これは完全なエラー メッセージです。
C:\Project Files\Good\src\views\RasterView.as(26): col: 39 Error: Type was not found or was not a compile-time constant: Raster.
C:\Project Files\Good\src\views\RasterView.as(42): col: 45 Error: Type was not found or was not a compile-time constant: Raster.
C:\Project Files\Good\src\views\RasterView.as(47): col: 45 Error: Type was not found or was not a compile-time constant: Raster.
C:\Project Files\Good\src\views\RasterView.as(62): col: 32 Error: Type was not found or was not a compile-time constant: Raster.
これがファイルです(巨大です)
package views
{
import flash.display.Bitmap;
import flash.geom.Point;
import views.Canvas.Raster;
/**
* ...
* @author Arthur Wulf White
*/
public class RasterView extends Bitmap
{
import views.Canvas.Raster
public static const SCHEMATIC : int = 1;
public static const SMOOTH : int = 2;
public static const RENDER_ONCE : int = 4;
public static const BOTH : int = SCHEMATIC + SMOOTH;
// protected var bitmapData : Raster;
protected var viewMode : int = 0;
protected var lineColor : int = 0xff000000;
protected var fillColor : int = 0xff808080;
protected var bgColor : int = 0xffffffff;
public function RasterView(raster : Raster)
{
this.bitmapData = raster;
}
public function getStyle():Vector.<int>
{
return new <int> [lineColor, fillColor, bgColor];
}
public function setStyle(lineColor : int, fillColor : int, bgColor : int):void
{
this.lineColor = lineColor;
this.fillColor = fillColor;
this.bgColor = bgColor;
}
public function backupView(backupRaster : Raster):void
{
backupRaster.copyPixels(bitmapData, bitmapData.rect, new Point());
}
public function loadBackup(backupRaster : Raster):void
{
bitmapData.copyPixels(backupRaster, backupRaster.rect, new Point());
}
public function getViewMode():int
{
return viewMode;
}
public function setViewMode(mode : int):void
{
viewMode = mode;
}
public function get Raster():Raster
{
return Raster(bitmapData);
}
public function refreshView():void
{
bitmapData.lock()
render();
bitmapData.unlock();
if ((getViewMode() & RENDER_ONCE) != 0)
{
setViewMode( getViewMode() ^ RENDER_ONCE);
}
}
public function render():void
{
}
protected function clear():void
{
bitmapData.fillRect(bitmapData.rect, bgColor);
}
}
}
これは Raster クラスのファイルです (この問題では重要ではないと思います)
/**
*
* Raster class
*
* @author Didier Brun aka Foxy - www.foxaweb.com
* @version 1.4
* @date 2006-01-06
* @link http://www.foxaweb.com
*
* AUTHORS ******************************************************************************
*
* authorName : Didier Brun - www.foxaweb.com
* contribution : the original class
* date : 2007-01-07
*
* authorName : Drew Cummins - http://blog.generalrelativity.org
* contribution : added bezier curves
* date : 2007-02-13
*
* authorName : Thibault Imbert - http://www.bytearray.org
* contribution : Raster now extends BitmapData, performance optimizations
* date : 2009-10-16
*
* PLEASE CONTRIBUTE ? http://www.bytearray.org/?p=67
*
* DESCRIPTION **************************************************************************
*
* Raster is an AS3 Bitmap drawing library. It provide some functions to draw directly
* into BitmapData instance.
*
* LICENSE ******************************************************************************
*
* This class is under RECIPROCAL PUBLIC LICENSE.
