/* * Copyright (C) 2006, 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. */ #ifndef PathTraversalState_h #define PathTraversalState_h #include "FloatPoint.h" #include namespace WebCore { class Path; class PathTraversalState { public: enum PathTraversalAction { TraversalTotalLength, TraversalPointAtLength, TraversalSegmentAtLength, TraversalNormalAngleAtLength }; PathTraversalState(PathTraversalAction); float closeSubpath(); float moveTo(const FloatPoint&); float lineTo(const FloatPoint&); float quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd); float cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd); public: PathTraversalAction m_action; bool m_success; FloatPoint m_current; FloatPoint m_start; FloatPoint m_control1; FloatPoint m_control2; float m_totalLength; unsigned m_segmentIndex; float m_desiredLength; // For normal calculations FloatPoint m_previous; float m_normalAngle; // degrees }; } #endif