[DEBUG] correct the rounded corner of rectangle
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@ -60,13 +60,34 @@ void esvg::Rectangle::display(int32_t _spacing) {
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void esvg::Rectangle::draw(esvg::Renderer& _myRenderer, mat2& _basicTrans, int32_t _level) {
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SVG_VERBOSE(spacingDist(_level) << "DRAW esvg::Rectangle : fill=" << m_paint.fill << " stroke=" << m_paint.stroke);
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// TODO : rounded corner ...
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esvg::render::Path listElement;
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listElement.clear();
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listElement.moveTo(false, m_position);
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listElement.lineToH(true, m_size.x());
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listElement.lineToV(true, m_size.y());
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listElement.lineToH(true, -m_size.x());
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if ( m_roundedCorner.x() == 0.0f
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|| m_roundedCorner.y() == 0.0f) {
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listElement.moveTo(false, m_position);
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listElement.lineToH(true, m_size.x());
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listElement.lineToV(true, m_size.y());
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listElement.lineToH(true, -m_size.x());
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} else {
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// Rounded rectangle
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listElement.moveTo(false, m_position + vec2(m_roundedCorner.x(), 0.0f));
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listElement.lineToH(true, m_size.x()-m_roundedCorner.x()*2.0f);
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listElement.curveTo(true, vec2(m_roundedCorner.x()*esvg::kappa90, 0.0f),
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vec2(m_roundedCorner.x(), m_roundedCorner.y() * (1.0f - esvg::kappa90)),
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vec2(m_roundedCorner.x(), m_roundedCorner.y()) );
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listElement.lineToV(true, m_size.y()-m_roundedCorner.y()*2.0f);
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listElement.curveTo(true, vec2(0.0f, m_roundedCorner.y() * esvg::kappa90),
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vec2(-m_roundedCorner.x()* (1.0f - esvg::kappa90), m_roundedCorner.y()),
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vec2(-m_roundedCorner.x(), m_roundedCorner.y()) );
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listElement.lineToH(true, -(m_size.x()-m_roundedCorner.x()*2.0f));
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listElement.curveTo(true, vec2(-m_roundedCorner.x()*esvg::kappa90, 0.0f),
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vec2(-m_roundedCorner.x(), -m_roundedCorner.y() * (1.0f - esvg::kappa90)),
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vec2(-m_roundedCorner.x(), -m_roundedCorner.y()) );
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listElement.lineToV(true, -(m_size.y()-m_roundedCorner.y()*2.0f));
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listElement.curveTo(true, vec2(0.0f, -m_roundedCorner.y() * esvg::kappa90),
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vec2(m_roundedCorner.x()* (1.0f - esvg::kappa90), -m_roundedCorner.y()),
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vec2(m_roundedCorner.x(), -m_roundedCorner.y()) );
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}
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listElement.close();
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mat2 mtx = m_transformMatrix;
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@ -216,9 +216,9 @@ esvg::render::PointList esvg::render::Path::generateListPoints(int32_t _level, i
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if (it->getRelative() == false) {
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lastPosition = vec2(0.0f, 0.0f);
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}
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vec2 pos1 = lastPosition + it->getPos1();;
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vec2 pos2 = lastPosition + it->getPos2();;
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vec2 pos = lastPosition + it->getPos();;
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vec2 pos1 = lastPosition + it->getPos1();
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vec2 pos2 = lastPosition + it->getPos2();
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vec2 pos = lastPosition + it->getPos();
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interpolateCubicBezier(tmpListPoint,
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_recurtionMax,
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_threshold,
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