pub fn drawing_to_paths<BezierPath, InStream>(draw_stream: InStream) -> impl Send+Unpin+Stream<Item=Vec<BezierPath>>
where
InStream:           'static+Send+Unpin+Stream<Item=Draw>,
BezierPath:         'static+Send+BezierPathFactory,
BezierPath::Point:  Send+Coordinate2D {
    generator_stream(move |yield_value| async move {
        use self::PathOp::*;

        // The path that is currently being created by the path builder (or 'None' if no path has been generated yet)
        let mut current_path: Option<BezierPathBuilder<_>>  = None;
        let mut current_components                          = vec![];
        let mut start_point                                 = None;

        // Read to the end of the stream
        let mut draw_stream                                 = draw_stream;

        while let Some(draw) = draw_stream.next().await {
            match draw {
                Draw::Path(NewPath)                                             => { 
                    // Add the last path to the list of path components
                    if let Some(path) = current_path.take() {
                        current_components.push(path.build());
                    }

                    // If there are any components to the current path, return them
                    if current_components.len() > 0 {
                        let mut next_path = vec![];
                        mem::swap(&mut next_path, &mut current_components);

                        yield_value(next_path).await;
                    }
                }

                Draw::Path(Move(x, y))                                          => {
                    // Finish the current path if there is one
                    if let Some(path) = current_path.take() {
                        current_components.push(path.build());
                    }

                    // Start a new path
                    current_path = Some(BezierPathBuilder::start(BezierPath::Point::from_components(&[x as _, y as _])));
                    start_point  = Some(BezierPath::Point::from_components(&[x as _, y as _]));
                }

                Draw::Path(Line(x, y))                                          => {
                    // Add the line to the current path
                    current_path = current_path.map(|current_path| {
                        current_path.line_to(BezierPath::Point::from_components(&[x as _, y as _]))
                    });
                }

                Draw::Path(BezierCurve(((cp1x, cp1y), (cp2x, cp2y)), (x1, y1))) => {
                    // Add the curve to the current path
                    current_path = current_path.map(|current_path| {
                        current_path.curve_to(
                            (BezierPath::Point::from_components(&[cp1x as _, cp1y as _]), BezierPath::Point::from_components(&[cp2x as _, cp2y as _])),
                            BezierPath::Point::from_components(&[x1 as _, y1 as _])
                        )
                    });
                }

                Draw::Path(ClosePath)                                           => {
                    if let Some(start_point) = &start_point {
                        current_path = current_path.map(|current_path| {
                            current_path.line_to(start_point.clone())
                        })
                    }
                }

                // Ignore other instructions
                _ => { }
            }
        }

        // Return the last path once the stream has finished
        if let Some(path) = current_path.take() {
            current_components.push(path.build());
        }

        // If there are any components to the current path, return them
        if current_components.len() > 0 {
            let mut next_path = vec![];
            mem::swap(&mut next_path, &mut current_components);

            yield_value(next_path).await;
        }
    })
}
///
/// Converts a stream of drawing instructions into a stream of bezier paths (stripping any other attributes from the stream)
///
/// This can generate any path structure that implements the `BezierPathFactory` trait as its result. Bezier paths can't
/// contain 'move' instructions, so the result is a list of path segments that make up the overall path.
///
/// This will return a list of all the paths defined in the specified stream, regardless of if they're actually drawn or
/// used as clipping paths or anything else.
///
Converts a stream of drawing instructions into a stream of bezier paths (stripping any other attributes from the stream)
This can generate any path structure that implements the `BezierPathFactory` trait as its result. Bezier paths can't
contain 'move' instructions, so the result is a list of path segments that make up the overall path.

