Commit 16a28348 authored by Maciej Suminski's avatar Maciej Suminski

Added const(..)& in GAL methods' parameters and change iterators to constant iterators.

parent 520be6f6
......@@ -293,7 +293,7 @@ void CAIRO_GAL::RestoreScreen()
}
void CAIRO_GAL::DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void CAIRO_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
cairo_move_to( cairoImage, aStartPoint.x, aStartPoint.y );
cairo_line_to( cairoImage, aEndPoint.x, aEndPoint.y );
......@@ -341,7 +341,7 @@ void CAIRO_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPo
}
void CAIRO_GAL::DrawCircle( VECTOR2D aCenterPoint, double aRadius )
void CAIRO_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
{
// A circle is drawn using an arc
cairo_new_sub_path( cairoImage );
......@@ -351,7 +351,7 @@ void CAIRO_GAL::DrawCircle( VECTOR2D aCenterPoint, double aRadius )
}
void CAIRO_GAL::DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle,
void CAIRO_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle )
{
SWAP( aStartAngle, >, aEndAngle );
......@@ -368,7 +368,7 @@ void CAIRO_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
bool isFirstPoint = true;
// Iterate over the point list and draw the segments
for( std::deque<VECTOR2D>::iterator it = aPointList.begin(); it != aPointList.end(); ++it )
for( std::deque<VECTOR2D>::const_iterator it = aPointList.begin(); it != aPointList.end(); ++it )
{
if( isFirstPoint )
{
......@@ -410,7 +410,7 @@ void CAIRO_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
}
void CAIRO_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void CAIRO_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// Calculate the diagonal points
VECTOR2D diagonalPointA( aEndPoint.x, aStartPoint.y );
......@@ -427,8 +427,8 @@ void CAIRO_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
}
void CAIRO_GAL::DrawCurve( VECTOR2D aStartPoint, VECTOR2D aControlPointA,
VECTOR2D aControlPointB, VECTOR2D aEndPoint )
void CAIRO_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA,
const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint )
{
cairo_move_to( cairoImage, aStartPoint.x, aStartPoint.y );
cairo_curve_to( cairoImage, aControlPointA.x, aControlPointA.y, aControlPointB.x,
......@@ -606,7 +606,7 @@ void CAIRO_GAL::Rotate( double aAngle )
}
void CAIRO_GAL::Translate( VECTOR2D aTranslation )
void CAIRO_GAL::Translate( const VECTOR2D& aTranslation )
{
storePath();
......@@ -623,7 +623,7 @@ void CAIRO_GAL::Translate( VECTOR2D aTranslation )
}
void CAIRO_GAL::Scale( VECTOR2D aScale )
void CAIRO_GAL::Scale( const VECTOR2D& aScale )
{
storePath();
......@@ -905,9 +905,8 @@ void CAIRO_GAL::initCursor( int aCursorSize )
}
VECTOR2D CAIRO_GAL::ComputeCursorToWorld( VECTOR2D aCursorPosition )
VECTOR2D CAIRO_GAL::ComputeCursorToWorld( const VECTOR2D& aCursorPosition )
{
MATRIX3x3D inverseMatrix = worldScreenMatrix.Inverse();
VECTOR2D cursorPositionWorld = inverseMatrix * aCursorPosition;
......@@ -953,7 +952,7 @@ void CAIRO_GAL::DrawCursor( VECTOR2D aCursorPosition )
}
void CAIRO_GAL::DrawGridLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void CAIRO_GAL::DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
cairo_move_to( cairoImage, aStartPoint.x, aStartPoint.y );
cairo_line_to( cairoImage, aEndPoint.x, aEndPoint.y );
......
