/* * Copyright (C) 2003, 2006 Apple Computer, Inc. All rights reserved. * 2006 Rob Buis * Copyright (C) 2007 Eric Seidel * * 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 #include // 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(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() const { PathTraversalState traversalState(PathTraversalState::TraversalTotalLength); apply(&traversalState, pathLengthApplierFunction); return traversalState.m_totalLength; } FloatPoint Path::pointAtLength(float length, bool& ok) const { 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) const { PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength); traversalState.m_desiredLength = length ? length : std::numeric_limits::epsilon(); 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(); } void Path::addRoundedRect(const RoundedIntRect& r) { addRoundedRect(r.rect(), r.radii().topLeft(), r.radii().topRight(), r.radii().bottomLeft(), r.radii().bottomRight()); } }