mirror of
https://github.com/zoriya/react-native-svg.git
synced 2026-05-31 05:51:47 +00:00
Fix warnings
This commit is contained in:
@@ -21,14 +21,12 @@
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@interface RCTConvert (RNSVG)
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+ (RNSVGTextAnchor)RNSVGTextAnchor:(id)json;
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+ (RNSVGPathParser *)CGPath:(NSString *)d;
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+ (CTTextAlignment)CTTextAlignment:(id)json;
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+ (RNSVGCGFCRule)RNSVGCGFCRule:(id)json;
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+ (RNSVGVBMOS)RNSVGVBMOS:(id)json;
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+ (RNSVGCGFloatArray)RNSVGCGFloatArray:(id)json;
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+ (RNSVGBrush *)RNSVGBrush:(id)json;
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+ (RNSVGPathParser *)CGPath:(NSString *)d;
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+ (CGRect)CGRect:(id)json offset:(NSUInteger)offset;
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+ (CGColorRef)CGColor:(id)json offset:(NSUInteger)offset;
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+ (CGGradientRef)CGGradient:(id)json offset:(NSUInteger)offset;
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@@ -171,7 +171,8 @@ RCT_ENUM_CONVERTER(RNSVGTextAnchor, (@{
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RNSVGCGFloatArray colorsAndOffsets = [self RNSVGCGFloatArray:arr];
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size_t stops = colorsAndOffsets.count / 5;
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CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
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CGGradientRef gradient = CGGradientCreateWithColorComponents(
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rgb,
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colorsAndOffsets.array,
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@@ -179,7 +180,6 @@ RCT_ENUM_CONVERTER(RNSVGTextAnchor, (@{
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stops
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);
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CGColorSpaceRelease(rgb);
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free(colorsAndOffsets.array);
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return (CGGradientRef)CFAutorelease(gradient);
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+20
-22
@@ -10,7 +10,7 @@
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#import <React/RCTLog.h>
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#import "math.h"
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@implementation RNSVGPathParser : NSObject
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@implementation RNSVGPathParser
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{
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NSString* _d;
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NSString* _originD;
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@@ -32,7 +32,7 @@
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if (self = [super init]) {
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NSRegularExpression* decimalRegularExpression = [[NSRegularExpression alloc] initWithPattern:@"(\\.\\d+)(?=\\-?\\.)" options:0 error:nil];
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_originD = d;
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_d = [decimalRegularExpression stringByReplacingMatchesInString:d options:0 range:NSMakeRange(0, [d length]) withTemplate:@"$1\,"];
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_d = [decimalRegularExpression stringByReplacingMatchesInString:d options:0 range:NSMakeRange(0, [d length]) withTemplate:@"$1,"];
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_pathRegularExpression = [[NSRegularExpression alloc] initWithPattern:@"[a-df-z]|[\\-+]?(?:[\\d.]e[\\-+]?|[^\\s\\-+,a-z])+" options:NSRegularExpressionCaseInsensitive error:nil];
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}
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return self;
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@@ -148,12 +148,12 @@
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return ![value isEqualToString:@"0"];
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}
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- (void)move:(CGPathRef)path x:(float)x y:(float)y
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- (void)move:(CGMutablePathRef)path x:(float)x y:(float)y
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{
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[self moveTo:path x:x + _penX y:y + _penY];
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}
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- (void)moveTo:(CGPathRef)path x:(float)x y:(float)y
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- (void)moveTo:(CGMutablePathRef)path x:(float)x y:(float)y
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{
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_pivotX = _penX = x;
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_pivotY = _penY = y;
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@@ -163,14 +163,12 @@
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[_bezierCurves addObject: @[_lastStartPoint]];
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}
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- (void)line:(CGPathRef)path x:(float)x y:(float)y
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- (void)line:(CGMutablePathRef)path x:(float)x y:(float)y
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{
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[self lineTo:path x:x + _penX y:y + _penY];
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}
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- (void)lineTo:(CGPathRef)path x:(float)x y:(float)y{
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NSValue * source = [NSValue valueWithCGPoint:CGPointMake(_pivotX, _pivotY)];
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- (void)lineTo:(CGMutablePathRef)path x:(float)x y:(float)y{
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[self setPenDown];
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_pivotX = _penX = x;
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_pivotY = _penY = y;
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@@ -180,7 +178,7 @@
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[_bezierCurves addObject: @[destination, destination, destination]];
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}
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- (void)curve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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- (void)curve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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[self curveTo:path c1x:c1x + _penX
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c1y:c1y + _penY
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@@ -190,14 +188,14 @@
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ey:ey + _penY];