* http://www.opensource.org/licenses/rpl.php
*
* Please, keep this header and the list of all authors
*
*/
package views.Canvas
{
import flash.display.BitmapData;
import flash.display.Shape;
import flash.geom.Point;
import flash.geom.Rectangle;
public class Raster extends BitmapData
{
private var shape : Shape = new Shape();
private var buffer:Array = new Array();
private var r:Rectangle = new Rectangle();
public function Raster ( width:uint, height:uint, transparent:Boolean=false, color:uint=0)
{
super ( width, height, transparent, color);
}
// ------------------------------------------------
//
// ---o public methods
//
// ------------------------------------------------
public function setPoint( p : Point, color : int, size : int = 1):void
{
if(size == 1)
setPixel(p.x, p.y, color);
else if (size > 1)
drawRect(new Rectangle(p.x - size / 2, p.y - size / 2, size, size), color);
}
public function lineAA( x0:int, y0:int, x1:int, y1:int, color:uint ):void
{
var i : int = 0;
var cInt : int;
var cNum : Number;
var div : Number;
var dx : int = Math.abs(x1 - x0);
var dy : int = Math.abs(y1 - y0);
if(dx >= dy)
{
//do x
if (x0 < x1)
{
cInt = x0;
cNum = y0;
}
else
{
cInt = x1;
cNum = y1;
}
div = Number(y1 - y0) / Number(x1 - x0);
setPixel32(cInt, cNum, color);
for (; i <= dx; i++)
{
cInt++;
cNum += div;
setAAPixel(cInt, cNum, color, true, false);
}
}
else
{
//do y
if (y0 < y1)
{
cInt = y0;
cNum = x0;
}
else
{
cInt = y1;
cNum = x1;
}
div = Number(x1 - x0) / Number(y1 - y0);
setPixel32(cNum, cInt, color);
for (; i <= dy; i++)
{
cInt++;
cNum += div;
setAAPixel(cNum, cInt, color, false, true);
}
}
}
public function quadLine(x0 : int, y0 : int, cx : int, cy : int, x1 : int, y1 : int, color : int = 0xff0000ff, detail : int = 20):void
{
var epsilon : Number = 1.0 / Number(detail);
var total : Number = 0;
var x : int = 0;
var y : int = 0;
for (; total <= 1.001; total+=epsilon)
{
x = (1 - total) * ((1 - total) * x0 + total * cx) + total * (total * x1 + (1 - total) * cx);
y = (1 - total) * ((1 - total) * y0 + total * cy) + total * (total * y1 + (1 - total) * cy);
setPixel32(x, y, color);
}
}
/**
* Draws a antialias Quadratic Bezier Curve (equivalent to a DisplayObject's graphics#curveTo)
*
* @param x0 x position of first anchor
* @param y0 y position of first anchor
* @param x1 x position of control point
* @param y1 y position of control point
* @param x2 x position of second anchor
* @param y2 y position of second anchor
* @param c color
* @param resolution [optional] determines the accuracy of the curve's length (higher number = greater accuracy = longer process)
* */
public function aaQuadBezier ( anchorX0:int, anchorY0:int, controlX:int, controlY:int, anchorX1:int, anchorY1:int, c:Number, resolution:int = 3):void
{
shape.graphics.clear();
shape.graphics.lineStyle(1, c, 1);
shape.graphics.moveTo(anchorX0, anchorY0);
shape.graphics.curveTo(controlX, controlY, anchorX1, anchorY1);
this.draw(shape);
}
/**
* Draw an anti-aliased line
*
* @param x0 first point x coord
* @param y0 first point y coord
* @param x1 second point x coord
* @param y1 second point y coord
* @param c color (0xaarrvvbb)
*/
public function aaLine2( x1:int, y1:int, x2:int, y2:int, color:uint ):void
{
shape.graphics.clear();
shape.graphics.lineStyle(1, color, 1);
shape.graphics.moveTo(x1, y1);
shape.graphics.lineTo(x2, y2);
this.draw(shape);
}
/**
* Draw a line
*
