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author | Michele Calgaro <[email protected]> | 2021-05-23 20:48:35 +0900 |
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committer | Michele Calgaro <[email protected]> | 2021-05-29 15:17:38 +0900 |
commit | d63c9d696eb6e2539528b99afc21f4086c9defe3 (patch) | |
tree | b3bfc97a66431a12cdd8f9379c0072673ede43df /karbon/core/vpath.cpp | |
parent | 5363fe3c36504c37bdc6dcfafd5f71daeae251e8 (diff) | |
download | koffice-d63c9d696eb6e2539528b99afc21f4086c9defe3.tar.gz koffice-d63c9d696eb6e2539528b99afc21f4086c9defe3.zip |
Renaming of files in preparation for code style tools.
Signed-off-by: Michele Calgaro <[email protected]>
(cherry picked from commit 8b78a8791bc539bcffe7159f9d9714d577cb3d7d)
Diffstat (limited to 'karbon/core/vpath.cpp')
-rw-r--r-- | karbon/core/vpath.cpp | 1153 |
1 files changed, 1153 insertions, 0 deletions
diff --git a/karbon/core/vpath.cpp b/karbon/core/vpath.cpp new file mode 100644 index 00000000..ea05fc76 --- /dev/null +++ b/karbon/core/vpath.cpp @@ -0,0 +1,1153 @@ +/* This file is part of the KDE project + Copyright (C) 2002, The Karbon Developers + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License as published by the Free Software Foundation; either + version 2 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public License + along with this library; see the file COPYING.LIB. If not, write to + the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. +*/ + + +#include <math.h> + +#include <tqdom.h> +#include <tqvaluelist.h> +#include <tqwmatrix.h> + +#include "vpath.h" +#include "vsegment.h" +#include "vvisitor.h" + +#include <kdebug.h> + + +class VSubpathIteratorList +{ +public: + VSubpathIteratorList() + : m_list( 0L ), m_iterator( 0L ) + {} + + ~VSubpathIteratorList() + { + notifyClear( true ); + delete m_list; + } + + void add( VSubpathIterator* itr ) + { + if( !m_iterator ) + m_iterator = itr; + else if( m_list ) + m_list->push_front( itr ); + else + { + m_list = new TQValueList<VSubpathIterator*>; + m_list->push_front( itr ); + } + } + + void remove( VSubpathIterator* itr ) + { + if( m_iterator == itr ) + m_iterator = 0L; + else if( m_list ) + { + m_list->remove( itr ); + + if( m_list->isEmpty() ) + { + delete m_list; + m_list = 0L; + } + } + } + + void notifyClear( bool zeroList ) + { + if( m_iterator ) + { + if( zeroList ) + m_iterator->m_list = 0L; + + m_iterator->m_current = 0L; + } + + if( m_list ) + { + for( + TQValueList<VSubpathIterator*>::Iterator itr = m_list->begin(); + itr != m_list->end(); + ++itr ) + { + if( zeroList ) + ( *itr )->m_list = 0L; + + ( *itr )->m_current = 0L; + } + } + } + + void notifyRemove( VSegment* segment, VSegment* current ) + { + if( m_iterator ) + { + if( m_iterator->m_current == segment ) + m_iterator->m_current = current; + } + + if( m_list ) + { + for( + TQValueList<VSubpathIterator*>::Iterator itr = m_list->begin(); + itr != m_list->end(); + ++itr ) + { + if( ( *itr )->m_current == segment ) + ( *itr )->m_current = current; + } + } + } + +private: + TQValueList<VSubpathIterator*>* m_list; + VSubpathIterator* m_iterator; +}; + + +VSubpath::VSubpath( VObject* parent ) + : VObject( parent ) +{ + m_isClosed = false; + + m_first = m_last = m_current = 0L; + m_number = 0; + m_currentIndex = -1; + m_iteratorList = 0L; + + // Add an initial segment. + append( new VSegment( 1 ) ); +} + +VSubpath::VSubpath( const VSubpath& list ) + : VObject( list ) +{ + m_isClosed = list.isClosed(); + + m_first = m_last = m_current = 0L; + m_number = 0; + m_currentIndex = -1; + m_iteratorList = 0L; + + VSegment* segment = list.m_first; + + while( segment ) + { + append( segment->clone() ); + segment = segment->m_next; + } +} + +VSubpath::VSubpath( const VSegment& segment ) + : VObject( 0L ) +{ + m_isClosed = false; + + m_first = m_last = m_current = 0L; + m_number = 0; + m_currentIndex = -1; + m_iteratorList = 0L; + + // The segment is not a "begin" segment. + if( segment.prev() ) + { + // Add an initial segment. + append( new VSegment( 1 ) ); + + // Move the "begin" segment to the new segment's previous knot. + moveTo( segment.prev()->knot() ); + } + + // Append a copy of the segment. + append( segment.clone() ); +} + +VSubpath::~VSubpath() +{ + clear(); + delete m_iteratorList; +} + +const KoPoint& +VSubpath::currentPoint() const +{ + return getLast()->knot(); +} + +bool +VSubpath::moveTo( const KoPoint& p ) +{ + // Move "begin" segment if path is still empty. + if( isEmpty() ) + { + getLast()->setKnot( p ); + return true; + } + + return false; +} + +bool +VSubpath::lineTo( const KoPoint& p ) +{ + if( isClosed() ) + return false; + + VSegment* s = new VSegment( 1 ); + + s->setDegree( 1 ); + s->setKnot( p ); + + append( s ); + + return true; +} + +bool +VSubpath::curveTo( + const KoPoint& p1, const KoPoint& p2, const KoPoint& p3 ) +{ + if( isClosed() ) + return false; + + VSegment* s = new VSegment(); + + s->setDegree( 3 ); + s->setPoint( 0, p1 ); + s->setPoint( 1, p2 ); + s->setPoint( 2, p3 ); + + append( s ); + + + return true; +} + +bool +VSubpath::curve1To( const KoPoint& p2, const KoPoint& p3 ) +{ + if( isClosed() ) + return false; + + VSegment* s = new VSegment(); + + s->setDegree( 3 ); + s->setPoint( 0, currentPoint() ); + s->setPoint( 1, p2 ); + s->setPoint( 2, p3 ); + + append( s ); + + + return true; +} + +bool +VSubpath::curve2To( const KoPoint& p1, const KoPoint& p3 ) +{ + if( isClosed() ) + return false; + + VSegment* s = new VSegment(); + + s->setDegree( 3 ); + s->setPoint( 0, p1 ); + s->setPoint( 1, p3 ); + s->setPoint( 2, p3 ); + + append( s ); + + + return true; +} + +bool +VSubpath::arcTo( + const KoPoint& p1, const KoPoint& p2, const double r ) +{ + /* This routine is inspired by code in GNU ghostscript. + * + * |- P1B3 -| + * + * |- - - T12- - -| + * + * - - P1 x....__--o.....x P2 + * | | : _/ B3 + * P1B0 : / + * | :/ + * | | + * - T10 o B0 + * | + * | | + * | + * | | + * - x P0 + */ + + if( isClosed() || r < 0.0 ) + return false; + + + // We need to calculate the tangent points. Therefore calculate tangents + // T10=P1P0 and T12=P1P2 first. + double dx0 = currentPoint().x() - p1.x(); + double dy0 = currentPoint().y() - p1.y(); + double dx2 = p2.x() - p1.x(); + double dy2 = p2.y() - p1.y(); + + // Calculate distance squares. + double dsqT10 = dx0 * dx0 + dy0 * dy0; + double dsqT12 = dx2 * dx2 + dy2 * dy2; + + // We now calculate tan(a/2) where a is the angle between T10 and T12. + // We benefit from the facts T10*T12 = |T10|*|T12|*cos(a), + // |T10xT12| = |T10|*|T12|*sin(a) (cross product) and tan(a/2) = sin(a)/[1-cos(a)]. + double num = dy0 * dx2 - dy2 * dx0; + + double denom = sqrt( dsqT10 * dsqT12 ) - ( dx0 * dx2 + dy0 * dy2 ); + + // The points are colinear. + if( 1.0 + denom == 1.0 ) + { + // Just add a line. + lineTo( p1 ); + } + else + { + // |P1B0| = |P1B3| = r * tan(a/2). + double dP1B0 = fabs( r * num / denom ); + + // B0 = P1 + |P1B0| * T10/|T10|. + KoPoint b0 = p1 + KoPoint( dx0, dy0 ) * ( dP1B0 / sqrt( dsqT10 ) ); + + // If B0 deviates from current point P0, add a line to it. + if( !b0.isNear( currentPoint(), VGlobal::isNearRange ) ) + lineTo( b0 ); + + // B3 = P1 + |P1B3| * T12/|T12|. + KoPoint b3 = p1 + KoPoint( dx2, dy2 ) * ( dP1B0 / sqrt( dsqT12 ) ); + + + // The two bezier-control points are located on the