This will return a list of all the paths defined in the specified stream, regardless of if they're actually drawn or
used as clipping paths or anything else.
Converts a stream of drawing instructions into a stream of bezier paths ( stripping any other attributes from the stream ) This can generate any path structure that implements the ` BezierPathFactory ` trait as its result . Bezier paths can ' t contain ' move ' instructions so the result is a list of path segments that make up the overall path . This will return a list of all the paths defined in the specified stream regardless of if they ' re actually drawn or used as clipping paths or anything else .
pub fn drawing_to_paths<BezierPath, InStream>(draw_stream: InStream) -> impl Send+Unpin+Stream<Item=Vec<BezierPath>>
where
InStream:           'static+Send+Unpin+Stream<Item=Draw>,
BezierPath:         'static+Send+BezierPathFactory,
BezierPath::Point:  Send+Coordinate2D {
    generator_stream(move |yield_value| async move {
        use self::PathOp::*;
        // The path that is currently being created by the path builder (or 'None' if no path has been generated yet)
        let mut current_path: Option<BezierPathBuilder<_>>  = None;
        let mut current_components                          = vec![];
        let mut start_point                                 = None;
        // Read to the end of the stream
        let mut draw_stream                                 = draw_stream;
        while let Some(draw) = draw_stream.next().await {
            match draw {
                Draw::Path(NewPath)                                             => { 
                    // Add the last path to the list of path components
                    if let Some(path) = current_path.take() {
                        current_components.push(path.build());
                    }
                    // If there are any components to the current path, return them
                    if current_components.len() > 0 {
                        let mut next_path = vec![];
                        mem::swap(&mut next_path, &mut current_components);
                        yield_value(next_path).await;
                    }
                }
                Draw::Path(Move(x, y))                                          => {
                    // Finish the current path if there is one
                    if let Some(path) = current_path.take() {
                        current_components.push(path.build());
                    }
                    // Start a new path
                    current_path = Some(BezierPathBuilder::start(BezierPath::Point::from_components(&[x as _, y as _])));
                    start_point  = Some(BezierPath::Point::from_components(&[x as _, y as _]));
                }
                Draw::Path(Line(x, y))                                          => {
                    // Add the line to the current path
                    current_path = current_path.map(|current_path| {
                        current_path.line_to(BezierPath::Point::from_components(&[x as _, y as _]))
                    });
                }
                Draw::Path(BezierCurve(((cp1x, cp1y), (cp2x, cp2y)), (x1, y1))) => {
                    // Add the curve to the current path
                    current_path = current_path.map(|current_path| {
                        current_path.curve_to(
                            (BezierPath::Point::from_components(&[cp1x as _, cp1y as _]), BezierPath::Point::from_components(&[cp2x as _, cp2y as _])),
                            BezierPath::Point::from_components(&[x1 as _, y1 as _])
                        )
                    });
                }
                Draw::Path(ClosePath)                                           => {
                    if let Some(start_point) = &start_point {
                        current_path = current_path.map(|current_path| {
                            current_path.line_to(start_point.clone())
                        })
                    }
                }
                // Ignore other instructions
                _ => { }
            }
        }
        // Return the last path once the stream has finished
        if let Some(path) = current_path.take() {
            current_components.push(path.build());
        }
        // If there are any components to the current path, return them
        if current_components.len() > 0 {
            let mut next_path = vec![];
            mem::swap(&mut next_path, &mut current_components);
            yield_value(next_path).await;
        }
    })
}
pub fn drawing_to_paths < BezierPath , InStream > ( draw_stream : InStream ) -> impl Send + Unpin + Stream < Item = Vec < BezierPath > > where InStream : ' static + Send + Unpin + Stream < Item = Draw > , BezierPath : ' static + Send + BezierPathFactory , BezierPath :: Point : Send + Coordinate2D { generator_stream ( move | yield_value | async move { use self :: PathOp :: * ; // The path that is currently being created by the path builder (or 'None' if no path has been generated yet) let mut current_path : Option < BezierPathBuilder < _ > > = None ; let mut current_components = vec ! [ ] ; let mut start_point = None ; // Read to the end of the stream let mut draw_stream = draw_stream ; while let Some ( draw ) = draw_stream . next ( ) . await { match draw { Draw :: Path ( NewPath ) => { // Add the last path to the list of path components if let Some ( path ) = current_path . take ( ) { current_components . push ( path . build ( ) ) ; } // If there are any components to the current path, return them if current_components . len ( ) > 0 { let mut next_path = vec ! [ ] ; mem :: swap ( & mut next_path , & mut current_components ) ; yield_value ( next_path ) . await ; } } Draw :: Path ( Move ( x , y ) ) => { // Finish the current path if there is one if let Some ( path ) = current_path . take ( ) { current_components . push ( path . build ( ) ) ; } // Start a new path current_path = Some ( BezierPathBuilder :: start ( BezierPath :: Point :: from_components ( & [ x as _ , y as _ ] ) ) ) ; start_point = Some ( BezierPath :: Point :: from_components ( & [ x as _ , y as _ ] ) ) ; } Draw :: Path ( Line ( x , y ) ) => { // Add the line to the current path current_path = current_path . map ( | current_path | { current_path . line_to ( BezierPath :: Point :: from_components ( & [ x as _ , y as _ ] ) ) } ) ; } Draw :: Path ( BezierCurve ( ( ( cp1x , cp1y ) , ( cp2x , cp2y ) ) , ( x1 , y1 ) ) ) => { // Add the curve to the current path current_path = current_path . map ( | current_path | { current_path . curve_to ( ( BezierPath :: Point :: from_components ( & [ cp1x as _ , cp1y as _ ] ) , BezierPath :: Point :: from_components ( & [ cp2x as _ , cp2y as _ ] ) ) , BezierPath :: Point :: from_components ( & [ x1 as _ , y1 as _ ] ) ) } ) ; } Draw :: Path ( ClosePath ) => { if let Some ( start_point ) = & start_point { current_path = current_path . map ( | current_path | { current_path . line_to ( start_point . clone ( ) ) } ) } } // Ignore other instructions _ => { } } } // Return the last path once the stream has finished if let Some ( path ) = current_path . take ( ) { current_components . push ( path . build ( ) ) ; } // If there are any components to the current path, return them if current_components . len ( ) > 0 { let mut next_path = vec ! [ ] ; mem :: swap ( & mut next_path , & mut current_components ) ; yield_value ( next_path ) . await ; } } ) }
Converts a stream of drawing instructions into a stream of bezier paths (stripping any other attributes from the stream)
This can generate any path structure that implements the `BezierPathFactory` trait as its result.
Converts a stream of drawing instructions into a stream of bezier paths ( stripping any other attributes from the stream ) This can generate any path structure that implements the ` BezierPathFactory ` trait as its result .
draw_stream
InStream