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/*
* Copyright (C) 2003, 2006 Apple Computer, Inc. All rights reserved.
* 2006 Rob Buis <buis@kde.org>
* Copyright (C) 2007 Eric Seidel <eric@webkit.org>
* Copyright (C) 2013 Google Inc. All rights reserved.
* Copyright (C) 2013 Intel Corporation. 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.
*/
#include "platform/graphics/Path.h"
#include <math.h>
#include "platform/geometry/FloatPoint.h"
#include "platform/geometry/FloatRect.h"
#include "platform/graphics/GraphicsContext.h"
#include "platform/graphics/skia/SkiaUtils.h"
#include "platform/transforms/AffineTransform.h"
#include "third_party/skia/include/pathops/SkPathOps.h"
#include "wtf/MathExtras.h"
namespace blink {
Path::Path() : m_path() {}
Path::Path(const Path& other) {
m_path = SkPath(other.m_path);
}
Path::Path(const SkPath& other) {
m_path = other;
}
Path::~Path() {}
Path& Path::operator=(const Path& other) {
m_path = SkPath(other.m_path);
return *this;
}
Path& Path::operator=(const SkPath& other) {
m_path = other;
return *this;
}
bool Path::operator==(const Path& other) const {
return m_path == other.m_path;
}
bool Path::contains(const FloatPoint& point) const {
return m_path.contains(WebCoreFloatToSkScalar(point.x()),
WebCoreFloatToSkScalar(point.y()));
}
bool Path::contains(const FloatPoint& point, WindRule rule) const {
SkScalar x = WebCoreFloatToSkScalar(point.x());
SkScalar y = WebCoreFloatToSkScalar(point.y());
SkPath::FillType fillType = WebCoreWindRuleToSkFillType(rule);
if (m_path.getFillType() != fillType) {
SkPath tmp(m_path);
tmp.setFillType(fillType);
return tmp.contains(x, y);
}
return m_path.contains(x, y);
}
// FIXME: this method ignores the CTM and may yield inaccurate results for large
// scales.
SkPath Path::strokePath(const StrokeData& strokeData) const {
SkPaint paint;
strokeData.setupPaint(&paint);
// Skia stroke resolution scale. This is multiplied by 4 internally
// (i.e. 1.0 corresponds to 1/4 pixel res).
static const SkScalar kResScale = 0.3f;
SkPath strokePath;
paint.getFillPath(m_path, &strokePath, nullptr, kResScale);
return strokePath;
}
bool Path::strokeContains(const FloatPoint& point,
const StrokeData& strokeData) const {
return strokePath(strokeData)
.contains(WebCoreFloatToSkScalar(point.x()),
WebCoreFloatToSkScalar(point.y()));
}
namespace {
FloatRect pathBounds(const SkPath& path, Path::BoundsType boundsType) {
SkRect bounds;
if (boundsType == Path::BoundsType::Conservative ||
!TightBounds(path, &bounds)) {
return path.getBounds();
}
DCHECK_EQ(boundsType, Path::BoundsType::Exact);
return bounds;
}
} // anonymous ns
// TODO(fmalita): evaluate returning exact bounds in all cases.
FloatRect Path::boundingRect(BoundsType boundsType) const {
return pathBounds(m_path, boundsType);
}
FloatRect Path::strokeBoundingRect(const StrokeData& strokeData,
BoundsType boundsType) const {
return pathBounds(strokePath(strokeData), boundsType);
}
static FloatPoint* convertPathPoints(FloatPoint dst[],
const SkPoint src[],
int count) {
for (int i = 0; i < count; i++) {
dst[i].setX(SkScalarToFloat(src[i].fX));
dst[i].setY(SkScalarToFloat(src[i].fY));
}
return dst;
}
void Path::apply(void* info, PathApplierFunction function) const {
SkPath::RawIter iter(m_path);
SkPoint pts[4];
PathElement pathElement;
FloatPoint pathPoints[3];
for (;;) {
switch (iter.next(pts)) {
case SkPath::kMove_Verb:
pathElement.type = PathElementMoveToPoint;
pathElement.points = convertPathPoints(pathPoints, &pts[0], 1);
break;
case SkPath::kLine_Verb:
pathElement.type = PathElementAddLineToPoint;
pathElement.points = convertPathPoints(pathPoints, &pts[1], 1);
break;
case SkPath::kQuad_Verb:
pathElement.type = PathElementAddQuadCurveToPoint;
pathElement.points = convertPathPoints(pathPoints, &pts[1], 2);
break;
case SkPath::kCubic_Verb:
pathElement.type = PathElementAddCurveToPoint;
pathElement.points = convertPathPoints(pathPoints, &pts[1], 3);
break;
case SkPath::kConic_Verb: {
// Approximate with quads. Use two for now, increase if more precision
// is needed.
