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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 THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_ROUNDED_RECT_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_ROUNDED_RECT_H_
#include <array>
#include <iosfwd>
#include <optional>
#include "third_party/blink/renderer/platform/platform_export.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
#include "third_party/skia/include/core/SkRRect.h"
#include "ui/gfx/geometry/insets_f.h"
#include "ui/gfx/geometry/outsets_f.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/rrect_f.h"
#include "ui/gfx/geometry/size_f.h"
#include "ui/gfx/geometry/skia_conversions.h"
namespace gfx {
class QuadF;
}
namespace blink {
// Represents a rect with rounded corners, where the rounding of each corner is
// controlled by x radius and y radius.
//
// A simple example of a rounded corner is:
// <div style="width: 50px; height: 50px; border-radius: 10px;"/>
// Here, rect_ will be 0,0 50x50, and radii_ for each corner will be 10x10.
//
// The radii of each corner can be controlled independently:
// <div style="... border-top-right-radius: 25px 10px;"/>
// Here, the radii_.top_right_ will be 25x10.
//
// We don't use gfx::RRectF in blink because gfx::RRectF is based on SkRRect
// which always keeps the radii constrained within the size of the rect, but
// in blink sometimes we need to keep the unconstrained status of a rounded
// rect. See ConstrainRadii().
class PLATFORM_EXPORT FloatRoundedRect {
DISALLOW_NEW();
public:
class PLATFORM_EXPORT Radii {
DISALLOW_NEW();
public:
constexpr Radii() = default;
constexpr Radii(const gfx::SizeF& top_left,
const gfx::SizeF& top_right,
const gfx::SizeF& bottom_left,
const gfx::SizeF& bottom_right)
: top_left_(top_left),
top_right_(top_right),
bottom_left_(bottom_left),
bottom_right_(bottom_right) {}
explicit constexpr Radii(float radius) : Radii(radius, radius) {}
constexpr Radii(float radius_x, float radius_y)
: Radii(gfx::SizeF(radius_x, radius_y),
gfx::SizeF(radius_x, radius_y),
gfx::SizeF(radius_x, radius_y),
gfx::SizeF(radius_x, radius_y)) {}
constexpr Radii(const Radii&) = default;
constexpr Radii& operator=(const Radii&) = default;
constexpr bool operator==(const Radii&) const = default;
void SetTopLeft(const gfx::SizeF& size) { top_left_ = size; }
void SetTopRight(const gfx::SizeF& size) { top_right_ = size; }
void SetBottomLeft(const gfx::SizeF& size) { bottom_left_ = size; }
void SetBottomRight(const gfx::SizeF& size) { bottom_right_ = size; }
constexpr const gfx::SizeF& TopLeft() const { return top_left_; }
constexpr const gfx::SizeF& TopRight() const { return top_right_; }
constexpr const gfx::SizeF& BottomLeft() const { return bottom_left_; }
constexpr const gfx::SizeF& BottomRight() const { return bottom_right_; }
void SetMinimumRadius(float);
std::optional<float> UniformRadius() const;
constexpr bool IsZero() const {
return top_left_.IsZero() && top_right_.IsZero() &&
bottom_left_.IsZero() && bottom_right_.IsZero();
}
String ToString() const;
private:
friend class FloatRoundedRect;
void Scale(float factor);
void Outset(const gfx::OutsetsF& outsets);
void OutsetForMarginOrShadow(const gfx::OutsetsF&);
void OutsetForShapeMargin(float outset);
gfx::SizeF top_left_;
gfx::SizeF top_right_;
gfx::SizeF bottom_left_;
gfx::SizeF bottom_right_;
};
constexpr FloatRoundedRect() = default;
explicit FloatRoundedRect(const gfx::RectF&, const Radii& radii = Radii());
explicit FloatRoundedRect(const gfx::Rect&, const Radii& radii = Radii());
explicit FloatRoundedRect(const SkRRect& r)
: FloatRoundedRect(gfx::RRectF(r)) {}
explicit FloatRoundedRect(const gfx::RRectF&);
constexpr bool operator==(const FloatRoundedRect&) const = default;
FloatRoundedRect(float x, float y, float width, float height);
FloatRoundedRect(const gfx::RectF& rect,
const gfx::SizeF& top_left,
const gfx::SizeF& top_right,
const gfx::SizeF& bottom_left,
const gfx::SizeF& bottom_right);
FloatRoundedRect(const gfx::RectF& rect, float radius)
: rect_(rect), radii_(radius) {}
FloatRoundedRect(const gfx::RectF& r, float radius_x, float radius_y)
: FloatRoundedRect(r, Radii(radius_x, radius_y)) {}
constexpr const gfx::RectF& Rect() const { return rect_; }
constexpr const Radii& GetRadii() const { return radii_; }
constexpr bool IsRounded() const { return !radii_.IsZero(); }
constexpr bool IsEmpty() const { return rect_.IsEmpty(); }
void SetRect(const gfx::RectF& rect) { rect_ = rect; }
void SetRadii(const Radii& radii) { radii_ = radii; }
void Move(const gfx::Vector2dF& offset) { rect_.Offset(offset); }
// Inflates/shrinks the rounded rect by the specified amount on each side and
// corner. Zero widths and heights of radii are kept zero so that sharp
// corners are still sharp. Each side of |outsets|/|insets| can be positive,
// zero or negative independently.