* @param x0 first point x coord
* @param y0 first point y coord
* @param x1 second point x coord
* @param y1 second point y coord
* @param c color (0xaarrvvbb)
*/
public function line ( x0:int, y0:int, x1:int, y1:int, color:uint ):void
{
var dx:int;
var dy:int;
var i:int;
var xinc:int;
var yinc:int;
var cumul:int;
var x:int;
var y:int;
x = x0;
y = y0;
dx = x1 - x0;
dy = y1 - y0;
xinc = ( dx > 0 ) ? 1 : -1;
yinc = ( dy > 0 ) ? 1 : -1;
dx = dx < 0 ? -dx : dx;
dy = dy < 0 ? -dy : dy;
setPixel32(x,y,color);
if ( dx > dy )
{
cumul = dx >> 1;
for ( i = 1 ; i <= dx ; ++i )
{
x += xinc;
cumul += dy;
if (cumul >= dx)
{
cumul -= dx;
y += yinc;
}
setPixel32(x,y,color);
}
}else
{
cumul = dy >> 1;
for ( i = 1 ; i <= dy ; ++i )
{
y += yinc;
cumul += dx;
if ( cumul >= dy )
{
cumul -= dy;
x += xinc ;
}
setPixel32(x,y,color);
}
}
}
/**
* Draw a triangle
*
* @param x0 first point x coord
* @param y0 first point y coord
* @param x1 second point x coord
* @param y1 second point y coord
* @param x2 third point x coord
* @param y2 third point y coord
* @param c color (0xaarrvvbb)
*/
public function triangle ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, color:uint ):void
{
line (x0,y0,x1,y1,color);
line (x1,y1,x2,y2,color);
line (x2,y2,x0,y0,color);
}
/**
* Draw a filled triangle
*
* @param x0 first point x coord
* @param y0 first point y coord
* @param x1 second point x coord
* @param y1 second point y coord
* @param x2 third point x coord
* @param y2 third point y coord
* @param c color (0xaarrvvbb)
*/
public function filledTri ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, color:uint ):void
{
buffer.length = 0;
lineTri (buffer,x0,y0,x1,y1,color);
lineTri (buffer,x1,y1,x2,y2,color);
lineTri (buffer,x2,y2,x0,y0,color);
}
/**
* Draw a circle
*
* @param px first point x coord
* @param py first point y coord
* @param r radius
* @param c color (0xaarrvvbb)
*/
public function circle ( px:int, py:int, r:int, color:uint ):void
{
var x:int;
var y:int;
var d:int;
x = 0;
y = r;
d = 1-r;
setPixel32(px+x,py+y,color);
setPixel32(px+x,py-y,color);
setPixel32(px-y,py+x,color);
setPixel32(px+y,py+x,color);
while ( y > x )
{
if ( d < 0 )
{
d += (x+3) << 1;
}else
{
d += ((x - y) << 1) + 5;
y--;
}
x++;
setPixel32(px+x,py+y,color);
setPixel32(px-x,py+y,color);
setPixel32(px+x,py-y,color);
setPixel32(px-x,py-y,color);
setPixel32(px-y,py+x,color);
setPixel32(px-y,py-x,color);
setPixel32(px+y,py-x,color);
setPixel32(px+y,py+x,color);
}
}
/**
* Draw an anti-aliased circle
*
* @param px first point x coord
* @param py first point y coord
* @param r radius
* @param c color (0xaarrvvbb)
*/
public function aaCircle ( px:int, py:int, r:int, color:uint ):void
{
var vx:int;
var vy:int;
var d:int;
vx = r;
vy = 0;
var t:Number=0;
var dry:Number;
var buff:int;
setPixel(px+vx,py+vy,color);
setPixel(px-vx,py+vy,color);
setPixel(px+vy,py+vx,color);
setPixel(px+vy,py-vx,color);
while ( vx > vy+1 )
{
vy++;
buff = Math.sqrt(r*r-vy*vy)+1;
dry = buff - Math.sqrt(r*r-vy*vy);
if (dry<t) vx--;
drawAlphaPixel(px+vx,py+vy,1-dry,color)
drawAlphaPixel(px+vx-1,py+vy,dry,color)
drawAlphaPixel(px-vx,py+vy,1-dry,color)
drawAlphaPixel(px-vx+1,py+vy,dry,color)
drawAlphaPixel(px+vx,py-vy,1-dry,color)
drawAlphaPixel(px+vx-1,py-vy,dry,color)
drawAlphaPixel(px-vx,py-vy,1-dry,color)
drawAlphaPixel(px-vx+1,py-vy,dry,color)
drawAlphaPixel(px+vy,py+vx,1-dry,color)
drawAlphaPixel(px+vy,py+vx-1,dry,color)
