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+/*
+ * 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();
+}
+
+}