[PATCH] d2d1: Partially implement StrokeContainsPoint() for rectangles

Henri Verbeet hverbeet at gmail.com
Fri Sep 8 14:14:53 CDT 2017


On 8 September 2017 at 20:07, Nikolay Sivov <bunglehead at gmail.com> wrote:
> On 08.09.2017 20:22, Henri Verbeet wrote:
>> On 8 September 2017 at 16:11, Nikolay Sivov <nsivov at codeweavers.com> wrote:
>>> +    /* Stroked area hittesting. Edge. */
>>> +    contains = FALSE;
>>> +    set_point(&point, 0.4f, 10.0f);
>>> +    hr = ID2D1RectangleGeometry_StrokeContainsPoint(geometry, point, 1.0f, NULL, NULL, 0.0f, &contains);
>>> +    ok(SUCCEEDED(hr), "StrokeContainsPoint() failed, hr %#x.\n", hr);
>>> +    ok(!!contains, "Got wrong hit test result %d.\n", contains);
>> We tend to use %#x for BOOLs. And well, you might as well make these
>> array based as well.
>>
> That was an easy way to test NULL matrix as opposed to identity one in
> arrays so we test both our paths.
>
Sure, I don't mean in the same stroke_contains[] array with an
identity transformation, but either as a separate array of tests or
with some flag to indicate passing a NULL transformation.



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