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/*
* Copyright (C) 2023 Apple 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 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 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 "config.h"
#include "PathImpl.h"
#include <wtf/TZoneMallocInlines.h>
namespace WebCore {
WTF_MAKE_TZONE_ALLOCATED_IMPL(PathImpl);
void PathImpl::addLinesForRect(const FloatRect& rect)
{
add(PathMoveTo { rect.minXMinYCorner() });
add(PathLineTo { rect.maxXMinYCorner() });
add(PathLineTo { rect.maxXMaxYCorner() });
add(PathLineTo { rect.minXMaxYCorner() });
add(PathCloseSubpath { });
}
void PathImpl::addBeziersForRoundedRect(const FloatRoundedRect& roundedRect)
{
const auto& radii = roundedRect.radii();
const auto& rect = roundedRect.rect();
const auto& topLeftRadius = radii.topLeft();
const auto& topRightRadius = radii.topRight();
const auto& bottomLeftRadius = radii.bottomLeft();
const auto& bottomRightRadius = radii.bottomRight();
add(PathMoveTo { FloatPoint(rect.x() + topLeftRadius.width(), rect.y()) });
add(PathLineTo { FloatPoint(rect.maxX() - topRightRadius.width(), rect.y()) });
if (topRightRadius.width() > 0 || topRightRadius.height() > 0) {
add(PathBezierCurveTo { FloatPoint(rect.maxX() - topRightRadius.width() * circleControlPoint(), rect.y()),
FloatPoint(rect.maxX(), rect.y() + topRightRadius.height() * circleControlPoint()),
FloatPoint(rect.maxX(), rect.y() + topRightRadius.height()) });
}
add(PathLineTo { FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height()) });
if (bottomRightRadius.width() > 0 || bottomRightRadius.height() > 0) {
add(PathBezierCurveTo { FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height() * circleControlPoint()),
FloatPoint(rect.maxX() - bottomRightRadius.width() * circleControlPoint(), rect.maxY()),
FloatPoint(rect.maxX() - bottomRightRadius.width(), rect.maxY()) });
}
add(PathLineTo { FloatPoint(rect.x() + bottomLeftRadius.width(), rect.maxY()) });
if (bottomLeftRadius.width() > 0 || bottomLeftRadius.height() > 0) {
add(PathBezierCurveTo { FloatPoint(rect.x() + bottomLeftRadius.width() * circleControlPoint(), rect.maxY()),
FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height() * circleControlPoint()),
FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height()) });
}
add(PathLineTo { FloatPoint(rect.x(), rect.y() + topLeftRadius.height()) });
if (topLeftRadius.width() > 0 || topLeftRadius.height() > 0) {
add(PathBezierCurveTo { FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * circleControlPoint()),
FloatPoint(rect.x() + topLeftRadius.width() * circleControlPoint(), rect.y()),
FloatPoint(rect.x() + topLeftRadius.width(), rect.y()) });
}
add(PathCloseSubpath { });
}
void PathImpl::applySegments(const PathSegmentApplier& applier) const
{
applyElements([&](const PathElement& pathElement) {
switch (pathElement.type) {
case PathElement::Type::MoveToPoint:
applier({ PathMoveTo { pathElement.points[0] } });
break;
case PathElement::Type::AddLineToPoint:
applier({ PathLineTo { pathElement.points[0] } });
break;
case PathElement::Type::AddQuadCurveToPoint:
applier({ PathQuadCurveTo { pathElement.points[0], pathElement.points[1] } });
break;
case PathElement::Type::AddCurveToPoint:
applier({ PathBezierCurveTo { pathElement.points[0], pathElement.points[1], pathElement.points[2] } });
break;
case PathElement::Type::CloseSubpath:
applier({ PathCloseSubpath { } });
break;
}
});
}
bool PathImpl::isClosed() const
{
bool lastElementIsClosed = false;
// The path is closed if the type of the last PathElement is CloseSubpath. Unfortunately,
// the only way to access PathElements is sequentially through apply(), there's no random
// access as if they're in a vector.
// The lambda below sets lastElementIsClosed if the last PathElement is CloseSubpath.
// Because lastElementIsClosed is overridden if there are any remaining PathElements
// to be iterated, its final value is the value of the last iteration.
// (i.e the last PathElement).
// FIXME: find a more efficient way to implement this, that does not require iterating
// through all PathElements.
applyElements([&lastElementIsClosed](const PathElement& element) {
lastElementIsClosed = (element.type == PathElement::Type::CloseSubpath);
});
return lastElementIsClosed;
}
bool PathImpl::hasSubpaths() const
{
auto rect = fastBoundingRect();
return rect.height() || rect.width();
}
} // namespace WebCore
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