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/*
* Copyright (C) 2003, 2006, 2009 Apple Inc. All rights reserved.
* 2006 Rob Buis <buis@kde.org>
* Copyright (C) 2007-2008 Torch Mobile, Inc.
* Copyright (C) 2013 Google Inc. 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 APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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 Path_h
#define Path_h
#include "platform/PlatformExport.h"
#include "platform/geometry/FloatRoundedRect.h"
#include "platform/graphics/GraphicsTypes.h"
#include "third_party/skia/include/core/SkPath.h"
#include "third_party/skia/include/core/SkPathMeasure.h"
#include "wtf/FastAllocBase.h"
#include "wtf/Forward.h"
class SkPath;
namespace blink {
class AffineTransform;
class FloatPoint;
class FloatRect;
class FloatSize;
class StrokeData;
enum PathElementType {
PathElementMoveToPoint, // The points member will contain 1 value.
PathElementAddLineToPoint, // The points member will contain 1 value.
PathElementAddQuadCurveToPoint, // The points member will contain 2 values.
PathElementAddCurveToPoint, // The points member will contain 3 values.
PathElementCloseSubpath // The points member will contain no values.
};
// The points in the structure are the same as those that would be used with the
// add... method. For example, a line returns the endpoint, while a cubic returns
// two tangent points and the endpoint.
struct PathElement {
PathElementType type;
FloatPoint* points;
};
typedef void (*PathApplierFunction)(void* info, const PathElement*);
class PLATFORM_EXPORT Path {
WTF_MAKE_FAST_ALLOCATED;
public:
Path();
~Path();
Path(const Path&);
Path& operator=(const Path&);
bool operator==(const Path&) const;
bool contains(const FloatPoint&, WindRule = RULE_NONZERO) const;
bool strokeContains(const FloatPoint&, const StrokeData&) const;
FloatRect boundingRect() const;
FloatRect strokeBoundingRect(const StrokeData&) const;
float length() const;
FloatPoint pointAtLength(float length, bool& ok) const;
float normalAngleAtLength(float length, bool& ok) const;
bool pointAndNormalAtLength(float length, FloatPoint&, float&) const;
// Helper for computing a sequence of positions and normals (normal angles) on a path.
// The best possible access pattern will be one where the |length| value is
// strictly increasing.
// For other access patterns, performance will vary depending on curvature
// and number of segments, but should never be worse than that of the
// state-less method on Path.
class PLATFORM_EXPORT PositionCalculator {
WTF_MAKE_NONCOPYABLE(PositionCalculator);
public:
explicit PositionCalculator(const Path&);
bool pointAndNormalAtLength(float length, FloatPoint&, float&);
private:
SkPath m_path;
SkPathMeasure m_pathMeasure;
SkScalar m_accumulatedLength;
};
void clear();
bool isEmpty() const;
// Specify whether this path is volatile. Temporary paths that are discarded or
// modified after use should be marked as volatile. This is a hint to the device
// to not cache this path.
void setIsVolatile(bool);
// Gets the current point of the current path, which is conceptually the final point reached by the path so far.
// Note the Path can be empty (isEmpty() == true) and still have a current point.
bool hasCurrentPoint() const;
FloatPoint currentPoint() const;
WindRule windRule() const;
void setWindRule(const WindRule);
void moveTo(const FloatPoint&);
void addLineTo(const FloatPoint&);
void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& endPoint);
void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint& controlPoint2, const FloatPoint& endPoint);
void addArcTo(const FloatPoint&, const FloatPoint&, float radius);
void closeSubpath();
void addArc(const FloatPoint&, float radius, float startAngle, float endAngle, bool anticlockwise);
void addRect(const FloatRect&);
void addEllipse(const FloatPoint&, float radiusX, float radiusY, float rotation, float startAngle, float endAngle, bool anticlockwise);
void addEllipse(const FloatRect&);
void addRoundedRect(const FloatRect&, const FloatSize& roundingRadii);
void addRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
void addRoundedRect(const FloatRoundedRect&);
void addPath(const Path&, const AffineTransform&);
void translate(const FloatSize&);
const SkPath& skPath() const { return m_path; }
void apply(void* info, PathApplierFunction) const;
void transform(const AffineTransform&);
void addPathForRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
void addBeziersForRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
bool subtractPath(const Path&);
bool intersectPath(const Path&);
// Updates the path to the union (inclusive-or) of itself with the given argument.
bool unionPath(const Path& other);
private:
void addEllipse(const FloatPoint&, float radiusX, float radiusY, float startAngle, float endAngle, bool anticlockwise);
SkPath m_path;
};
#if ENABLE(ASSERT)
PLATFORM_EXPORT bool ellipseIsRenderable(float startAngle, float endAngle);
#endif
} // namespace blink
#endif
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