summaryrefslogtreecommitdiffstats
path: root/WebCore/platform/graphics/wince/PlatformPathWince.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'WebCore/platform/graphics/wince/PlatformPathWince.cpp')
-rw-r--r--WebCore/platform/graphics/wince/PlatformPathWince.cpp810
1 files changed, 810 insertions, 0 deletions
diff --git a/WebCore/platform/graphics/wince/PlatformPathWince.cpp b/WebCore/platform/graphics/wince/PlatformPathWince.cpp
new file mode 100644
index 0000000..66fad50
--- /dev/null
+++ b/WebCore/platform/graphics/wince/PlatformPathWince.cpp
@@ -0,0 +1,810 @@
+/*
+ * Copyright (C) 2007-2009 Torch Mobile, Inc.
+ *
+ * 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.
+ */
+
+#include "config.h"
+#include "PlatformPathWince.h"
+
+#include "FloatRect.h"
+#include "GraphicsContext.h"
+#include "Path.h"
+#include "PlatformString.h"
+#include "TransformationMatrix.h"
+#include "WinceGraphicsExtras.h"
+#include <wtf/MathExtras.h>
+#include <wtf/OwnPtr.h>
+
+#include <windows.h>
+
+namespace WebCore {
+
+// Implemented in GraphicsContextWince.cpp
+void getEllipsePointByAngle(double angle, double a, double b, float& x, float& y);
+
+static void quadCurve(int segments, Vector<PathPoint>& pts, const PathPoint* control)
+{
+ const float step = 1.0 / segments;
+ register float tA = 0.0;
+ register float tB = 1.0;
+
+ float c1x = control[0].x();
+ float c1y = control[0].y();
+ float c2x = control[1].x();
+ float c2y = control[1].y();
+ float c3x = control[2].x();
+ float c3y = control[2].y();
+
+ const int offset = pts.size();
+ pts.resize(offset + segments);
+ PathPoint pp;
+ pp.m_x = c1x;
+ pp.m_y = c1y;
+
+ for (int i = 1; i < segments; ++i) {
+ tA += step;
+ tB -= step;
+
+ const float a = tB * tB;
+ const float b = 2.0 * tA * tB;
+ const float c = tA * tA;
+
+ pp.m_x = c1x * a + c2x * b + c3x * c;
+ pp.m_y = c1y * a + c2y * b + c3y * c;
+
+ pts[offset + i - 1] = pp;
+ }
+
+ pp.m_x = c3x;
+ pp.m_y = c3y;
+ pts[offset + segments - 1] = pp;
+}
+
+static inline void bezier(int segments, Vector<PathPoint>& pts, const PathPoint* control)
+{
+ const float step = 1.0 / segments;
+ register float tA = 0.0;
+ register float tB = 1.0;
+
+ float c1x = control[0].x();
+ float c1y = control[0].y();
+ float c2x = control[1].x();
+ float c2y = control[1].y();
+ float c3x = control[2].x();
+ float c3y = control[2].y();
+ float c4x = control[3].x();
+ float c4y = control[3].y();
+
+ const int offset = pts.size();
+ pts.resize(offset + segments);
+ PathPoint pp;
+ pp.m_x = c1x;
+ pp.m_y = c1y;
+
+ for (int i = 1; i < segments; ++i) {
+ tA += step;
+ tB -= step;
+ const float tAsq = tA * tA;
+ const float tBsq = tB * tB;
+
+ const float a = tBsq * tB;
+ const float b = 3.0 * tA * tBsq;
+ const float c = 3.0 * tB * tAsq;
+ const float d = tAsq * tA;
+
+ pp.m_x = c1x * a + c2x * b + c3x * c + c4x * d;
+ pp.m_y = c1y * a + c2y * b + c3y * c + c4y * d;
+
+ pts[offset + i - 1] = pp;
+ }
+
+ pp.m_x = c4x;
+ pp.m_y = c4y;
+ pts[offset + segments - 1] = pp;
+}
+
+static bool containsPoint(const FloatRect& r, const FloatPoint& p)
+{
+ return p.x() >= r.x() && p.y() >= r.y() && p.x() < r.right() && p.y() < r.bottom();