drawAlphaPixel(px-vy,py+vx,1-dry,color)
drawAlphaPixel(px-vy,py+vx-1,dry,color)
drawAlphaPixel(px+vy,py-vx,1-dry,color)
drawAlphaPixel(px+vy,py-vx+1,dry,color)
drawAlphaPixel(px-vy,py-vx,1-dry,color)
drawAlphaPixel(px-vy,py-vx+1,dry,color)
t=dry;
}
}
/**
* Draw an anti-aliased line
*
* @param x0 first point x coord
* @param y0 first point y coord
* @param x1 second point x coord
* @param y1 second point y coord
* @param c color (0xaarrvvbb)
*/
public function aaLine ( x1:int, y1:int, x2:int, y2:int, color:uint ):void
{
var steep:Boolean = Math.abs(y2 - y1) > Math.abs(x2 - x1);
var swap:int;
if (steep)
{
swap=x1; x1=y1; y1=swap;
swap=x2; x2=y2; y2=swap;
}
if (x1 > x2)
{
swap=x1; x1=x2; x2=swap;
swap=y1; y1=y2; y2=swap;
}
var dx:int = x2 - x1;
var dy:int = y2 - y1
var gradient:Number = dy / dx;
var xend:int = x1;
var yend:Number = y1 + gradient * (xend - x1);
var xgap:Number = 1-((x1 + 0.5)%1);
var xpx1:int = xend;
var ypx1:int = yend;
var alpha:Number;
alpha = ((yend)%1) * xgap;
var intery:Number = yend + gradient;
xend = x2;
yend = y2 + gradient * (xend - x2)
xgap = (x2 + 0.5)%1;
var xpx2:int = xend;
var ypx2:int = yend;
alpha = (1-((yend)%1)) * xgap;
if (steep)
drawAlphaPixel(ypx2,xpx2,alpha,color);
else drawAlphaPixel(xpx2, ypx2,alpha,color);
alpha = ((yend)%1) * xgap;
if (steep)
drawAlphaPixel(ypx2 + 1,xpx2,alpha,color);
else drawAlphaPixel(xpx2, ypx2 + 1,alpha,color);
var x:int=xpx1;
while (x++<xpx2)
{
alpha = 1-((intery)%1);
if (steep)
drawAlphaPixel(intery,x,alpha,color);
else drawAlphaPixel(x,intery,alpha,color);
alpha=intery%1;
if (steep)
drawAlphaPixel(intery+1,x,alpha,color);
else drawAlphaPixel(x,intery+1,alpha,color);
intery = intery + gradient
}
}
/**
* Draws a Rectangle
*
* @param rect Rectangle dimensions
* @param color color
* */
public function drawRect ( rect:Rectangle, color:uint ):void
{
line ( rect.x, rect.y, rect.x+rect.width, rect.y, color );
line ( rect.x+rect.width, rect.y, rect.x+rect.width, rect.y+rect.height, color );
line ( rect.x+rect.width, rect.y+rect.height, rect.x, rect.y+rect.height, color );
line ( rect.x, rect.y+rect.height, rect.x, rect.y, color );
}
/**
* Draws a rounded Rectangle
*
* @param rect Rectangle dimensions
* @param ellipseWidth Rectangle corners width
* @param color color
* */
public function drawRoundRect ( rect:Rectangle, ellipseWidth:int, color:uint ):void
{
var arc:Number = 4/3 * (Math.sqrt(2) - 1);
var xc:Number = rect.x+rect.width-ellipseWidth;
var yc:Number = rect.y+ellipseWidth;
line( rect.x+ellipseWidth, rect.y, xc, rect.y, color );
cubicBezier(xc, rect.y, xc + ellipseWidth*arc, yc - ellipseWidth, xc + ellipseWidth, yc - ellipseWidth*arc, xc + ellipseWidth, yc, color);
xc = rect.x+rect.width-ellipseWidth;
yc = rect.y+rect.height-ellipseWidth;
line( xc + ellipseWidth, rect.y+ellipseWidth, rect.x+rect.width, yc, color );
cubicBezier(rect.x+rect.width, yc, xc + ellipseWidth, yc + ellipseWidth*arc, xc + ellipseWidth*arc, yc + ellipseWidth, xc, yc + ellipseWidth, color);
xc = rect.x+ellipseWidth;
yc = rect.y+rect.height-ellipseWidth;
line( rect.x+rect.width-ellipseWidth, rect.y+rect.height, xc, yc + ellipseWidth, color );
cubicBezier( xc, yc + ellipseWidth, xc - ellipseWidth*arc, yc + ellipseWidth, xc - ellipseWidth, yc + ellipseWidth*arc, xc - ellipseWidth, yc, color );
xc = rect.x+ellipseWidth;
yc = rect.y+ellipseWidth;
