Okay, I've got all but one case of Filled Arcs working now, and have nice 
little pacmans floating about in the pgfx_persistent stuff.  They depend on 
polygons, so I want to flush that code out.

Micah, you want network bit ordering done, removal of size passing or 
modification thereof.  You were having some trouble with getting it to work, 
did you get them to work, and if not can you send me a broken test case so I 
can fix them?

Todo list for next patch...
1) Centralize De Silva logic into a function that you pass a drawing function 
pointer and a private data piece to shrink code size (Having two is okay to 
speed up performance, but 4 is probably not acceptable)
2) Fix up polygon implementation as mentioned above
3) Fix last "case" of arc.  (The only case not working is when the bounding 
lines never intersect with an axis, this is a pretty special case wherein you 
have to construct a four point polygon to manage the unfilled area, every 
other polygon construction is a three pointer with at most two polygons per 
arc and one pass of de silva with everything done via symmetry)

I think that's it.  Oh, one question, right now I've only done filled 
polygons because I figure the end user can make a non-filled polygon by 
drawing lines..., should I implement non-filled polygons?  (It would probably 
be a little faster than drawing the seperate lines and a bit more accurate if 
you wanted to put a border around your polygon..., not to mention scaling I 
guess)

For me this closes the gap on any 2D drawing routines that need to be 
implemented.  Does anyone else need any other 2D routines?  The only other 2D 
thing I'd like to have is a lightweight/heavyweight container, where you 
could have a modified PGFXCanvas and place normal fixed widgets on it.

After I finish the PGFXLightBGBox thingee, I just need to submit one of the 
patches that I have for field that turns it into something more like a 
textfield if you configure it that way.  After that I think everything that I 
need to finish the java.awt stuff will be in PicoGUI.  Maybe some more 
advanced clipping could be implemented in the non rectangular drawing 
routines, but that's just a "tweek", not a requirement at this point.

Thanks,
Shane Nay.
(Oh, and I need to solve Off Screen Graphics..., still completely unsure of 
what I want to do there)

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