+}
+
+static void normalizeAngle(float& angle)
+{
+ angle = fmod(angle, 2 * piFloat);
+ if (angle < 0)
+ angle += 2 * piFloat;
+ if (angle < 0.00001f)
+ angle = 0;
+}
+
+static void transformArcPoint(float& x, float& y, const FloatPoint& c)
+{
+ x += c.x();
+ y += c.y();
+}
+
+static void inflateRectToContainPoint(FloatRect& r, float x, float y)
+{
+ if (r.isEmpty()) {
+ r.setX(x);
+ r.setY(y);
+ r.setSize(FloatSize(1, 1));
+ return;
+ }
+ if (x < r.x()) {
+ r.setWidth(r.right() - x);
+ r.setX(x);
+ } else {
+ float w = x - r.x() + 1;
+ if (w > r.width())
+ r.setWidth(w);
+ }
+ if (y < r.y()) {
+ r.setHeight(r.bottom() - y);
+ r.setY(y);
+ } else {
+ float h = y - r.y() + 1;
+ if (h > r.height())
+ r.setHeight(h);
+ }
+}
+
+// return 0-based value: 0 - first Quadrant ( 0 - 90 degree)
+static inline int quadrant(const PathPoint& point, const PathPoint& origin)
+{
+ return point.m_x < origin.m_x ?
+ (point.m_y < origin.m_y ? 2 : 1)
+ : (point.m_y < origin.m_y ? 3 : 0);
+}
+
+static inline bool isQuadrantOnLeft(int q) { return q == 1 || q == 2; }
+static inline bool isQuadrantOnRight(int q) { return q == 0 || q == 3; }
+static inline bool isQuadrantOnTop(int q) { return q == 2 || q == 3; }
+static inline bool isQuadrantOnBottom(int q) { return q == 0 || q == 1; }
+
+static inline int nextQuadrant(int q) { return q == 3 ? 0 : q + 1; }
+static inline int quadrantDiff(int q1, int q2)
+{
+ int d = q1 - q2;
+ while (d < 0)
+ d += 4;
+ return d;
+}
+
+struct PathVector {
+ float m_x;
+ float m_y;
+
+ PathVector() : m_x(0), m_y(0) {}
+ PathVector(float x, float y) : m_x(x), m_y(y) {}
+ double angle() const { return atan2(m_y, m_x); }
+ operator double () const { return angle(); }
+ double length() const { return _hypot(m_x, m_y); }
+};
+
+PathVector operator-(const PathPoint& p1, const PathPoint& p2)
+{
+ return PathVector(p1.m_x - p2.m_x, p1.m_y - p2.m_y);
+}
+
+static void addArcPoint(PathPolygon& poly, const PathPoint& center, const PathPoint& radius, double angle)
+{
+ PathPoint p;
+ getEllipsePointByAngle(angle, radius.m_x, radius.m_y, p.m_x, p.m_y);
+ transformArcPoint(p.m_x, p.m_y, center);
+ if (poly.isEmpty() || poly.last() != p)
+ poly.append(p);
+}
+
+static void addArcPoints(PathPolygon& poly, const PlatformPathElement::ArcTo& data)
+{
+ const PathPoint& startPoint = poly.last();
+ double curAngle = startPoint - data.m_center;
+ double endAngle = data.m_end - data.m_center;
+ double angleStep = 2. / std::max(data.m_radius.m_x, data.m_radius.m_y);
+ if (data.m_clockwise) {
+ if (endAngle <= curAngle || startPoint == data.m_end)
+ endAngle += 2 * piDouble;
+ } else {
+ angleStep = -angleStep;
+ if (endAngle >= curAngle || startPoint == data.m_end)
+ endAngle -= 2 * piDouble;
+ }
+
+ for (curAngle += angleStep; data.m_clockwise ? curAngle < endAngle : curAngle > endAngle; curAngle += angleStep)
+ addArcPoint(poly, data.m_center, data.m_radius, curAngle);
+
+ if (poly.isEmpty() || poly.last() != data.m_end)
+ poly.append(data.m_end);
+}
+
+static void drawPolygons(HDC dc, const Vector<PathPolygon>& polygons, bool fill, const TransformationMatrix* transformation)