line( xc - ellipseWidth, rect.y+rect.height-ellipseWidth, rect.x, yc, color );
cubicBezier(rect.x, yc, xc - ellipseWidth, yc - ellipseWidth*arc, xc - ellipseWidth*arc, yc - ellipseWidth, xc, yc - ellipseWidth, color);
}
/**
* Draws a Quadratic Bezier Curve (equivalent to a DisplayObject's graphics#curveTo)
*
* @param x0 x position of first anchor
* @param y0 y position of first anchor
* @param x1 x position of control point
* @param y1 y position of control point
* @param x2 x position of second anchor
* @param y2 y position of second anchor
* @param c color
* @param resolution [optional] determines the accuracy of the curve's length (higher number = greater accuracy = longer process)
* */
public function quadBezier ( anchorX0:int, anchorY0:int, controlX:int, controlY:int, anchorX1:int, anchorY1:int, c:Number, resolution:int = 3):void
{
var ox:Number = anchorX0;
var oy:Number = anchorY0;
var px:int;
var py:int;
var dist:Number = 0;
var inverse:Number = 1 / resolution;
var interval:Number;
var intervalSq:Number;
var diff:Number;
var diffSq:Number;
var i:int = 0;
while( ++i <= resolution )
{
interval = inverse * i;
intervalSq = interval * interval;
diff = 1 - interval;
diffSq = diff * diff;
px = diffSq * anchorX0 + 2 * interval * diff * controlX + intervalSq * anchorX1;
py = diffSq * anchorY0 + 2 * interval * diff * controlY + intervalSq * anchorY1;
dist += Math.sqrt( ( px - ox ) * ( px - ox ) + ( py - oy ) * ( py - oy ) );
ox = px;
oy = py;
}
//approximates the length of the curve
var curveLength:int = dist;
inverse = 1 / curveLength;
var lastx:int=anchorX0;
var lasty:int=anchorY0;
i = -1;
while( ++i <= curveLength )
{
interval = inverse * i;
intervalSq = interval * interval;
diff = 1 - interval;
diffSq = diff * diff;
px = diffSq * anchorX0 + 2 * interval * diff * controlX + intervalSq * anchorX1;
py = diffSq * anchorY0 + 2 * interval * diff * controlY + intervalSq * anchorY1;
line(lastx,lasty,px,py,c);
//aaLine(lastx, lasty, px, py, c);
lastx = px;
lasty = py;
}
}
/**
* Draws a Cubic Bezier Curve
*
* TODO: Determine whether x/y params would be better named as anchor/control
*
* @param x0 x position of first anchor
* @param y0 y position of first anchor
* @param x1 x position of control point
* @param y1 y position of control point
* @param x2 x position of second control point
* @param y2 y position of second control point
* @param x3 x position of second anchor
* @param y3 y position of second anchor
* @param c color
* @param resolution [optional] determines the accuracy of the curve's length (higher number = greater accuracy = longer process)
* */
public function cubicBezier ( x0:int, y0:int, x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, c:Number, resolution:int = 5 ):void
{
var ox:Number = x0;
var oy:Number = y0;
var px:int;
var py:int;
var dist:Number = 0;
var inverse:Number = 1 / resolution;
var interval:Number;
var intervalSq:Number;
var intervalCu:Number;
var diff:Number;
var diffSq:Number;
var diffCu:Number;
var i:int = 0;
while( ++i <= resolution )
{
interval = inverse * i;
intervalSq = interval * interval;
intervalCu = intervalSq * interval;
diff = 1 - interval;
diffSq = diff * diff;
diffCu = diffSq * diff;
px = diffCu * x0 + 3 * interval * diffSq * x1 + 3 * x2 * intervalSq * diff + x3 * intervalCu;
py = diffCu * y0 + 3 * interval * diffSq * y1 + 3 * y2 * intervalSq * diff + y3 * intervalCu;
dist += Math.sqrt( ( px - ox ) * ( px - ox ) + ( py - oy ) * ( py - oy ) );