void Outset(const gfx::OutsetsF& outsets);
void Outset(float outset) { Outset(gfx::OutsetsF(outset)); }
void Inset(const gfx::InsetsF& insets) { Outset(insets.ToOutsets()); }
void Inset(float inset) { Inset(gfx::InsetsF(inset)); }
// Inflates (or shrinks if |outset| is negative) the rect and the corners
// based on the margin edge algorithm in
// https://drafts.csswg.org/css-backgrounds-3/#corner-shaping which is the
// same as the shadow spread algorithm in
// https://drafts.csswg.org/css-backgrounds-3/#shadow-shape.
// TODO(wangxianzhu): Consider merging this into Outset()/Inset() to apply
// the margin/shadow algorithm to all outsets except shape-margin. For now
// this is blocked by a problem of the algorithm
// (https://github.com/w3c/csswg-drafts/issues/7103).
void OutsetForMarginOrShadow(const gfx::OutsetsF& outsets);
void OutsetForMarginOrShadow(float outset) {
OutsetForMarginOrShadow(gfx::OutsetsF(outset));
}
// Inflates the rounded rect by the specified amount on each side and corner
// for shape-margin. |outset| must be non-negative. This is different from
// other outset methods in that it always expands by radial distance (always
// produces rounding) rather than following rules for sharp corner
// preservation and cubic reduction of the radius. See
// https://drafts.csswg.org/css-shapes/#shape-margin-property.
void OutsetForShapeMargin(float outset);
constexpr gfx::RectF TopLeftCorner() const {
return gfx::RectF(rect_.x(), rect_.y(), radii_.TopLeft().width(),
radii_.TopLeft().height());
}
constexpr gfx::RectF TopRightCorner() const {
return gfx::RectF(rect_.right() - radii_.TopRight().width(), rect_.y(),
radii_.TopRight().width(), radii_.TopRight().height());
}
constexpr gfx::RectF BottomLeftCorner() const {
return gfx::RectF(rect_.x(), rect_.bottom() - radii_.BottomLeft().height(),
radii_.BottomLeft().width(),
radii_.BottomLeft().height());
}
constexpr gfx::RectF BottomRightCorner() const {
return gfx::RectF(rect_.right() - radii_.BottomRight().width(),
rect_.bottom() - radii_.BottomRight().height(),
radii_.BottomRight().width(),
radii_.BottomRight().height());
}
// Tests whether the quad intersects any part of this rounded rectangle.
// This only works for convex quads.
// This intersection is edge-inclusive and will return true even if the
// intersecting area is empty (i.e., the intersection is a line or a point).
bool IntersectsQuad(const gfx::QuadF&) const;
// Whether the radii are constrained in the size of rect().
bool IsRenderable() const;
// Constrains the radii to be no bigger than the size of rect().
// This is not called automatically in this class because sometimes we want
// to keep the !IsRenderable() status, e.g. for a rounded inner border edge
// that is shrunk from a rounded outer border edge to keep uniform width of
// the rounded border.
void ConstrainRadii();
explicit operator SkRRect() const;
explicit operator gfx::RRectF() const { return gfx::RRectF(SkRRect(*this)); }
String ToString() const;
private:
gfx::RectF rect_;
Radii radii_;
};
inline FloatRoundedRect::operator SkRRect() const {
SkRRect rrect;
if (IsRounded()) {
std::array<SkVector, 4> radii;
radii[SkRRect::kUpperLeft_Corner].set(TopLeftCorner().width(),
TopLeftCorner().height());
radii[SkRRect::kUpperRight_Corner].set(TopRightCorner().width(),
TopRightCorner().height());
radii[SkRRect::kLowerRight_Corner].set(BottomRightCorner().width(),
BottomRightCorner().height());
radii[SkRRect::kLowerLeft_Corner].set(BottomLeftCorner().width(),
BottomLeftCorner().height());
rrect.setRectRadii(gfx::RectFToSkRect(Rect()), radii.data());
} else {
rrect.setRect(gfx::RectFToSkRect(Rect()));
}
return rrect;
}
PLATFORM_EXPORT std::ostream& operator<<(std::ostream&,
const FloatRoundedRect&);
PLATFORM_EXPORT std::ostream& operator<<(std::ostream&,
const FloatRoundedRect::Radii&);
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_ROUNDED_RECT_H_
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