+{
+ MemoryAllocationCanFail canFail;
+ for (Vector<PathPolygon>::const_iterator i = polygons.begin(); i != polygons.end(); ++i) {
+ int npoints = i->size();
+ if (!npoints)
+ continue;
+
+ POINT* winPoints = 0;
+ if (fill) {
+ if (npoints > 2)
+ winPoints = new POINT[npoints + 1];
+ } else
+ winPoints = new POINT[npoints];
+
+ if (winPoints) {
+ if (transformation) {
+ for (int i2 = 0; i2 < npoints; ++i2) {
+ FloatPoint trPoint = transformation->mapPoint(i->at(i2));
+ winPoints[i2].x = stableRound(trPoint.x());
+ winPoints[i2].y = stableRound(trPoint.y());
+ }
+ } else {
+ for (int i2 = 0; i2 < npoints; ++i2) {
+ winPoints[i2].x = stableRound(i->at(i2).x());
+ winPoints[i2].y = stableRound(i->at(i2).y());
+ }
+ }
+
+ if (fill && winPoints[npoints - 1] != winPoints[0]) {
+ winPoints[npoints].x = winPoints[0].x;
+ winPoints[npoints].y = winPoints[0].y;
+ ++npoints;
+ }
+
+ if (fill)
+ ::Polygon(dc, winPoints, npoints);
+ else
+ ::Polyline(dc, winPoints, npoints);
+ delete[] winPoints;
+ }
+ }
+}
+
+
+int PlatformPathElement::numControlPoints() const
+{
+ switch (m_type) {
+ case PathMoveTo:
+ case PathLineTo:
+ return 1;
+ case PathQuadCurveTo:
+ case PathArcTo:
+ return 2;
+ case PathBezierCurveTo:
+ return 3;
+ default:
+ ASSERT(m_type == PathCloseSubpath);
+ return 0;
+ }
+}
+
+int PlatformPathElement::numPoints() const
+{
+ switch (m_type) {
+ case PathMoveTo:
+ case PathLineTo:
+ case PathArcTo:
+ return 1;
+ case PathQuadCurveTo:
+ return 2;
+ case PathBezierCurveTo:
+ return 3;
+ default:
+ ASSERT(m_type == PathCloseSubpath);
+ return 0;
+ }
+}
+
+void PathPolygon::move(const FloatSize& offset)
+{
+ for (Vector<PathPoint>::iterator i = begin(); i < end(); ++i)
+ i->move(offset);
+}
+
+void PathPolygon::transform(const TransformationMatrix& t)
+{
+ for (Vector<PathPoint>::iterator i = begin(); i < end(); ++i)
+ *i = t.mapPoint(*i);
+}
+
+bool PathPolygon::contains(const FloatPoint& point) const
+{
+ if (size() < 3)
+ return false;
+
+ // Test intersections between the polygon and the vertical line: x = point.x()
+
+ int intersected = 0;
+ const PathPoint* point1 = &last();
+ Vector<PathPoint>::const_iterator last = end();
+ // wasNegative: -1 means unknown, 0 means false, 1 means true.
+ int wasNegative = -1;
+ for (Vector<PathPoint>::const_iterator i = begin(); i != last; ++i) {
+ const PathPoint& point2 = *i;
+ if (point1->x() != point.x()) {
+ if (point2.x() == point.x()) {
+ // We are getting on the vertical line
+ wasNegative = point1->x() < point.x() ? 1 : 0;
+ } else if (point2.x() < point.x() != point1->x() < point.x()) {
+ float y = (point2.y() - point1->y()) / (point2.x() - point1->x()) * (point.x() - point1->x()) + point1->y();
+ if (y >= point.y())
+ ++intersected;
+ }
+ } else {
+ // We were on the vertical line
+
+ // handle special case
+ if (point1->y() == point.y())
+ return true;
+
+ if (point1->y() > point.y()) {
+ if (point2.x() == point.x()) {
+ // see if the point is on this segment
+ if (point2.y() <= point.y())
+ return true;
+
+ // We are still on the line
+ } else {
+ // We are leaving the line now.
