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/*
* Copyright (C) 2013 Adobe Systems Incorporated. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above
* copyright notice, this list of conditions and the following
* disclaimer.
* 2. Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef FloatRoundedRect_h
#define FloatRoundedRect_h
#include "platform/geometry/FloatRect.h"
#include "platform/geometry/FloatSize.h"
namespace blink {
class FloatQuad;
class PLATFORM_EXPORT FloatRoundedRect {
public:
class PLATFORM_EXPORT Radii {
public:
Radii() { }
Radii(const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight)
: m_topLeft(topLeft)
, m_topRight(topRight)
, m_bottomLeft(bottomLeft)
, m_bottomRight(bottomRight)
{
}
Radii(const FloatRoundedRect::Radii& intRadii)
: m_topLeft(intRadii.topLeft())
, m_topRight(intRadii.topRight())
, m_bottomLeft(intRadii.bottomLeft())
, m_bottomRight(intRadii.bottomRight())
{
}
void setTopLeft(const FloatSize& size) { m_topLeft = size; }
void setTopRight(const FloatSize& size) { m_topRight = size; }
void setBottomLeft(const FloatSize& size) { m_bottomLeft = size; }
void setBottomRight(const FloatSize& size) { m_bottomRight = size; }
const FloatSize& topLeft() const { return m_topLeft; }
const FloatSize& topRight() const { return m_topRight; }
const FloatSize& bottomLeft() const { return m_bottomLeft; }
const FloatSize& bottomRight() const { return m_bottomRight; }
bool isZero() const;
void scale(float factor);
// Multiply all radii by |factor| and floor the result to the nearest integer.
void scaleAndFloor(float factor);
void expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth);
void expand(float size) { expand(size, size, size, size); }
void shrink(float topWidth, float bottomWidth, float leftWidth, float rightWidth);
void shrink(float size) { shrink(size, size, size, size); }
void includeLogicalEdges(const Radii& edges, bool isHorizontal, bool includeLogicalLeftEdge, bool includeLogicalRightEdge);
private:
FloatSize m_topLeft;
FloatSize m_topRight;
FloatSize m_bottomLeft;
FloatSize m_bottomRight;
};
explicit FloatRoundedRect(const FloatRect&, const Radii& = Radii());
FloatRoundedRect(float x, float y, float width, float height);
FloatRoundedRect(const FloatRect&, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight);
const FloatRect& rect() const { return m_rect; }
const Radii& radii() const { return m_radii; }
bool isRounded() const { return !m_radii.isZero(); }
bool isEmpty() const { return m_rect.isEmpty(); }
void setRect(const FloatRect& rect) { m_rect = rect; }
void setRadii(const Radii& radii) { m_radii = radii; }
void move(const FloatSize& size) { m_rect.move(size); }
void inflateWithRadii(int size);
void inflate(float size) { m_rect.inflate(size); }
// expandRadii() does not have any effect on corner radii which have zero width or height. This is because the process of expanding
// the radius of a corner is not allowed to make sharp corners non-sharp. This applies when "spreading" a shadow or
// a box shape.
void expandRadii(float size) { m_radii.expand(size); }
void shrinkRadii(float size) { m_radii.shrink(size); }
// Returns a quickly computed rect enclosed by the rounded rect.
FloatRect radiusCenterRect() const;
FloatRect topLeftCorner() const
{
return FloatRect(m_rect.x(), m_rect.y(), m_radii.topLeft().width(), m_radii.topLeft().height());
}
FloatRect topRightCorner() const
{
return FloatRect(m_rect.maxX() - m_radii.topRight().width(), m_rect.y(), m_radii.topRight().width(), m_radii.topRight().height());
}
FloatRect bottomLeftCorner() const
{
return FloatRect(m_rect.x(), m_rect.maxY() - m_radii.bottomLeft().height(), m_radii.bottomLeft().width(), m_radii.bottomLeft().height());
}
FloatRect bottomRightCorner() const
{
return FloatRect(m_rect.maxX() - m_radii.bottomRight().width(), m_rect.maxY() - m_radii.bottomRight().height(), m_radii.bottomRight().width(), m_radii.bottomRight().height());
}
bool xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const;
void includeLogicalEdges(const Radii& edges, bool isHorizontal, bool includeLogicalLeftEdge, bool includeLogicalRightEdge);
// Tests whether the quad intersects any part of this rounded rectangle.
// This only works for convex quads.
bool intersectsQuad(const FloatQuad&) const;
void adjustRadii();
bool isRenderable() const;
// Constrains the radii to be no more than the size of rect(); radii outside of this range are not
// defined.
// In addition, the radii of the corners are floored to the nearest integer.
// FIXME: the flooring should not be necessary. At the moment it causes background bleed in some cases.
// FIXME: this code is almost the same as adjustRadii()/isRenderable(). Get rid of one of them.
void constrainRadii();
private:
FloatRect m_rect;
Radii m_radii;
};
inline bool operator==(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b)
{
return a.topLeft() == b.topLeft() && a.topRight() == b.topRight() && a.bottomLeft() == b.bottomLeft() && a.bottomRight() == b.bottomRight();
}
inline bool operator!=(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b)
{
return !(a == b);
}
inline bool operator==(const FloatRoundedRect& a, const FloatRoundedRect& b)
{
return a.rect() == b.rect() && a.radii() == b.radii();
}
} // namespace blink
#endif // FloatRoundedRect_h
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