......@@ -439,7 +439,7 @@ inline void OPENGL_GAL::selectShader( int aIndex )
}
void OPENGL_GAL::drawRoundedSegment( VECTOR2D aStartPoint, VECTOR2D aEndPoint,
void OPENGL_GAL::drawRoundedSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aWidth, bool aStroke, bool aGlBegin )
{
VECTOR2D l = (aEndPoint - aStartPoint);
......@@ -493,7 +493,7 @@ void OPENGL_GAL::drawRoundedSegment( VECTOR2D aStartPoint, VECTOR2D aEndPoint,
}
inline void OPENGL_GAL::drawLineQuad( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineLength = startEndVector.EuclideanNorm();
......@@ -564,10 +564,11 @@ void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndP
}
inline void OPENGL_GAL::drawLineCap( VECTOR2D aStartPoint, VECTOR2D aEndPoint, double aDepthOffset )
inline void OPENGL_GAL::drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aDepthOffset )
{
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineLength = startEndVector.EuclideanNorm();
// double lineLength = startEndVector.EuclideanNorm();
double lineAngle = atan2( startEndVector.y, startEndVector.x );
switch( lineCap )
......@@ -582,16 +583,16 @@ inline void OPENGL_GAL::drawLineCap( VECTOR2D aStartPoint, VECTOR2D aEndPoint, d
break;
case LINE_CAP_SQUARED:
VECTOR2D offset;
offset = startEndVector * ( lineWidth / lineLength / 2.0 );
aStartPoint = aStartPoint - offset;
aEndPoint = aEndPoint + offset;
// FIXME? VECTOR2D offset;
// offset = startEndVector * ( lineWidth / lineLength / 2.0 );
// aStartPoint = aStartPoint - offset;
// aEndPoint = aEndPoint + offset;
break;
}
}
void OPENGL_GAL::DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
if( isUseShader )
{
......@@ -816,7 +817,7 @@ void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
}
void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// Compute the diagonal points of the rectangle
VECTOR2D diagonalPointA( aEndPoint.x, aStartPoint.y );
......@@ -890,7 +891,7 @@ void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
}
void OPENGL_GAL::DrawCircle( VECTOR2D aCenterPoint, double aRadius )
void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
{
// We need a minimum radius, else simply don't draw the circle
if( aRadius <= 0.0 )
......@@ -959,7 +960,7 @@ void OPENGL_GAL::DrawCircle( VECTOR2D aCenterPoint, double aRadius )
// This method is used for round line caps
void OPENGL_GAL::drawSemiCircle( VECTOR2D aCenterPoint, double aRadius, double aAngle,
void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle,
double aDepthOffset )
{
// XXX Depth seems to be buggy
......@@ -975,7 +976,7 @@ void OPENGL_GAL::drawSemiCircle( VECTOR2D aCenterPoint, double aRadius, double a
// FIXME Optimize
void OPENGL_GAL::DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle,
void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle )
{
if( aRadius <= 0 )
......@@ -1158,8 +1159,8 @@ void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
}
void OPENGL_GAL::DrawCurve( VECTOR2D aStartPoint, VECTOR2D aControlPointA,
VECTOR2D aControlPointB, VECTOR2D aEndPoint )
void OPENGL_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA,
const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint )
{
// FIXME The drawing quality needs to be improved
// FIXME Perhaps choose a quad/triangle strip instead?
......@@ -1266,13 +1267,13 @@ void OPENGL_GAL::Rotate( double aAngle )
}
void OPENGL_GAL::Translate( VECTOR2D aVector )
void OPENGL_GAL::Translate( const VECTOR2D& aVector )
{
glTranslated( aVector.x, aVector.y, 0 );
}
void OPENGL_GAL::Scale( VECTOR2D aScale )
void OPENGL_GAL::Scale( const VECTOR2D& aScale )
{
// TODO: Check method
glScaled( aScale.x, aScale.y, 0 );
......@@ -1487,11 +1488,12 @@ void OPENGL_GAL::initCursor( int aCursorSize )
}
VECTOR2D OPENGL_GAL::ComputeCursorToWorld( VECTOR2D aCursorPosition )
VECTOR2D OPENGL_GAL::ComputeCursorToWorld( const VECTOR2D& aCursorPosition )
{
aCursorPosition.y = screenSize.y - aCursorPosition.y;
VECTOR2D cursorPosition = aCursorPosition;
cursorPosition.y = screenSize.y - aCursorPosition.y;
MATRIX3x3D inverseMatrix = worldScreenMatrix.Inverse();
VECTOR2D cursorPositionWorld = inverseMatrix * aCursorPosition;
VECTOR2D cursorPositionWorld = inverseMatrix * cursorPosition;
return cursorPositionWorld;
}
......@@ -1552,7 +1554,7 @@ void OPENGL_GAL::DrawCursor( VECTOR2D aCursorPosition )
}
void OPENGL_GAL::DrawGridLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
void OPENGL_GAL::DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// We check, if we got a horizontal or a vertical grid line and compute the offset
VECTOR2D perpendicularVector;
......