+ // We have to get back to see which side we come from. If we come from
+ // the same side we are leaving, no intersection should be counted
+ if (wasNegative < 0) {
+ Vector<PathPoint>::const_iterator jLast = i;
+ Vector<PathPoint>::const_iterator j = i;
+ do {
+ if (j == begin())
+ j = last;
+ else
+ --j;
+ if (j->x() != point.x()) {
+ if (j->x() > point.x())
+ wasNegative = 0;
+ else
+ wasNegative = 1;
+ break;
+ }
+ } while (j != jLast);
+
+ if (wasNegative < 0)
+ return false;
+ }
+ if (wasNegative ? point2.x() > point.x() : point2.x() < point.x())
+ ++intersected;
+ }
+ } else if (point2.x() == point.x() && point2.y() >= point.y())
+ return true;
+ }
+ point1 = &point2;
+ }
+
+ return intersected & 1;
+}
+
+void PlatformPathElement::move(const FloatSize& offset)
+{
+ int n = numControlPoints();
+ for (int i = 0; i < n; ++i)
+ m_data.m_points[i].move(offset);
+}
+
+void PlatformPathElement::transform(const TransformationMatrix& t)
+{
+ int n = numControlPoints();
+ for (int i = 0; i < n; ++i) {
+ FloatPoint p = t.mapPoint(m_data.m_points[i]);
+ m_data.m_points[i].set(p.x(), p.y());
+ }
+}
+
+void PlatformPathElement::inflateRectToContainMe(FloatRect& r, const FloatPoint& lastPoint) const
+{
+ if (m_type == PathArcTo) {
+ const ArcTo& data = m_data.m_arcToData;
+ PathPoint startPoint;
+ startPoint = lastPoint;
+ PathPoint endPoint = data.m_end;
+ if (!data.m_clockwise)
+ std::swap(startPoint, endPoint);
+
+ int q0 = quadrant(startPoint, data.m_center);
+ int q1 = quadrant(endPoint, data.m_center);
+ bool containsExtremes[4] = { false }; // bottom, left, top, right
+ static const PathPoint extremeVectors[4] = { { 0, 1 }, { -1, 0 }, { 0, -1 }, { 1, 0 } };
+ if (q0 == q1) {
+ if (startPoint.m_x == endPoint.m_x || isQuadrantOnBottom(q0) != startPoint.m_x > endPoint.m_x) {
+ for (int i = 0; i < 4; ++i)
+ containsExtremes[i] = true;
+ }
+ } else {
+ int extreme = q0;
+ int diff = quadrantDiff(q1, q0);
+ for (int i = 0; i < diff; ++i) {
+ containsExtremes[extreme] = true;
+ extreme = nextQuadrant(extreme);
+ }
+ }
+
+ inflateRectToContainPoint(r, startPoint.m_x, startPoint.m_y);
+ inflateRectToContainPoint(r, endPoint.m_x, endPoint.m_y);
+ for (int i = 0; i < 4; ++i) {
+ if (containsExtremes[i])
+ inflateRectToContainPoint(r, data.m_center.m_x + data.m_radius.m_x * extremeVectors[i].m_x, data.m_center.m_y + data.m_radius.m_y * extremeVectors[i].m_y);
+ }
+ } else {
+ int n = numPoints();
+ for (int i = 0; i < n; ++i)
+ inflateRectToContainPoint(r, m_data.m_points[i].m_x, m_data.m_points[i].m_y);
+ }
+}
+
+PathElementType PlatformPathElement::type() const
+{
+ switch (m_type) {
+ case PathMoveTo:
+ return PathElementMoveToPoint;
+ case PathLineTo:
+ return PathElementAddLineToPoint;
+ case PathArcTo:
+ // FIXME: there's no arcTo type for PathElement
+ return PathElementAddLineToPoint;
+ // return PathElementAddQuadCurveToPoint;
+ case PathQuadCurveTo:
+ return PathElementAddQuadCurveToPoint;
+ case PathBezierCurveTo:
+ return PathElementAddCurveToPoint;
