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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 "FloatRect.h"
#include "FloatSize.h"
#include "Region.h"
#include "RoundedRect.h"
#include <wtf/TZoneMalloc.h>
#if USE(SKIA)
class SkRRect;
#endif
namespace WebCore {
class FloatRoundedRect {
WTF_MAKE_TZONE_ALLOCATED_EXPORT(FloatRoundedRect, WEBCORE_EXPORT);
public:
class Radii {
WTF_MAKE_TZONE_ALLOCATED(Radii);
public:
Radii() = default;
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 RoundedRect::Radii& intRadii)
: m_topLeft(intRadii.topLeft())
, m_topRight(intRadii.topRight())
, m_bottomLeft(intRadii.bottomLeft())
, m_bottomRight(intRadii.bottomRight())
{
}
explicit Radii(float uniformRadius)
: m_topLeft(uniformRadius, uniformRadius)
, m_topRight(uniformRadius, uniformRadius)
, m_bottomLeft(uniformRadius, uniformRadius)
, m_bottomRight(uniformRadius, uniformRadius)
{
}
explicit Radii(float uniformRadiusWidth, float uniformRadiusHeight)
: m_topLeft(uniformRadiusWidth, uniformRadiusHeight)
, m_topRight(uniformRadiusWidth, uniformRadiusHeight)
, m_bottomLeft(uniformRadiusWidth, uniformRadiusHeight)
, m_bottomRight(uniformRadiusWidth, uniformRadiusHeight)
{
}
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;
bool hasEvenCorners() const;
bool isUniformCornerRadius() const; // Including no radius.
void scale(float factor);
void scale(float horizontalFactor, float verticalFactor);
void expandEvenIfZero(float size);
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) { expand(-topWidth, -bottomWidth, -leftWidth, -rightWidth); }
void shrink(float size) { shrink(size, size, size, size); }
friend bool operator==(const Radii&, const Radii&) = default;
private:
FloatSize m_topLeft;
FloatSize m_topRight;
FloatSize m_bottomLeft;
FloatSize m_bottomRight;
};
WEBCORE_EXPORT explicit FloatRoundedRect(const FloatRect& = FloatRect(), const Radii& = Radii());
WEBCORE_EXPORT FloatRoundedRect(const FloatRect&, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight);
explicit FloatRoundedRect(const RoundedRect&);
FloatRoundedRect(float x, float y, float width, float height);
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 setLocation(FloatPoint location) { m_rect.setLocation(location); }
void setRadii(const Radii& radii) { m_radii = radii; }
void move(const FloatSize& size) { m_rect.move(size); }
void inflate(float size) { m_rect.inflate(size); }
void expandRadii(float size) { m_radii.expand(size); }
void shrinkRadii(float size) { m_radii.shrink(size); }
void inflateWithRadii(float size);
void adjustRadii();
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 isRenderable() const;
bool xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const;
bool intersectionIsRectangular(const FloatRect&) const;
friend bool operator==(const FloatRoundedRect&, const FloatRoundedRect&) = default;
#if USE(SKIA)
FloatRoundedRect(const SkRRect&);
operator SkRRect() const;
#endif
private:
FloatRect m_rect;
Radii m_radii;
};
inline float calcBorderRadiiConstraintScaleFor(const FloatRect& rect, const FloatRoundedRect::Radii& radii)
{
// Constrain corner radii using CSS3 rules:
// http://www.w3.org/TR/css3-background/#the-border-radius
float factor = 1;
float radiiSum;
// top
radiiSum = radii.topLeft().width() + radii.topRight().width(); // Casts to avoid integer overflow.
if (radiiSum > rect.width())
factor = std::min(rect.width() / radiiSum, factor);
// bottom
radiiSum = radii.bottomLeft().width() + radii.bottomRight().width();
if (radiiSum > rect.width())
factor = std::min(rect.width() / radiiSum, factor);
// left
radiiSum = radii.topLeft().height() + radii.bottomLeft().height();
if (radiiSum > rect.height())
factor = std::min(rect.height() / radiiSum, factor);
// right
radiiSum = radii.topRight().height() + radii.bottomRight().height();
if (radiiSum > rect.height())
factor = std::min(rect.height() / radiiSum, factor);
ASSERT(factor <= 1);
return factor;
}
WEBCORE_EXPORT WTF::TextStream& operator<<(WTF::TextStream&, const FloatRoundedRect&);
// Snip away rectangles from corners, roughly one per step length of arc.
WEBCORE_EXPORT Region approximateAsRegion(const FloatRoundedRect&, unsigned stepLength = 20);
} // namespace WebCore
#endif // FloatRoundedRect_h
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