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Diffstat (limited to 'Source/WebCore/platform/graphics/Path.cpp')
-rw-r--r-- | Source/WebCore/platform/graphics/Path.cpp | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/Source/WebCore/platform/graphics/Path.cpp b/Source/WebCore/platform/graphics/Path.cpp new file mode 100644 index 0000000..55760b1 --- /dev/null +++ b/Source/WebCore/platform/graphics/Path.cpp @@ -0,0 +1,191 @@ +/* + * Copyright (C) 2003, 2006 Apple Computer, Inc. All rights reserved. + * 2006 Rob Buis <buis@kde.org> + * Copyright (C) 2007 Eric Seidel <eric@webkit.org> + * + * 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 "config.h" +#include "Path.h" + +#include "FloatPoint.h" +#include "FloatRect.h" +#include "PathTraversalState.h" +#include <math.h> +#include <wtf/MathExtras.h> + +// Approximation of control point positions on a bezier to simulate a quarter of a circle. +static const float gCircleControlPoint = 0.448f; + +namespace WebCore { + +#if !PLATFORM(OPENVG) && !PLATFORM(QT) +static void pathLengthApplierFunction(void* info, const PathElement* element) +{ + PathTraversalState& traversalState = *static_cast<PathTraversalState*>(info); + if (traversalState.m_success) + return; + traversalState.m_previous = traversalState.m_current; + FloatPoint* points = element->points; + float segmentLength = 0; + switch (element->type) { + case PathElementMoveToPoint: + segmentLength = traversalState.moveTo(points[0]); + break; + case PathElementAddLineToPoint: + segmentLength = traversalState.lineTo(points[0]); + break; + case PathElementAddQuadCurveToPoint: + segmentLength = traversalState.quadraticBezierTo(points[0], points[1]); + break; + case PathElementAddCurveToPoint: + segmentLength = traversalState.cubicBezierTo(points[0], points[1], points[2]); + break; + case PathElementCloseSubpath: + segmentLength = traversalState.closeSubpath(); + break; + } + traversalState.m_totalLength += segmentLength; + if ((traversalState.m_action == PathTraversalState::TraversalPointAtLength || + traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) && + (traversalState.m_totalLength >= traversalState.m_desiredLength)) { + FloatSize change = traversalState.m_current - traversalState.m_previous; + float slope = atan2f(change.height(), change.width()); + + if (traversalState.m_action == PathTraversalState::TraversalPointAtLength) { + float offset = traversalState.m_desiredLength - traversalState.m_totalLength; + traversalState.m_current.move(offset * cosf(slope), offset * sinf(slope)); + } else + traversalState.m_normalAngle = rad2deg(slope); + + traversalState.m_success = true; + } +} + +float Path::length() +{ + PathTraversalState traversalState(PathTraversalState::TraversalTotalLength); + apply(&traversalState, pathLengthApplierFunction); + return traversalState.m_totalLength; +} + +FloatPoint Path::pointAtLength(float length, bool& ok) +{ + PathTraversalState traversalState(PathTraversalState::TraversalPointAtLength); + traversalState.m_desiredLength = length; + apply(&traversalState, pathLengthApplierFunction); + ok = traversalState.m_success; + return traversalState.m_current; +} + +float Path::normalAngleAtLength(float length, bool& ok) +{ + PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength); + traversalState.m_desiredLength = length; + apply(&traversalState, pathLengthApplierFunction); + ok = traversalState.m_success; + return traversalState.m_normalAngle; +} +#endif + +void Path::addRoundedRect(const FloatRect& rect, const FloatSize& roundingRadii) +{ + if (rect.isEmpty()) + return; + + FloatSize radius(roundingRadii); + FloatSize halfSize(rect.width() / 2, rect.height() / 2); + + // If rx is greater than half of the width of the rectangle + // then set rx to half of the width (required in SVG spec) + if (radius.width() > halfSize.width()) + radius.setWidth(halfSize.width()); + + // If ry is greater than half of the height of the rectangle + // then set ry to half of the height (required in SVG spec) + if (radius.height() > halfSize.height()) + radius.setHeight(halfSize.height()); + + moveTo(FloatPoint(rect.x() + radius.width(), rect.y())); + + if (radius.width() < halfSize.width()) + addLineTo(FloatPoint(rect.x() + rect.width() - roundingRadii.width(), rect.y())); + + addBezierCurveTo(FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height())); + + if (radius.height() < halfSize.height()) + addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height())); + + addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x() + rect.width() - radius.width(), rect.y() + rect.height())); + + if (radius.width() < halfSize.width()) + addLineTo(FloatPoint(rect.x() + radius.width(), rect.y() + rect.height())); + + addBezierCurveTo(FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height())); + + if (radius.height() < halfSize.height()) + addLineTo(FloatPoint(rect.x(), rect.y() + radius.height())); + + addBezierCurveTo(FloatPoint(rect.x(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + radius.width(), rect.y())); + + closeSubpath(); +} + +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. + addRect(rect); + return; + } + + moveTo(FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); + + addLineTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width(), rect.y())); + addBezierCurveTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width() * gCircleControlPoint, rect.y()), + FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height() * gCircleControlPoint), + FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height())); + addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height())); + addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height() * gCircleControlPoint), + FloatPoint(rect.x() + rect.width() - bottomRightRadius.width() * gCircleControlPoint, rect.y() + rect.height()), + FloatPoint(rect.x() + rect.width() - bottomRightRadius.width(), rect.y() + rect.height())); + addLineTo(FloatPoint(rect.x() + bottomLeftRadius.width(), rect.y() + rect.height())); + addBezierCurveTo(FloatPoint(rect.x() + bottomLeftRadius.width() * gCircleControlPoint, rect.y() + rect.height()), + FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height() * gCircleControlPoint), + FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height())); + addLineTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height())); + addBezierCurveTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * gCircleControlPoint), + FloatPoint(rect.x() + topLeftRadius.width() * gCircleControlPoint, rect.y()), + FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); + + closeSubpath(); +} + +} |