const int kPow2 = 1;
const unsigned quadCount = 1 << kPow2;
SkPoint quads[1 + 2 * quadCount];
SkPath::ConvertConicToQuads(pts[0], pts[1], pts[2], iter.conicWeight(),
quads, kPow2);
pathElement.type = PathElementAddQuadCurveToPoint;
for (unsigned i = 0; i < quadCount; ++i) {
pathElement.points =
convertPathPoints(pathPoints, &quads[1 + 2 * i], 2);
function(info, &pathElement);
}
continue;
}
case SkPath::kClose_Verb:
pathElement.type = PathElementCloseSubpath;
pathElement.points = convertPathPoints(pathPoints, 0, 0);
break;
case SkPath::kDone_Verb:
return;
}
function(info, &pathElement);
}
}
void Path::transform(const AffineTransform& xform) {
m_path.transform(affineTransformToSkMatrix(xform));
}
float Path::length() const {
SkScalar length = 0;
SkPathMeasure measure(m_path, false);
do {
length += measure.getLength();
} while (measure.nextContour());
return SkScalarToFloat(length);
}
FloatPoint Path::pointAtLength(float length) const {
FloatPoint point;
float normal;
pointAndNormalAtLength(length, point, normal);
return point;
}
static bool calculatePointAndNormalOnPath(SkPathMeasure& measure,
SkScalar length,
FloatPoint& point,
float& normalAngle,
SkScalar* accumulatedLength = 0) {
do {
SkScalar contourLength = measure.getLength();
if (length <= contourLength) {
SkVector tangent;
SkPoint position;
if (measure.getPosTan(length, &position, &tangent)) {
normalAngle =
rad2deg(SkScalarToFloat(SkScalarATan2(tangent.fY, tangent.fX)));
point = FloatPoint(SkScalarToFloat(position.fX),
SkScalarToFloat(position.fY));
return true;
}
}
length -= contourLength;
if (accumulatedLength)
*accumulatedLength += contourLength;
} while (measure.nextContour());
return false;
}
void Path::pointAndNormalAtLength(float length,
FloatPoint& point,
float& normal) const {
SkPathMeasure measure(m_path, false);
if (calculatePointAndNormalOnPath(measure, WebCoreFloatToSkScalar(length),
point, normal))
return;
SkPoint position = m_path.getPoint(0);
point =
FloatPoint(SkScalarToFloat(position.fX), SkScalarToFloat(position.fY));
normal = 0;
}
Path::PositionCalculator::PositionCalculator(const Path& path)
: m_path(path.getSkPath()),
m_pathMeasure(path.getSkPath(), false),
m_accumulatedLength(0) {}
void Path::PositionCalculator::pointAndNormalAtLength(float length,
FloatPoint& point,
float& normalAngle) {
SkScalar skLength = WebCoreFloatToSkScalar(length);
if (skLength >= 0) {
if (skLength < m_accumulatedLength) {
// Reset path measurer to rewind (and restart from 0).
m_pathMeasure.setPath(&m_path, false);
m_accumulatedLength = 0;
} else {
skLength -= m_accumulatedLength;
}
if (calculatePointAndNormalOnPath(m_pathMeasure, skLength, point,
normalAngle, &m_accumulatedLength))
return;
}
SkPoint position = m_path.getPoint(0);
point =
FloatPoint(SkScalarToFloat(position.fX), SkScalarToFloat(position.fY));
normalAngle = 0;
return;
}
void Path::clear() {
m_path.reset();
}
bool Path::isEmpty() const {
return m_path.isEmpty();
}
bool Path::isClosed() const {
return m_path.isLastContourClosed();
}
void Path::setIsVolatile(bool isVolatile) {
m_path.setIsVolatile(isVolatile);
}
bool Path::hasCurrentPoint() const {
return m_path.getPoints(0, 0);
}
FloatPoint Path::currentPoint() const {
if (m_path.countPoints() > 0) {
SkPoint skResult;
m_path.getLastPt(&skResult);
FloatPoint result;
result.setX(SkScalarToFloat(skResult.fX));
result.setY(SkScalarToFloat(skResult.fY));
return result;
}
// FIXME: Why does this return quietNaN? Other ports return 0,0.
