Path
@JvmDefaultWithCompatibility
/* expect class */ interface Path
Properties
var fillType: PathFillType
Determines how the interior of this path is calculated.
Defaults to the non-zero winding rule, PathFillType.NonZero
.
val isConvex: Boolean
Returns the path's convexity, as defined by the content of the path.
A path is convex if it has a single contour, and only ever curves in a single direction.
This function will calculate the convexity of the path from its control points, and cache the result.
val isEmpty: Boolean
Returns true if the path is empty (contains no lines or curves)
Returns
true if the path is empty (contains no lines or curves) |
Functions
fun moveTo(x: Float, y: Float)
Starts a new subpath at the given coordinate
fun relativeMoveTo(dx: Float, dy: Float)
Starts a new subpath at the given offset from the current point
fun lineTo(x: Float, y: Float)
Adds a straight line segment from the current point to the given point
fun relativeLineTo(dx: Float, dy: Float)
Adds a straight line segment from the current point to the point at the given offset from the current point.
fun quadraticBezierTo(x1: Float, y1: Float, x2: Float, y2: Float)
Adds a quadratic bezier segment that curves from the current point to the given point (x2
,
y2
), using the control point (x1
, y1
).
fun quadraticTo(x1: Float, y1: Float, x2: Float, y2: Float)
Adds a quadratic bezier segment that curves from the current point to the given point (x2
,
y2
), using the control point (x1
, y1
).
fun relativeQuadraticBezierTo(dx1: Float, dy1: Float, dx2: Float, dy2: Float)
Adds a quadratic bezier segment that curves from the current point to the point at the offset
(dx2
, dy2
) from the current point, using the control point at the offset (dx1
, dy1
)
from the current point.
fun relativeQuadraticTo(dx1: Float, dy1: Float, dx2: Float, dy2: Float)
Adds a quadratic bezier segment that curves from the current point to the point at the offset
(dx2
, dy2
) from the current point, using the control point at the offset (dx1
, dy1
)
from the current point.
fun cubicTo(x1: Float, y1: Float, x2: Float, y2: Float, x3: Float, y3: Float)
Adds a cubic bezier segment that curves from the current point to the given point (x3
,
y3
), using the control points (x1
, y1
) and (x2
, y2
).
fun relativeCubicTo(dx1: Float, dy1: Float, dx2: Float, dy2: Float, dx3: Float, dy3: Float)
Adds a cubic bezier segment that curves from the current point to the point at the offset
(dx3
, dy3
) from the current point, using the control points at the offsets (dx1
, dy1
)
and (dx2
, dy2
) from the current point.
fun arcToRad(
rect: Rect,
startAngleRadians: Float,
sweepAngleRadians: Float,
forceMoveTo: Boolean,
)
If the forceMoveTo
argument is false, adds a straight line segment and an arc segment.
If the forceMoveTo
argument is true, starts a new subpath consisting of an arc segment.
In either case, the arc segment consists of the arc that follows the edge of the oval bounded by the given rectangle, from startAngle radians around the oval up to startAngle + sweepAngle radians around the oval, with zero radians being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval.
The line segment added if forceMoveTo
is false starts at the current point and ends at the
start of the arc.
fun arcTo(rect: Rect, startAngleDegrees: Float, sweepAngleDegrees: Float, forceMoveTo: Boolean)
If the forceMoveTo
argument is false, adds a straight line segment and an arc segment.
If the forceMoveTo
argument is true, starts a new subpath consisting of an arc segment.
In either case, the arc segment consists of the arc that follows the edge of the oval bounded by the given rectangle, from startAngle degrees around the oval up to startAngle + sweepAngle degrees around the oval, with zero degrees being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval.
The line segment added if forceMoveTo
is false starts at the current point and ends at the
start of the arc.
fun addRect(rect: Rect)
Adds a new subpath that consists of four lines that outline the given rectangle. The rectangle is wound counter-clockwise.
fun addRect(rect: Rect, direction: Direction = Direction.CounterClockwise)
Adds a new subpath that consists of four lines that outline the given rectangle. The
direction to wind the rectangle's contour is specified by direction
.
fun addOval(oval: Rect)
Adds a new subpath that consists of a curve that forms the ellipse that fills the given rectangle.
To add a circle, pass an appropriate rectangle as oval
. Rect
can be used to easily
describe the circle's center Offset
and radius.