ox = px;
oy = py;
}
//approximates the length of the curve
var curveLength:int = dist;
inverse = 1 / curveLength;
var lastx:int=x0;
var lasty:int=y0;
i = -1;
while( ++i <= curveLength )
{
interval = inverse * i;
intervalSq = interval * interval;
intervalCu = intervalSq * interval;
diff = 1 - interval;
diffSq = diff * diff;
diffCu = diffSq * diff;
px = diffCu * x0 + 3 * interval * diffSq * x1 + 3 * x2 * intervalSq * diff + x3 * intervalCu;
py = diffCu * y0 + 3 * interval * diffSq * y1 + 3 * y2 * intervalSq * diff + y3 * intervalCu;
line(lastx,lasty,px,py,c);
lastx = px;
lasty = py;
}
}
// ------------------------------------------------
//
// ---o private static methods
//
// ------------------------------------------------
/**
* Draw an AA pixel
*/
private function setAAPixel (x:Number, y:Number, c:Number, roundX : Boolean = false, roundY : Boolean = false):void
{
var xpos : Number = Math.floor(x);
var ypos : Number = Math.floor(y);
var xA : Number = x - xpos;
var yA : Number = y - ypos;
if (!roundX && !roundY)
{
drawAlphaPixel(xpos , ypos , (1 - xA) * (1 - yA) , c);
drawAlphaPixel(xpos + 1 , ypos , xA * (1 - yA) , c);
drawAlphaPixel(xpos , ypos + 1 , (1 - xA) * yA , c);
drawAlphaPixel(xpos + 1 , ypos + 1 , xA * yA , c);
}
else if (roundX && !roundY)
{
drawAlphaPixel(xpos , ypos , (1 - yA) , c);
drawAlphaPixel(xpos , ypos + 1 , yA , c);
}
else if (roundY && !roundX)
{
drawAlphaPixel(xpos , ypos , (1 - xA) , c);
drawAlphaPixel(xpos + 1 , ypos , xA , c);
}
else if (roundX && roundY)
{
setPixel32(xpos , ypos , c);
}
}
/**
* Draw an alpha32 pixel
*/
private function drawAlphaPixel ( x:int, y:int, a:Number, c:Number, bg : int = -1 ):void
{
//var g:uint = getPixel32(x,y);
var g : int = 0xff000000;
var r0:uint = ((g & 0x00FF0000) >> 16);
var g0:uint = ((g & 0x0000FF00) >> 8);
var b0:uint = ((g & 0x000000FF));
var r1:uint = ((c & 0x00FF0000) >> 16);
var g1:uint = ((c & 0x0000FF00) >> 8);
var b1:uint = ((c & 0x000000FF));
var ac:Number = 0xFF;
var rc:Number = r1*a+r0*(1-a);
var gc:Number = g1*a+g0*(1-a);
var bc:Number = b1*a+b0*(1-a);
var n:uint = (ac<<24)+(rc<<16)+(gc<<8)+bc;
setPixel32(x,y,n);
}
/**
* Check a triangle line
*/
private function checkLine ( o:Array, x:int, y:int, c:int, r:Rectangle ):void
{
if (o[y])
{
if (o[y]>x)
{
r.width=o[y]-x;
r.x=x;
r.y=y;
fillRect(r,c);
}else
{
r.width=x-o[y];
r.x=o[y];
r.y=y;
fillRect(r,c);
}
}else
{
o[y]=x;
}
}
/**
* Special line for filled triangle
*/
private function lineTri ( o:Array, x0:int, y0:int, x1:int, y1:int, c:Number ):void
{
var steep:Boolean= (y1-y0)*(y1-y0) > (x1-x0)*(x1-x0);
var swap:int;
if (steep)
{
swap=x0; x0=y0; y0=swap;
swap=x1; x1=y1; y1=swap;
}
if (x0>x1)
{
x0^=x1; x1^=x0; x0^=x1;
y0^=y1; y1^=y0; y0^=y1;
}
var deltax:int = x1 - x0
var deltay:int = (y1 - y0) < 0 ? -(y1 - y0) : (y1 - y0);
var error:int = 0;
var y:int = y0;
var ystep:int = y0<y1 ? 1 : -1;
var x:int = x0;
var xend:int = x1-(deltax>>1);
var fx:int = x1;
var fy:int = y1;
var px:int = 0;
r.x = 0;
r.y = 0;
r.width = 0;
r.height = 1;
while (x++<=xend)
{
if (steep)
{
checkLine(o,y,x,c,r);
if (fx != x1 && fx != xend)
checkLine(o,fy,fx+1,c,r);
}
error += deltay;
if ((error<<1) >= deltax)
{
if (!steep)
{
checkLine(o,x-px+1,y,c,r);
if (fx!=xend)
checkLine(o,fx+1,fy,c,r);
}
px = 0;
y += ystep;
fy -= ystep;
error -= deltax;
}
px++;
fx--;
}
if (!steep)
checkLine(o,x-px+1,y,c,r);
}
}
}