+ default:
+ ASSERT(m_type == PathCloseSubpath);
+ return PathElementCloseSubpath;
+ }
+}
+
+PlatformPath::PlatformPath()
+ : m_penLifted(true)
+{
+ m_currentPoint.clear();
+}
+
+void PlatformPath::ensureSubpath()
+{
+ if (m_penLifted) {
+ m_penLifted = false;
+ m_subpaths.append(PathPolygon());
+ m_subpaths.last().append(m_currentPoint);
+ } else
+ ASSERT(!m_subpaths.isEmpty());
+}
+
+void PlatformPath::addToSubpath(const PlatformPathElement& e)
+{
+ if (e.platformType() == PlatformPathElement::PathMoveTo) {
+ m_penLifted = true;
+ m_currentPoint = e.pointAt(0);
+ } else if (e.platformType() == PlatformPathElement::PathCloseSubpath) {
+ m_penLifted = true;
+ if (!m_subpaths.isEmpty()) {
+ if (m_currentPoint != m_subpaths.last()[0]) {
+ // According to W3C, we have to draw a line from current point to the initial point
+ m_subpaths.last().append(m_subpaths.last()[0]);
+ m_currentPoint = m_subpaths.last()[0];
+ }
+ } else
+ m_currentPoint.clear();
+ } else {
+ ensureSubpath();
+ switch (e.platformType()) {
+ case PlatformPathElement::PathLineTo:
+ m_subpaths.last().append(e.pointAt(0));
+ break;
+ case PlatformPathElement::PathArcTo:
+ addArcPoints(m_subpaths.last(), e.arcTo());
+ break;
+ case PlatformPathElement::PathQuadCurveTo:
+ {
+ PathPoint control[] = {
+ m_currentPoint,
+ e.pointAt(0),
+ e.pointAt(1),
+ };
+ // FIXME: magic number?
+ quadCurve(50, m_subpaths.last(), control);
+ }
+ break;
+ case PlatformPathElement::PathBezierCurveTo:
+ {
+ PathPoint control[] = {
+ m_currentPoint,
+ e.pointAt(0),
+ e.pointAt(1),
+ e.pointAt(2),
+ };
+ // FIXME: magic number?
+ bezier(100, m_subpaths.last(), control);
+ }
+ break;
+ default:
+ ASSERT_NOT_REACHED();
+ break;
+ }
+ m_currentPoint = m_subpaths.last().last();
+ }
+}
+
+void PlatformPath::append(const PlatformPathElement& e)
+{
+ e.inflateRectToContainMe(m_boundingRect, lastPoint());
+ addToSubpath(e);
+ m_elements.append(e);
+}
+
+void PlatformPath::append(const PlatformPath& p)
+{
+ const PlatformPathElements& e = p.elements();
+ for (PlatformPathElements::const_iterator it(e.begin()); it != e.end(); ++it) {
+ addToSubpath(*it);
+ it->inflateRectToContainMe(m_boundingRect, lastPoint());
+ m_elements.append(*it);
+ }
+}
+
+void PlatformPath::clear()
+{
+ m_elements.clear();
+ m_boundingRect = FloatRect();
+ m_subpaths.clear();
+ m_currentPoint.clear();
+ m_penLifted = true;
+}
+
+void PlatformPath::strokePath(HDC dc, const TransformationMatrix* transformation) const
+{
+ drawPolygons(dc, m_subpaths, false, transformation);
+}
+
+void PlatformPath::fillPath(HDC dc, const TransformationMatrix* transformation) const
+{
+ HGDIOBJ oldPen = SelectObject(dc, GetStockObject(NULL_PEN));
+ drawPolygons(dc, m_subpaths, true, transformation);
+ SelectObject(dc, oldPen);
+}
+
+void PlatformPath::translate(const FloatSize& size)
+{
+ for (PlatformPathElements::iterator it(m_elements.begin()); it != m_elements.end(); ++it)
+ it->move(size);
+
+ m_boundingRect.move(size);