The oval is wound counter-clockwise.
fun addOval(oval: Rect, direction: Direction = Direction.CounterClockwise)
Adds a new subpath that consists of a curve that forms the ellipse that fills the given rectangle.
To add a circle, pass an appropriate rectangle as oval
. Rect
can be used to easily
describe the circle's center Offset
and radius.
The direction to wind the rectangle's contour is specified by direction
.
fun addRoundRect(roundRect: RoundRect)
Add a round rectangle shape to the path from the given RoundRect
. The round rectangle is
wound counter-clockwise.
fun addRoundRect(roundRect: RoundRect, direction: Direction = Direction.CounterClockwise)
Add a round rectangle shape to the path from the given RoundRect
. The direction to wind the
rectangle's contour is specified by direction
.
fun addArcRad(oval: Rect, startAngleRadians: Float, sweepAngleRadians: Float)
Adds a new subpath with one arc segment that consists of the arc that follows the edge of the oval bounded by the given rectangle, from startAngle radians around the oval up to startAngle + sweepAngle radians around the oval, with zero radians being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval.
fun addArc(oval: Rect, startAngleDegrees: Float, sweepAngleDegrees: Float)
Adds a new subpath with one arc segment that consists of the arc that follows the edge of the oval bounded by the given rectangle, from startAngle degrees around the oval up to startAngle + sweepAngle degrees around the oval, with zero degrees being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval.
fun addPath(path: Path, offset: Offset = Offset.Zero)
Adds a new subpath that consists of the given path
offset by the given offset
.
fun close()
Closes the last subpath, as if a straight line had been drawn from the current point to the first point of the subpath.
fun reset()
Clears the Path
object of all subpaths, returning it to the same state it had when it was
created. The current point is reset to the origin. This does NOT change the fill-type
setting.
fun rewind()
Rewinds the path: clears any lines and curves from the path but keeps the internal data structure for faster reuse.
fun translate(offset: Offset)
Translates all the segments of every subpath by the given offset.
fun transform(matrix: Matrix)
Transform the points in this path by the provided matrix
fun getBounds(): Rect
Compute the bounds of the control points of the path, and write the answer into bounds. If the path contains 0 or 1 points, the bounds is set to (0,0,0,0)
operator fun iterator() = PathIterator(this)
Creates a new PathIterator
for this Path
that evaluates conics as quadratics. To preserve
conics, use the Path.iterator
function that takes a PathIterator.ConicEvaluation
parameter.
fun iterator(conicEvaluation: PathIterator.ConicEvaluation, tolerance: Float = 0.25f) =
PathIterator(this, conicEvaluation, tolerance)
Creates a new PathIterator
for this Path
. To preserve conics as conics (not convert them
to quadratics), set conicEvaluation
to PathIterator.ConicEvaluation.AsConic
.
Parameters
conicEvaluation | Indicates how to evaluate conic segments |
tolerance | When conicEvaluation is set to PathIterator.ConicEvaluation.AsQuadratics defines the maximum distance between the original conic curve and its quadratic approximations |
fun op(path1: Path, path2: Path, operation: PathOperation): Boolean
Set this path to the result of applying the Op to the two specified paths. The resulting path will be constructed from non-overlapping contours. The curve order is reduced where possible so that cubics may be turned into quadratics, and quadratics maybe turned into lines.
Parameters
path1 | The first operand (for difference, the minuend) |
path2 | The second operand (for difference, the subtrahend) |
operation | PathOperation to apply to the 2 specified paths |
Returns
True if operation succeeded, false otherwise and this path remains unmodified. |
operator fun plus(path: Path) = Path().apply { op(this@Path, path, PathOperation.Union) }
Returns the union of two paths as a new Path
.
operator fun minus(path: Path) = Path().apply { op(this@Path, path, PathOperation.Difference) }
Returns the difference of two paths as a new Path
.
infix fun or(path: Path): Path
Returns the union of two paths as a new Path
.
infix fun and(path: Path) = Path().apply { op(this@Path, path, PathOperation.Intersect) }
Returns the intersection of two paths as a new Path
. If the paths do not intersect, returns
an empty path.
infix fun xor(path: Path) = Path().apply { op(this@Path, path, PathOperation.Xor) }
Returns the union minus the intersection of two paths as a new Path
.