkScalar yRadius = SkScalarHalf(oval.height());
-
+
SkScalar strokeWidth = stroke.getWidth();
SkStrokeRec::Style style = stroke.getStyle();
- bool isCircle = SkScalarNearlyEqual(xRadius, yRadius) && circleStaysCircle(this->getMatrix());
+ bool isCircle = SkScalarNearlyEqual(xRadius, yRadius) && circleStaysCircle(this->getMatrix());
#ifdef SK_DEBUG
{
// we should have checked for this previously
}
SkScalar ratio = SkScalarDiv(xRadius, yRadius);
-
+
for (int i = 0; i < 4; ++i) {
verts[i].fCenter = center;
verts[i].fOuterRadius = xRadius;