+ for (Vector<PathPolygon>::iterator it = m_subpaths.begin(); it != m_subpaths.end(); ++it)
+ it->move(size);
+}
+
+void PlatformPath::transform(const TransformationMatrix& t)
+{
+ for (PlatformPathElements::iterator it(m_elements.begin()); it != m_elements.end(); ++it)
+ it->transform(t);
+
+ m_boundingRect = t.mapRect(m_boundingRect);
+ for (Vector<PathPolygon>::iterator it = m_subpaths.begin(); it != m_subpaths.end(); ++it)
+ it->transform(t);
+}
+
+bool PlatformPath::contains(const FloatPoint& point, WindRule rule) const
+{
+ // optimization: check the bounding rect first
+ if (!containsPoint(m_boundingRect, point))
+ return false;
+
+ for (Vector<PathPolygon>::const_iterator i = m_subpaths.begin(); i != m_subpaths.end(); ++i) {
+ if (i->contains(point))
+ return true;
+ }
+
+ return false;
+}
+
+void PlatformPath::moveTo(const FloatPoint& point)
+{
+ PlatformPathElement::MoveTo data = { { point.x(), point.y() } };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+void PlatformPath::addLineTo(const FloatPoint& point)
+{
+ PlatformPathElement::LineTo data = { { point.x(), point.y() } };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+void PlatformPath::addQuadCurveTo(const FloatPoint& cp, const FloatPoint& p)
+{
+ PlatformPathElement::QuadCurveTo data = { { cp.x(), cp.y() }, { p.x(), p.y() } };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+void PlatformPath::addBezierCurveTo(const FloatPoint& cp1, const FloatPoint& cp2, const FloatPoint& p)
+{
+ PlatformPathElement::BezierCurveTo data = { { cp1.x(), cp1.y() }, { cp2.x(), cp2.y() }, { p.x(), p.y() } };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+void PlatformPath::addArcTo(const FloatPoint& fp1, const FloatPoint& fp2, float radius)
+{
+ const PathPoint& p0 = m_currentPoint;
+ PathPoint p1;
+ p1 = fp1;
+ PathPoint p2;
+ p2 = fp2;
+ if (!radius || p0 == p1 || p1 == p2) {
+ addLineTo(p1);
+ return;
+ }
+
+ PathVector v01 = p0 - p1;
+ PathVector v21 = p2 - p1;
+
+ // sin(A - B) = sin(A) * cos(B) - sin(B) * cos(A)
+ double cross = v01.m_x * v21.m_y - v01.m_y * v21.m_x;
+
+ if (fabs(cross) < 1E-10) {
+ // on one line
+ addLineTo(p1);
+ return;
+ }
+
+ double d01 = v01.length();
+ double d21 = v21.length();
+ double angle = (piDouble - abs(asin(cross / (d01 * d21)))) * 0.5;
+ double span = radius * tan(angle);
+ double rate = span / d01;
+ PathPoint startPoint;
+ startPoint.m_x = p1.m_x + v01.m_x * rate;
+ startPoint.m_y = p1.m_y + v01.m_y * rate;
+
+ addLineTo(startPoint);
+
+ PathPoint endPoint;
+ rate = span / d21;
+ endPoint.m_x = p1.m_x + v21.m_x * rate;
+ endPoint.m_y = p1.m_y + v21.m_y * rate;
+
+ PathPoint midPoint;
+ midPoint.m_x = (startPoint.m_x + endPoint.m_x) * 0.5;
+ midPoint.m_y = (startPoint.m_y + endPoint.m_y) * 0.5;
+
+ PathVector vm1 = midPoint - p1;
+ double dm1 = vm1.length();
+ double d = _hypot(radius, span);
+
+ PathPoint centerPoint;
+ rate = d / dm1;
+ centerPoint.m_x = p1.m_x + vm1.m_x * rate;
+ centerPoint.m_y = p1.m_y + vm1.m_y * rate;
+
+ PlatformPathElement::ArcTo data = {