tangents at a fraction + // of the distance[ tangent points <-> tangent intersection ]. + const KoPoint d = p1 - b0; + + double distsq = d * d; + + double rsq = r * r; + + double fract; + + // r is very small. + if( distsq >= rsq * VGlobal::veryBigNumber ) + { + // Assume dist = r = 0. + fract = 0.0; + } + else + { + fract = ( 4.0 / 3.0 ) / ( 1.0 + sqrt( 1.0 + distsq / rsq ) ); + } + + KoPoint b1 = b0 + ( p1 - b0 ) * fract; + KoPoint b2 = b3 + ( p1 - b3 ) * fract; + + // Finally add the bezier-segment. + curveTo( b1, b2, b3 ); + } + + return true; +} + +void +VSubpath::close() +{ + // In the case the list is 100% empty (which should actually never happen), + // append a "begin" first, to avoid a crash. + if( count() == 0 ) + append( new VSegment( 1 ) ); + + // Move last segment if we are already closed. + if( isClosed() ) + { + getLast()->setKnot( getFirst()->knot() ); + } + // Append a line, if necessary. + else + { + if( + getLast()->knot().isNear( + getFirst()->knot(), VGlobal::isNearRange ) ) + { + // Move last knot. + getLast()->setKnot( getFirst()->knot() ); + } + else + { + // Add a line. + lineTo( getFirst()->knot() ); + } + + m_isClosed = true; + } +} + +bool +VSubpath::pointIsInside( const KoPoint& p ) const +{ + // If the point is not inside the boundingbox, it cannot be inside the path either. + if( !boundingBox().contains( p ) ) + return false; + + // First check if the point is inside the knot polygon (beziers are treated + // as lines). + + /* This algorithm is taken from "Fast Winding Number Inclusion of a Point + * in a Polygon" by Dan Sunday, geometryalgorithms.com. + */ + + /* + int windingNumber = 0; + + // Ommit first segment. + VSegment* segment = getFirst()->next(); + + while( segment ) + { + if( segment->prev()->knot().y() <= p.y() ) + { + // Upward crossing. + if( segment->knot().y() > p.y() ) + { + // Point is left. + if( segment->pointIsLeft( p ) > 0 ) + { + // Valid up intersection. + ++windingNumber; + } + } + } + else + { + // Downward crossing. + if( segment->knot().y() <= p.y() ) + { + // Point is right. + if( segment->pointIsLeft( p ) < 0 ) + { + // Valid down intersection. + --windingNumber; + } + } + } + + segment = segment->next(); + } + + if( static_cast<bool>( windingNumber ) ) + return true; + */ + + // Then check if the point is located in between the knot polygon + // and the bezier curves. + + /* We rotate each segment in order to make their chord (the line between + * the previous knot and the knot ) parallel to the x-axis. Then we + * calculate y(xp) on the segment for the rotated input point (xp,yp) + * and compare y(xp) with yp. + */ +// TODO + + // cache the closed evaluation + bool closed = isClosed() || getLast()->knot() == getFirst()->knot(); + + TQValueList<double> rparams; + + VSegment* segment = getFirst()->next(); + + // move all segements so that p is the origin + // and compute their intersections with the x-axis + while( segment ) + { + VSubpath tmpCurve( 0L ); + tmpCurve.append( new VSegment( segment->degree() ) ); + + for( int i = 0; i <= segment->degree(); ++i ) + tmpCurve.current()->setP(i, segment->p(i)-p ); + + tmpCurve.current()->rootParams( rparams ); + + segment = segment->next(); + } + + // if the path is not closed, compute the intersection of + // the line through the first and last knot and the x-axis too + if( ! closed ) + { + KoPoint prevKnot = getLast()->knot() - p; + KoPoint nextKnot = getFirst()->knot() - p; + + double dx = nextKnot.x() - prevKnot.x(); + double dy = nextKnot.y() - prevKnot.y(); + if( dx == 0.0 ) + { + rparams.append( nextKnot.x() ); + } + else if( dy != 0.0 ) + { + if( ( prevKnot.y() < 0.0 && nextKnot.y() > 0.0 ) || ( prevKnot.y() > 0.0 && nextKnot.y() < 0.0 ) ) + { + double n = prevKnot.y() - dy / dx * prevKnot.x(); + rparams.append( -n * dx / dy ); + } + } + } + + kdDebug(38000) << "intersection count: " << rparams.count() << endl; + + // sort all intersections + qHeapSort( rparams ); + + TQValueList<double>::iterator itr, etr = rparams.end(); + + for( itr = rparams.begin(); itr != etr; ++itr ) + kdDebug(38000) << "intersection: " << *itr << endl; + + if( closed ) + { + // pair the intersections and check if the origin is within a pair + for( itr = rparams.begin(); itr != etr; ++itr ) + { + if( *itr > 0.0 ) + return false; + + if( ++itr == etr ) + return false; + + if( *itr > 0.0 ) + return true; + } + } + else + { + // only check if point is between first and last intersection if we have an open path + if ( rparams.front() < 0.0 && rparams.back() > 0.0 ) + return true; + } + + return false; +} + +bool +VSubpath::intersects( const VSegment& s ) const +{ + // Check if path is empty and if boundingboxes intersect. + if( + isEmpty() || + !boundingBox().intersects( s.boundingBox() ) ) + { + return false; + } + + + // Ommit first segment. + VSegment* segment = getFirst()->next(); + + while( segment ) + { + if( segment->intersects( s ) ) + { + return true; + } + + segment = segment->next(); + } + + return false; +} + +bool +VSubpath::counterClockwise() const +{ + /* This algorithm is taken from the FAQ of comp.graphics.algorithms: + * "Find the lowest vertex (or, if there is more than one vertex with the + * same lowest coordinate, the rightmost of those vertices) and then take + * the cross product of the edges fore and aft of it." + */ + + // A non closed path does not have a winding. + if( !isClosed() ) + { + return false; + } + + + VSegment* segment = getFirst(); + + // We save the segment not the knot itself. Initialize it with the + // first segment: + const VSegment* bottomRight = getFirst(); + + while( segment ) + { + if( segment->knot().y() < bottomRight->knot().y() ) + bottomRight = segment; + else if( segment->knot().y() - bottomRight->knot().y() + < VGlobal::isNearRange ) + { + if( segment->knot().x() > bottomRight->knot().x() ) + bottomRight = segment; + } + + segment = segment->next(); + } + + + // Catch boundary case (bottomRight is first or last segment): + const VSegment* current; + const VSegment* next; + + if( bottomRight == getFirst() ) + current = getLast(); + else + current = bottomRight; + + if( bottomRight == getLast() ) + next = getFirst()->next(); + else + next = bottomRight->next(); + + // Check "z-component" of cross product: + return + ( next->knot().x() - next->prev()->knot().x() ) * + ( current->knot().y() - current->prev()->knot().y() ) + - + ( next->knot().y() - next->prev()->knot().y() ) * + ( current->knot().x() - current->prev()->knot().x() ) < 0.0; +} + +void +VSubpath::revert() +{ + // Catch case where the list is "empty". + if( isEmpty() ) + return; + + + VSubpath list( parent() ); + list.moveTo( getLast()->knot() ); + + VSegment* segment = getLast(); + + while( segment->prev() ) + { + list.append( segment->revert() ); + segment = segment->prev(); + } + + list.m_isClosed = isClosed(); + + *this = list; +} + +const KoRect& +VSubpath::boundingBox() const +{ + if( m_boundingBoxIsInvalid ) + { + // Reset the boundingbox. + m_boundingBox = KoRect(); + + VSegment* segment = m_first; + + while( segment ) + { + if( segment->state() != VSegment::deleted ) + m_boundingBox |= segment->boundingBox(); + + segment = segment->m_next; + } + + m_boundingBoxIsInvalid = false; + } + + return m_boundingBox; +} + +VSubpath* +VSubpath::clone() const +{ + return new VSubpath( *this ); +} + +void +VSubpath::saveSvgPath( TQString &d ) const +{ + // Save segments. + VSegment* segment = getFirst(); + + while( segment ) + { + if( segment->state() == VSegment::normal ) + { + if( segment->degree() <= 2 ) + { + // Line. + if( segment->prev() ) + { + d += TQString( "L%1 %2" ). + arg( segment->knot().x() ).arg( segment->knot().y() ); + } + // Moveto. + else + { + d += TQString( "M%1 %2" ). + arg( segment->knot().x() ).arg( segment->knot().y() ); + } + } + // Bezier ( degree >= 3 ). + else + { + // We currently treat all beziers as cubic beziers. + d += TQString( "C%1 %2 %3 %4 %5 %6" ). + arg( segment->point( segment->degree() - 3 ).x() ). + arg( segment->point( segment->degree() - 3 ).y() ). + arg( segment->point( segment->degree() - 2 ).x() ). + arg( segment->point( segment->degree() - 2 ).y() ). + arg( segment->knot().x() ). + arg( segment->knot().y() ); + } + } + + segment = segment->m_next; + } + + if( isClosed() ) + d += "Z"; +} + +// TODO: remove this backward compatibility function after koffice 1.3.x +void +VSubpath::load( const TQDomElement& element ) +{ + // We might have a "begin" segment. + clear(); + + TQDomNodeList list = element.childNodes(); + + for( uint i = 0; i < list.count(); ++i ) + { + if( list.item( i ).isElement() ) + { + TQDomElement segment = list.item( i ).toElement(); + + VSegment* s = new VSegment(); + s->load( segment ); + append( s ); + } + } + + if( element.attribute( "isClosed" ) == 0 ? false : true ) + close(); +} + +void +VSubpath::accept( VVisitor& visitor ) +{ + visitor.visitVSubpath( *this ); +} + + +VSubpath& +VSubpath::operator=( const VSubpath& list ) +{ + if( this == &list ) + return *this; + + m_isClosed = list.isClosed(); + + clear(); + + VSegment* segment = list.m_first; + + while( segment ) + { + append( segment->clone() ); + segment = segment->m_next; + } + + m_current = m_first; + m_currentIndex = 0; + + return *this; +} + +bool +VSubpath::insert( const VSegment* segment ) +{ + if( m_currentIndex == -1 ) + return false; + + VSegment* s = const_cast<VSegment*>( segment ); + + VSegment* prev = m_current->m_prev; + + m_current->m_prev = s; + prev->m_next = s; + s->m_prev = prev; + s->m_next = m_current; + + m_current = s; + ++m_number; + + invalidateBoundingBox(); + + return true; +} + +bool +VSubpath::insert( uint index, const VSegment* segment ) +{ + VSegment* s = const_cast<VSegment*>( segment ); + + if( index == 0 ) + { + prepend( s ); + return true; + } + else if( index == m_number ) + { + append( s ); + return true; + } + + VSegment* next = locate( index ); + + if( !next ) + return false; + + VSegment* prev = next->m_prev; + + next->m_prev = s; + prev->m_next = s; + s->m_prev = prev; + s->m_next = next; + + m_current = s; + ++m_number; + + invalidateBoundingBox(); + + return true; +} + +void +VSubpath::prepend( const VSegment* segment ) +{ + VSegment* s = const_cast<VSegment*>( segment ); + + s->m_prev = 0L; + + if( ( s->m_next = m_first ) ) + m_first->m_prev = s; + else + m_last = s; + + m_first = m_current = s; + + ++m_number; + m_currentIndex = 0; + + invalidateBoundingBox(); +} + +void +VSubpath::append( const VSegment* segment ) +{ + VSegment* s = const_cast<VSegment*>( segment ); + + s->m_next = 0L; + + if( ( s->m_prev = m_last ) ) + m_last->m_next = s; + else + m_first = s; + + m_last = m_current = s; + + m_currentIndex = m_number; + ++m_number; + + invalidateBoundingBox(); +} + +void +VSubpath::clear() +{ + VSegment* segment = m_first; + + m_first = m_last = m_current = 0L; + m_number = 0; + m_currentIndex = -1; + + if( m_iteratorList ) + m_iteratorList->notifyClear( false ); + + VSegment* prev; + + while( segment ) + { + prev = segment; + segment = segment->m_next; + delete prev; + } + + m_isClosed = false; + + invalidateBoundingBox(); +} + +VSegment* +VSubpath::first() +{ + if( m_first ) + { + m_currentIndex = 0; + return m_current = m_first; + } + + return 0L; +} + +VSegment* +VSubpath::last() +{ + if( m_last ) + { + m_currentIndex = m_number - 1; + return m_current = m_last; + } + + return 0L; +} + +VSegment* +VSubpath::prev() +{ + if( m_current ) + { + if( m_current->m_prev ) + { + --m_currentIndex; + return m_current = m_current->m_prev; + } + + m_currentIndex = -1; + m_current = 0L; + } + + return 0L; +} + +VSegment* +VSubpath::next() +{ + if( m_current ) + { + if( m_current->m_next ) + { + ++m_currentIndex; + return m_current = m_current->m_next; + } + + m_currentIndex = -1; + m_current = 0L; + } + + return 0L; +} + +VSegment* +VSubpath::locate( uint index ) +{ + if( index == static_cast<uint>( m_currentIndex ) ) + return m_current; + + if( !m_current && m_first ) + { + m_current = m_first; + m_currentIndex = 0; + } + + VSegment* segment; + int distance = index - m_currentIndex; + bool forward; + + if( index >= m_number ) + return 0L; + + if( distance < 0 ) + distance = -distance; + + if( + static_cast<uint>( distance ) < index && + static_cast<uint>( distance ) < m_number - index ) + { + segment = m_current; + forward = index > static_cast<uint>( m_currentIndex ); + } + else if( index < m_number - index ) + { + segment = m_first; + distance = index; + forward = true; + } + else + { + segment = m_last; + distance = m_number - index - 1; + if( distance < 0 ) + distance = 0; + forward = false; + } + + if( forward ) + { + while( distance-- ) + segment = segment->m_next; + } + else + { + while( distance-- ) + segment = segment->m_prev; + } + + m_currentIndex = index; + return m_current = segment; +} + + +VSubpathIterator::VSubpathIterator( const VSubpath& list ) +{ + m_list = const_cast<VSubpath*>( &list ); + m_current = m_list->m_first; + + if( !m_list->m_iteratorList ) + m_list->m_iteratorList = new VSubpathIteratorList(); + + m_list->m_iteratorList->add( this ); +} + +VSubpathIterator::VSubpathIterator( const VSubpathIterator& itr ) +{ + m_list = itr.m_list; + m_current = itr.m_current; + + if( m_list ) + m_list->m_iteratorList->add( this ); +} + +VSubpathIterator::~VSubpathIterator() +{ + if( m_list ) + m_list->m_iteratorList->remove( this ); +} + +VSubpathIterator& +VSubpathIterator::operator=( const VSubpathIterator& itr ) +{ + if( m_list ) + m_list->m_iteratorList->remove( this ); + + m_list = itr.m_list; + m_current = itr.m_current; + + if( m_list ) + m_list->m_iteratorList->add( this ); + + return *this; +} + +VSegment* +VSubpathIterator::current() const +{ + // If m_current points to a deleted segment, find the next not + // deleted segment. + if( + m_current && + m_current->state() == VSegment::deleted ) + { + return m_current->next(); + } + + return m_current; +} + +VSegment* +VSubpathIterator::operator()() +{ + if( VSegment* const old = current() ) + { + m_current = current()->next(); + return old; + } + + return 0L; +} + +VSegment* +VSubpathIterator::operator++() +{ + if( current() ) + return m_current = current()->next(); + + return 0L; +} + +VSegment* +VSubpathIterator::operator+=( uint i ) +{ + while( current() && i-- ) + m_current = current()->next(); + + return current(); +} + +VSegment* +VSubpathIterator::operator--() +{ + if( current() ) + return m_current = current()->prev(); + + return 0L; +} + +VSegment* +VSubpathIterator::operator-=( uint i ) +{ + while( current() && i-- ) + m_current = current()->prev(); + + return current(); +} + |