apply curve smoothing to drawn lines
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@@ -187,10 +187,7 @@ Item {
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return;
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}
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if (!drawingHandler.point.pressedButtons) {
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root.drawing.content.showHover(x, y);
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return;
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}
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root.drawing.content.showHover(x, y);
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}
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if (!root.visibilities.bar && Config.barConfig.autoHide && y < root.bar.implicitHeight)
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@@ -97,9 +97,31 @@ void StrokeCanvasItem::beginStroke(qreal x, qreal y) {
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}
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void StrokeCanvasItem::appendPoint(qreal x, qreal y) {
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if (shouldAddPoint(m_currentStroke.points, {x, y}, 2.0))
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m_currentStroke.points.append({x, y});
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const QPointF incoming{x, y};
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if (!shouldAddPoint(m_currentStroke.points, incoming, 2.0))
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return;
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QPointF smoothed;
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if (m_currentStroke.points.isEmpty()) {
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smoothed = incoming;
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} else {
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const QPointF last = m_currentStroke.points.last();
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const QPointF delta = incoming - last;
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const qreal dist = std::sqrt(QPointF::dotProduct(delta, delta));
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constexpr qreal minDist = 6.0;
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constexpr qreal maxDist = 20.0;
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constexpr qreal minAlpha = 0.1;
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constexpr qreal maxAlpha = 0.3;
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const qreal t = std::clamp((dist - minDist) / (maxDist - minDist), 0.0, 1.0);
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const qreal alpha = minAlpha + t * (maxAlpha - minAlpha);
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smoothed = last * (1.0 - alpha) + incoming * alpha;
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}
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m_currentStroke.points.append(smoothed);
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update();
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}
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@@ -25,14 +25,31 @@ static void drawStroke(
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return;
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}
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auto catmullToBezier = [](
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const QPointF &p0, const QPointF &p1,
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const QPointF &p2, const QPointF &p3,
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float tension,
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QPointF &cp1, QPointF &cp2)
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{
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cp1 = p1 + (p2 - p0) * tension / 3.0f;
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cp2 = p2 - (p3 - p1) * tension / 3.0f;
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};
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const float tension = 0.5f; // increase toward 1.0 for tighter curves
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painter->beginPath();
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painter->moveTo(points[0]);
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for (int i = 1; i < points.size() - 1; ++i) {
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QPointF mid = (points[i] + points [i + 1]) / 2;
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painter->quadraticCurveTo(points[i], mid);
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for (int i = 0; i < points.size() - 1; ++i) {
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const QPointF &p0 = points[qMax(i - 1, 0)];
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const QPointF &p1 = points[i];
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const QPointF &p2 = points[i + 1];
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const QPointF &p3 = points[qMin(i + 2, points.size() - 1)];
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QPointF cp1, cp2;
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catmullToBezier(p0, p1, p2, p3, tension, cp1, cp2);
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painter->bezierCurveTo(cp1, cp2, p2);
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}
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painter->lineTo(points.last());
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painter->stroke();
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}
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