+ endPoint,
+ centerPoint,
+ { radius, radius },
+ cross < 0
+ };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+void PlatformPath::closeSubpath()
+{
+ PlatformPathElement pe;
+ append(pe);
+}
+
+// add a circular arc centred at p with radius r from start angle sar (radians) to end angle ear
+void PlatformPath::addEllipse(const FloatPoint& p, float a, float b, float sar, float ear, bool anticlockwise)
+{
+ float startX, startY, endX, endY;
+
+ normalizeAngle(sar);
+ normalizeAngle(ear);
+
+ getEllipsePointByAngle(sar, a, b, startX, startY);
+ getEllipsePointByAngle(ear, a, b, endX, endY);
+
+ transformArcPoint(startX, startY, p);
+ transformArcPoint(endX, endY, p);
+
+ FloatPoint start(startX, startY);
+ moveTo(start);
+
+ PlatformPathElement::ArcTo data = { { endX, endY }, { p.x(), p.y() }, { a, b }, !anticlockwise };
+ PlatformPathElement pe(data);
+ append(pe);
+}
+
+
+void PlatformPath::addRect(const FloatRect& r)
+{
+ moveTo(r.location());
+
+ float right = r.right() - 1;
+ float bottom = r.bottom() - 1;
+ addLineTo(FloatPoint(right, r.y()));
+ addLineTo(FloatPoint(right, bottom));
+ addLineTo(FloatPoint(r.x(), bottom));
+ addLineTo(r.location());
+}
+
+void PlatformPath::addEllipse(const FloatRect& r)
+{
+ FloatSize radius(r.width() * 0.5, r.height() * 0.5);
+ addEllipse(r.location() + radius, radius.width(), radius.height(), 0, 0, true);
+}
+
+String PlatformPath::debugString() const
+{
+ String ret;
+ for (PlatformPathElements::const_iterator i(m_elements.begin()); i != m_elements.end(); ++i) {
+ switch (i->platformType()) {
+ case PlatformPathElement::PathMoveTo:
+ case PlatformPathElement::PathLineTo:
+ ret += String::format("M %f %f\n", i->pointAt(0).m_x, i->pointAt(0).m_y);
+ break;
+ case PlatformPathElement::PathArcTo:
+ ret += String::format("A %f %f %f %f %f %f %c\n"
+ , i->arcTo().m_end.m_x, i->arcTo().m_end.m_y
+ , i->arcTo().m_center.m_x, i->arcTo().m_center.m_y
+ , i->arcTo().m_radius.m_x, i->arcTo().m_radius.m_y
+ , i->arcTo().m_clockwise? 'Y' : 'N');
+ break;
+ case PlatformPathElement::PathQuadCurveTo:
+ ret += String::format("Q %f %f %f %f\n"
+ , i->pointAt(0).m_x, i->pointAt(0).m_y
+ , i->pointAt(1).m_x, i->pointAt(1).m_y);
+ break;
+ case PlatformPathElement::PathBezierCurveTo:
+ ret += String::format("B %f %f %f %f %f %f\n"
+ , i->pointAt(0).m_x, i->pointAt(0).m_y
+ , i->pointAt(1).m_x, i->pointAt(1).m_y
+ , i->pointAt(2).m_x, i->pointAt(2).m_y);
+ break;
+ default:
+ ASSERT(i->platformType() == PlatformPathElement::PathCloseSubpath);
+ ret += "S\n";
+ break;
+ }
+ }
+
+ return ret;
+}
+
+void PlatformPath::apply(void* info, PathApplierFunction function) const
+{
+ PathElement pelement;
+ FloatPoint points[3];
+ pelement.points = points;
+
+ for (PlatformPathElements::const_iterator it(m_elements.begin()); it != m_elements.end(); ++it) {
+ pelement.type = it->type();
+ int n = it->numPoints();
+ for (int i = 0; i < n; ++i)
+ points[i] = it->pointAt(i);
+ function(info, &pelement);
+ }
+}
+
+} // namespace Webcore