......@@ -96,7 +96,7 @@ public:
virtual void EndDrawing();
/// @copydoc GAL::DrawLine()
virtual void DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
/// @copydoc GAL::DrawSegment()
virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth );
......@@ -105,21 +105,21 @@ public:
virtual void DrawPolyline( std::deque<VECTOR2D>& aPointList );
/// @copydoc GAL::DrawCircle()
virtual void DrawCircle( VECTOR2D aCenterPoint, double aRadius );
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius );
/// @copydoc GAL::DrawArc()
virtual void
DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle, double aEndAngle );
DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, double aEndAngle );
/// @copydoc GAL::DrawRectangle()
virtual void DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
/// @copydoc GAL::DrawPolygon()
virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList );
/// @copydoc GAL::DrawCurve()
virtual void DrawCurve( VECTOR2D startPoint, VECTOR2D controlPointA, VECTOR2D controlPointB,
VECTOR2D endPoint );
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint );
// --------------
// Screen methods
......@@ -188,10 +188,10 @@ public:
virtual void Rotate( double aAngle );
/// @copydoc GAL::Translate()
virtual void Translate( VECTOR2D aTranslation );
virtual void Translate( const VECTOR2D& aTranslation );
/// @copydoc GAL::Scale()
virtual void Scale( VECTOR2D aScale );
virtual void Scale( const VECTOR2D& aScale );
/// @copydoc GAL::Save()
virtual void Save();
......@@ -235,7 +235,7 @@ public:
void SetScreenDPI( double aScreenDPI );
/// @copydoc GAL::SetLookAtPoint()
void SetLookAtPoint( VECTOR2D aPoint );
void SetLookAtPoint( const VECTOR2D& aPoint );
/// @copydoc GAL::GetLookAtPoint()
VECTOR2D GetLookAtPoint();
......@@ -257,7 +257,7 @@ public:
// -------
/// @copydoc GAL::ComputeCursorToWorld()
virtual VECTOR2D ComputeCursorToWorld( VECTOR2D aCursorPosition );
virtual VECTOR2D ComputeCursorToWorld( const VECTOR2D& aCursorPosition );
/// @copydoc GAL::SetIsCursorEnabled()
void SetIsCursorEnabled( bool aIsCursorEnabled );
......@@ -290,7 +290,7 @@ public:
}
protected:
virtual void DrawGridLine(VECTOR2D aStartPoint, VECTOR2D aEndPoint);
virtual void DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
private:
/// Super class definition
......
......@@ -105,7 +105,7 @@ public:
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
virtual void DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint ) = 0;
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) = 0;
/**
* @brief Draw a rounded segment.
......@@ -131,7 +131,7 @@ public:
* @param aCenterPoint is the center point of the circle.
* @param aRadius is the radius of the circle.
*/
virtual void DrawCircle( VECTOR2D aCenterPoint, double aRadius ) = 0;
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) = 0;
/**
* @brief Draw an arc.
......@@ -142,7 +142,7 @@ public:
* @param aEndAngle is the end angle of the arc.
*/
virtual void
DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle, double aEndAngle ) = 0;
DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, double aEndAngle ) = 0;
/**
* @brief Draw a rectangle.
......@@ -150,7 +150,7 @@ public:
* @param aStartPoint is the start point of the rectangle.
* @param aEndPoint is the end point of the rectangle.
*/
virtual void DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint ) = 0;
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) = 0;
/**
* @brief Draw a polygon.
......@@ -167,8 +167,8 @@ public:
* @param controlPointB is the second control point.
* @param endPoint is the end point of the spline.
*/
virtual void DrawCurve( VECTOR2D startPoint, VECTOR2D controlPointA,
VECTOR2D controlPointB, VECTOR2D endPoint ) = 0;
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint ) = 0;
// --------------
// Screen methods
......@@ -326,14 +326,14 @@ public:
*
* @param aTranslation is the translation vector.
*/
virtual void Translate( VECTOR2D aTranslation ) = 0;
virtual void Translate( const VECTOR2D& aTranslation ) = 0;
/**
* @brief Scale the context.
*
* @param aScale is the scale factor for the x- and y-axis.
*/
virtual void Scale( VECTOR2D aScale ) = 0;
virtual void Scale( const VECTOR2D& aScale ) = 0;
/// @brief Save the context.
virtual void Save() = 0;
......@@ -476,7 +476,7 @@ public:
* @param aDepthRange is the depth range where component x is the near clipping plane and y
* is the far clipping plane.
*/
inline void SetDepthRange( VECTOR2D aDepthRange )
inline void SetDepthRange( const VECTOR2D& aDepthRange )
{
depthRange = aDepthRange;
}
......@@ -617,7 +617,7 @@ public:
* @param aCursorPosition is the cursor position in screen coordinates.