float quietNaN = std::numeric_limits<float>::quiet_NaN();
return FloatPoint(quietNaN, quietNaN);
}
void Path::setWindRule(const WindRule rule) {
m_path.setFillType(WebCoreWindRuleToSkFillType(rule));
}
void Path::moveTo(const FloatPoint& point) {
m_path.moveTo(point.data());
}
void Path::addLineTo(const FloatPoint& point) {
m_path.lineTo(point.data());
}
void Path::addQuadCurveTo(const FloatPoint& cp, const FloatPoint& ep) {
m_path.quadTo(cp.data(), ep.data());
}
void Path::addBezierCurveTo(const FloatPoint& p1,
const FloatPoint& p2,
const FloatPoint& ep) {
m_path.cubicTo(p1.data(), p2.data(), ep.data());
}
void Path::addArcTo(const FloatPoint& p1, const FloatPoint& p2, float radius) {
m_path.arcTo(p1.data(), p2.data(), WebCoreFloatToSkScalar(radius));
}
void Path::addArcTo(const FloatPoint& p,
const FloatSize& r,
float xRotate,
bool largeArc,
bool sweep) {
m_path.arcTo(WebCoreFloatToSkScalar(r.width()),
WebCoreFloatToSkScalar(r.height()),
WebCoreFloatToSkScalar(xRotate),
largeArc ? SkPath::kLarge_ArcSize : SkPath::kSmall_ArcSize,
sweep ? SkPath::kCW_Direction : SkPath::kCCW_Direction,
WebCoreFloatToSkScalar(p.x()), WebCoreFloatToSkScalar(p.y()));
}
void Path::closeSubpath() {
m_path.close();
}
void Path::addEllipse(const FloatPoint& p,
float radiusX,
float radiusY,
float startAngle,
float endAngle,
bool anticlockwise) {
ASSERT(ellipseIsRenderable(startAngle, endAngle));
ASSERT(startAngle >= 0 && startAngle < twoPiFloat);
ASSERT((anticlockwise && (startAngle - endAngle) >= 0) ||
(!anticlockwise && (endAngle - startAngle) >= 0));
SkScalar cx = WebCoreFloatToSkScalar(p.x());
SkScalar cy = WebCoreFloatToSkScalar(p.y());
SkScalar radiusXScalar = WebCoreFloatToSkScalar(radiusX);
SkScalar radiusYScalar = WebCoreFloatToSkScalar(radiusY);
SkRect oval;
oval.set(cx - radiusXScalar, cy - radiusYScalar, cx + radiusXScalar,
cy + radiusYScalar);
float sweep = endAngle - startAngle;
SkScalar startDegrees = WebCoreFloatToSkScalar(startAngle * 180 / piFloat);
SkScalar sweepDegrees = WebCoreFloatToSkScalar(sweep * 180 / piFloat);
SkScalar s360 = SkIntToScalar(360);
// We can't use SkPath::addOval(), because addOval() makes a new sub-path.
// addOval() calls moveTo() and close() internally.
// Use s180, not s360, because SkPath::arcTo(oval, angle, s360, false) draws
// nothing.
SkScalar s180 = SkIntToScalar(180);
if (SkScalarNearlyEqual(sweepDegrees, s360)) {
// SkPath::arcTo can't handle the sweepAngle that is equal to or greater
// than 2Pi.
m_path.arcTo(oval, startDegrees, s180, false);
m_path.arcTo(oval, startDegrees + s180, s180, false);
return;
}
if (SkScalarNearlyEqual(sweepDegrees, -s360)) {
m_path.arcTo(oval, startDegrees, -s180, false);
m_path.arcTo(oval, startDegrees - s180, -s180, false);
return;
}
m_path.arcTo(oval, startDegrees, sweepDegrees, false);
}
void Path::addArc(const FloatPoint& p,
float radius,
float startAngle,
float endAngle,
bool anticlockwise) {
addEllipse(p, radius, radius, startAngle, endAngle, anticlockwise);
}
void Path::addRect(const FloatRect& rect) {
// Start at upper-left, add clock-wise.
m_path.addRect(rect, SkPath::kCW_Direction, 0);
}
void Path::addEllipse(const FloatPoint& p,
float radiusX,
float radiusY,
float rotation,
float startAngle,
float endAngle,
bool anticlockwise) {
ASSERT(ellipseIsRenderable(startAngle, endAngle));
ASSERT(startAngle >= 0 && startAngle < twoPiFloat);
ASSERT((anticlockwise && (startAngle - endAngle) >= 0) ||
(!anticlockwise && (endAngle - startAngle) >= 0));
if (!rotation) {
addEllipse(FloatPoint(p.x(), p.y()), radiusX, radiusY, startAngle, endAngle,
anticlockwise);
return;
}
// Add an arc after the relevant transform.