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}
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- (void)curveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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- (void)curveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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_pivotX = c2x;
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_pivotY = c2y;
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)curveToPoint:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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- (void)curveToPoint:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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[self setPenDown];
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_penX = ex;
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@@ -211,12 +209,12 @@
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]];
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}
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- (void)smoothCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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- (void)smoothCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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{
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[self smoothCurveTo:path c1x:c1x + _penX c1y:c1y + _penY ex:ex + _penX ey:ey + _penY];
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}
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- (void)smoothCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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- (void)smoothCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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{
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float c2x = c1x;
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float c2y = c1y;
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@@ -227,12 +225,12 @@
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)quadraticBezierCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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- (void)quadraticBezierCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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{
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[self quadraticBezierCurveTo:path c1x:(float)c1x + _penX c1y:(float)c1y + _penY c2x:(float)c2x + _penX c2y:(float)c2y + _penY];
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}
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- (void)quadraticBezierCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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- (void)quadraticBezierCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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{
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_pivotX = c1x;
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_pivotY = c1y;
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@@ -245,12 +243,12 @@
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)smoothQuadraticBezierCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y
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- (void)smoothQuadraticBezierCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y
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{
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[self smoothQuadraticBezierCurveTo:path c1x:c1x + _penX c1y:c1y + _penY];
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}
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- (void)smoothQuadraticBezierCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y
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- (void)smoothQuadraticBezierCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y
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{
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float c2x = c1x;
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float c2y = c1y;
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@@ -259,12 +257,12 @@
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[self quadraticBezierCurveTo:path c1x:c1x c1y:c1y c2x:c2x c2y:c2y];
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}
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- (void)arc:(CGPathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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- (void)arc:(CGMutablePathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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{
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[self arcTo:path rx:rx ry:ry rotation:rotation outer:outer clockwise:clockwise x:x + _penX y:y + _penY];
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}
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- (void)arcTo:(CGPathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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- (void)arcTo:(CGMutablePathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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{
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float tX = _penX;
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float tY = _penY;
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@@ -332,7 +330,7 @@
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[self arcToBezier:path cx:cx cy:cy rx:rx ry:ry sa:sa ea:ea clockwise:clockwise rad:rad];
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}
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- (void)arcToBezier:(CGPathRef)path cx:(float)cx cy:(float)cy rx:(float)rx ry:(float)ry sa:(float)sa ea:(float)ea clockwise:(BOOL)clockwise rad:(float)rad
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- (void)arcToBezier:(CGMutablePathRef)path cx:(float)cx cy:(float)cy rx:(float)rx ry:(float)ry sa:(float)sa ea:(float)ea clockwise:(BOOL)clockwise rad:(float)rad
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{
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// Inverse Rotation + Scale Transform
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float cosed = cosf(rad);
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@@ -350,7 +348,7 @@
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arc -= M_PI * 2;
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}
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int n = ceilf(fabsf(arc / (M_PI / 2)));
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int n = ceilf(fabsf(arc / ((float)M_PI / 2)));
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float step = arc / n;
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float k = (4.0f / 3.0f) * tanf(step / 4);
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@@ -380,7 +378,7 @@
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}
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}
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- (void)close:(CGPathRef)path
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- (void)close:(CGMutablePathRef)path
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{
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if (_penDownSet) {
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_penX = _penDownX;
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