* @return the cursor position in world coordinates.
*/
virtual VECTOR2D ComputeCursorToWorld( VECTOR2D aCursorPosition ) = 0;
virtual VECTOR2D ComputeCursorToWorld( const VECTOR2D& aCursorPosition ) = 0;
/**
* @brief Enable/Disable cursor.
......@@ -720,7 +720,7 @@ protected:
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
virtual void DrawGridLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint ) = 0;
virtual void DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) = 0;
};
} // namespace KiGfx
......
......@@ -103,7 +103,7 @@ public:
virtual void EndDrawing();
/// @copydoc GAL::DrawLine()
virtual void DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
virtual void DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
/// @copydoc GAL::DrawSegment()
virtual void DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth );
......@@ -112,21 +112,21 @@ public:
virtual void DrawPolyline( std::deque<VECTOR2D>& aPointList );
/// @copydoc GAL::DrawCircle()
virtual void DrawCircle( VECTOR2D aCenterPoint, double aRadius );
virtual void DrawCircle( const VECTOR2D& aCenterPoint, double aRadius );
/// @copydoc GAL::DrawArc()
virtual void
DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle, double aEndAngle );
DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, double aEndAngle );
/// @copydoc GAL::DrawRectangle()
virtual void DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
virtual void DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
/// @copydoc GAL::DrawPolygon()
virtual void DrawPolygon( const std::deque<VECTOR2D>& aPointList );
/// @copydoc GAL::DrawCurve()
virtual void DrawCurve( VECTOR2D startPoint, VECTOR2D controlPointA, VECTOR2D controlPointB,
VECTOR2D endPoint );
virtual void DrawCurve( const VECTOR2D& startPoint, const VECTOR2D& controlPointA,
const VECTOR2D& controlPointB, const VECTOR2D& endPoint );
// --------------
// Screen methods
......@@ -206,10 +206,10 @@ public:
virtual void Rotate( double aAngle );
/// @copydoc GAL::Translate()
virtual void Translate( VECTOR2D aTranslation );
virtual void Translate( const VECTOR2D& aTranslation );
/// @copydoc GAL::Scale()
virtual void Scale( VECTOR2D aScale );
virtual void Scale( const VECTOR2D& aScale );
/// @copydoc GAL::Save()
virtual void Save();
......@@ -253,7 +253,7 @@ public:
void SetScreenDPI( double aScreenDPI );
/// @copydoc GAL::SetLookAtPoint()
void SetLookAtPoint( VECTOR2D aPoint );
void SetLookAtPoint( const VECTOR2D& aPoint );
/// @copydoc GAL::GetLookAtPoint()
VECTOR2D GetLookAtPoint();
......@@ -275,7 +275,7 @@ public:
// -------
/// @copydoc GAL::ComputeCursorToWorld()
virtual VECTOR2D ComputeCursorToWorld( VECTOR2D aCursorPosition );
virtual VECTOR2D ComputeCursorToWorld( const VECTOR2D& aCursorPosition );
/// @copydoc GAL::SetIsCursorEnabled()
void SetIsCursorEnabled( bool aIsCursorEnabled );
......@@ -313,7 +313,7 @@ public:
}
protected:
virtual void DrawGridLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
virtual void DrawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
private:
/// Super class definition
......@@ -384,7 +384,7 @@ private:
* @param ADepthOffset is the relative depth of the semi-circle.
*
*/
void drawSemiCircle( VECTOR2D aCenterPoint, double aRadius, double aAngle,
void drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle,
double aDepthOffset );
/// Compute the points of a unit circle.
......@@ -470,7 +470,7 @@ private:
* @param aStartPoint is the start point of the line.
* @param aEndPoint is the end point of the line.
*/
inline void drawLineQuad( VECTOR2D aStartPoint, VECTOR2D aEndPoint );
inline void drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint );
/**
* @brief Draw the line cap
......@@ -479,12 +479,13 @@ private:
* @param aEndPoint is the end point of the line.
* @param aDepthOffset is the relative depth of the line cap.
*/
inline void drawLineCap( VECTOR2D aStartPoint, VECTOR2D aEndPoint, double aDepthOffset );
inline void drawLineCap( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aDepthOffset );
inline void selectShader( int aIndex );
/// @copydoc GAL::DrawRoundedSegment()
void drawRoundedSegment( VECTOR2D aStartPoint, VECTOR2D aEndPoint, double aWidth,
void drawRoundedSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth,
bool aStroke = false, bool aGlBegin = false );
......
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