AffineTransform ellipseTransform =
AffineTransform::translation(p.x(), p.y()).rotateRadians(rotation);
ASSERT(ellipseTransform.isInvertible());
AffineTransform inverseEllipseTransform = ellipseTransform.inverse();
transform(inverseEllipseTransform);
addEllipse(FloatPoint::zero(), radiusX, radiusY, startAngle, endAngle,
anticlockwise);
transform(ellipseTransform);
}
void Path::addEllipse(const FloatRect& rect) {
// Start at 3 o'clock, add clock-wise.
m_path.addOval(rect, SkPath::kCW_Direction, 1);
}
void Path::addRoundedRect(const FloatRoundedRect& r) {
addRoundedRect(r.rect(), r.getRadii().topLeft(), r.getRadii().topRight(),
r.getRadii().bottomLeft(), r.getRadii().bottomRight());
}
void Path::addRoundedRect(const FloatRect& rect,
const FloatSize& roundingRadii) {
if (rect.isEmpty())
return;
FloatSize radius(roundingRadii);
FloatSize halfSize(rect.width() / 2, rect.height() / 2);
// Apply the SVG corner radius constraints, per the rect section of the SVG
// shapes spec: if one of rx,ry is negative, then the other corner radius
// value is used. If both values are negative then rx = ry = 0. If rx is
// greater than half of the width of the rectangle then set rx to half of the
// width; ry is handled similarly.
if (radius.width() < 0)
radius.setWidth((radius.height() < 0) ? 0 : radius.height());
if (radius.height() < 0)
radius.setHeight(radius.width());
if (radius.width() > halfSize.width())
radius.setWidth(halfSize.width());
if (radius.height() > halfSize.height())
radius.setHeight(halfSize.height());
addPathForRoundedRect(rect, radius, radius, radius, radius);
}
void Path::addRoundedRect(const FloatRect& rect,
const FloatSize& topLeftRadius,
const FloatSize& topRightRadius,
const FloatSize& bottomLeftRadius,
const FloatSize& bottomRightRadius) {
if (rect.isEmpty())
return;
if (rect.width() < topLeftRadius.width() + topRightRadius.width() ||
rect.width() < bottomLeftRadius.width() + bottomRightRadius.width() ||
rect.height() < topLeftRadius.height() + bottomLeftRadius.height() ||
rect.height() < topRightRadius.height() + bottomRightRadius.height()) {
// If all the radii cannot be accommodated, return a rect.
// FIXME: Is this an error scenario, given that it appears the code in
// FloatRoundedRect::constrainRadii() should be always called first? Should
// we assert that this code is not reached? This fallback is very bad, since
// it means that radii that are just barely too big due to rounding or
// snapping will get completely ignored.
addRect(rect);
return;
}
addPathForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius,
bottomRightRadius);
}
void Path::addPathForRoundedRect(const FloatRect& rect,
const FloatSize& topLeftRadius,
const FloatSize& topRightRadius,
const FloatSize& bottomLeftRadius,
const FloatSize& bottomRightRadius) {
// Start at upper-left (after corner radii), add clock-wise.
m_path.addRRect(FloatRoundedRect(rect, topLeftRadius, topRightRadius,
bottomLeftRadius, bottomRightRadius),
SkPath::kCW_Direction, 0);
}
void Path::addPath(const Path& src, const AffineTransform& transform) {
m_path.addPath(src.getSkPath(), affineTransformToSkMatrix(transform));
}
void Path::translate(const FloatSize& size) {
m_path.offset(WebCoreFloatToSkScalar(size.width()),
WebCoreFloatToSkScalar(size.height()));
}
bool Path::subtractPath(const Path& other) {
return Op(m_path, other.m_path, kDifference_SkPathOp, &m_path);
}
bool Path::unionPath(const Path& other) {
return Op(m_path, other.m_path, kUnion_SkPathOp, &m_path);
}
bool Path::intersectPath(const Path& other) {
return Op(m_path, other.m_path, kIntersect_SkPathOp, &m_path);
}
#if DCHECK_IS_ON()
bool ellipseIsRenderable(float startAngle, float endAngle) {
return (std::abs(endAngle - startAngle) < twoPiFloat) ||
WebCoreFloatNearlyEqual(std::abs(endAngle - startAngle), twoPiFloat);
}
#endif
} // namespace blink
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