1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
|
/*
* Copyright (C) 2004, 2005, 2007 Nikolas Zimmermann <zimmermann@kde.org>
* Copyright (C) 2004, 2005 Rob Buis <buis@kde.org>
* Copyright (C) 2005 Eric Seidel <eric@webkit.org>
* Copyright (C) 2006 Apple Computer, Inc
* Copyright (C) 2009 Google, Inc.
* Copyright (C) 2011 Renata Hodovan <reni@webkit.org>
* Copyright (C) 2011 University of Szeged
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef RenderSVGShape_h
#define RenderSVGShape_h
#if ENABLE(SVG)
#include "AffineTransform.h"
#include "FloatRect.h"
#include "RenderSVGModelObject.h"
#include "SVGMarkerData.h"
#include "StrokeStyleApplier.h"
#include <wtf/OwnPtr.h>
#include <wtf/Vector.h>
namespace WebCore {
class FloatPoint;
class GraphicsContextStateSaver;
class RenderSVGContainer;
class RenderSVGPath;
class RenderSVGResource;
class SVGGraphicsElement;
class BoundingRectStrokeStyleApplier : public StrokeStyleApplier {
public:
BoundingRectStrokeStyleApplier(const RenderObject* object, RenderStyle* style)
: m_object(object)
, m_style(style)
{
ASSERT(style);
ASSERT(object);
}
void strokeStyle(GraphicsContext* context)
{
SVGRenderSupport::applyStrokeStyleToContext(context, m_style, m_object);
}
private:
const RenderObject* m_object;
RenderStyle* m_style;
};
class RenderSVGShape : public RenderSVGModelObject {
public:
explicit RenderSVGShape(SVGGraphicsElement*);
RenderSVGShape(SVGGraphicsElement*, Path*, bool);
virtual ~RenderSVGShape();
void setNeedsShapeUpdate() { m_needsShapeUpdate = true; }
virtual void setNeedsBoundariesUpdate() { m_needsBoundariesUpdate = true; }
virtual bool needsBoundariesUpdate() OVERRIDE { return m_needsBoundariesUpdate; }
virtual void setNeedsTransformUpdate() { m_needsTransformUpdate = true; }
virtual void fillShape(GraphicsContext*) const;
virtual void strokeShape(GraphicsContext*) const;
bool hasPath() const { return m_path.get(); }
Path& path() const
{
ASSERT(m_path);
return *m_path;
}
protected:
virtual void updateShapeFromElement();
virtual bool isEmpty() const;
virtual bool shapeDependentStrokeContains(const FloatPoint&);
virtual bool shapeDependentFillContains(const FloatPoint&, const WindRule) const;
float strokeWidth() const;
bool hasSmoothStroke() const;
bool hasNonScalingStroke() const { return style()->svgStyle()->vectorEffect() == VE_NON_SCALING_STROKE; }
AffineTransform nonScalingStrokeTransform() const;
Path* nonScalingStrokePath(const Path*, const AffineTransform&) const;
FloatRect m_fillBoundingBox;
FloatRect m_strokeBoundingBox;
private:
// Hit-detection separated for the fill and the stroke
bool fillContains(const FloatPoint&, bool requiresFill = true, const WindRule fillRule = RULE_NONZERO);
bool strokeContains(const FloatPoint&, bool requiresStroke = true);
virtual FloatRect repaintRectInLocalCoordinates() const { return m_repaintBoundingBox; }
virtual FloatRect repaintRectInLocalCoordinatesExcludingSVGShadow() const OVERRIDE { return m_repaintBoundingBoxExcludingShadow; }
virtual const AffineTransform& localToParentTransform() const { return m_localTransform; }
virtual AffineTransform localTransform() const { return m_localTransform; }
virtual bool isSVGShape() const { return true; }
virtual const char* renderName() const { return "RenderSVGShape"; }
virtual void layout();
virtual void paint(PaintInfo&, const LayoutPoint&);
virtual void addFocusRingRects(Vector<IntRect>&, const LayoutPoint& additionalOffset, const RenderLayerModelObject* paintContainer = 0) OVERRIDE;
virtual bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction);
virtual FloatRect objectBoundingBox() const { return m_fillBoundingBox; }
virtual FloatRect strokeBoundingBox() const { return m_strokeBoundingBox; }
FloatRect calculateObjectBoundingBox() const;
FloatRect calculateStrokeBoundingBox() const;
void updateRepaintBoundingBox();
bool setupNonScalingStrokeContext(AffineTransform&, GraphicsContextStateSaver&);
bool shouldGenerateMarkerPositions() const;
FloatRect markerRect(float strokeWidth) const;
void processMarkerPositions();
void fillShape(RenderStyle*, GraphicsContext*);
void strokeShape(RenderStyle*, GraphicsContext*);
void fillAndStrokeShape(GraphicsContext*);
void drawMarkers(PaintInfo&);
private:
FloatRect m_repaintBoundingBox;
FloatRect m_repaintBoundingBoxExcludingShadow;
AffineTransform m_localTransform;
OwnPtr<Path> m_path;
Vector<MarkerPosition> m_markerPositions;
bool m_needsBoundariesUpdate : 1;
bool m_needsShapeUpdate : 1;
bool m_needsTransformUpdate : 1;
};
inline RenderSVGShape* toRenderSVGShape(RenderObject* object)
{
ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isSVGShape());
return static_cast<RenderSVGShape*>(object);
}
inline const RenderSVGShape* toRenderSVGShape(const RenderObject* object)
{
ASSERT_WITH_SECURITY_IMPLICATION(!object || object->isSVGShape());
return static_cast<const RenderSVGShape*>(object);
}
// This will catch anyone doing an unnecessary cast.
void toRenderSVGShape(const RenderSVGShape*);
}
#endif // ENABLE(SVG)
#endif
|