/* * Copyright (C) Research In Motion Limited 2009-2010. All rights reserved. * * 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. * */ #ifndef RenderSVGResourceClipper_h #define RenderSVGResourceClipper_h #if ENABLE(SVG) #include "FloatRect.h" #include "GraphicsContext.h" #include "ImageBuffer.h" #include "IntSize.h" #include "Path.h" #include "RenderSVGResourceContainer.h" #include "SVGClipPathElement.h" #include "SVGUnitTypes.h" #include #include namespace WebCore { struct ClipperData { OwnPtr clipMaskImage; }; class RenderSVGResourceClipper : public RenderSVGResourceContainer { public: RenderSVGResourceClipper(SVGClipPathElement*); virtual ~RenderSVGResourceClipper(); virtual const char* renderName() const { return "RenderSVGResourceClipper"; } virtual void invalidateClients(); virtual void invalidateClient(RenderObject*); virtual bool applyResource(RenderObject*, RenderStyle*, GraphicsContext*&, unsigned short resourceMode); virtual FloatRect resourceBoundingBox(const FloatRect&) const; virtual RenderSVGResourceType resourceType() const { return ClipperResourceType; } SVGUnitTypes::SVGUnitType clipPathUnits() const { return toUnitType(static_cast(node())->clipPathUnits()); } static RenderSVGResourceType s_resourceType; private: // clipPath can be clipped too, but don't have a boundingBox or repaintRect. So we can't call // applyResource directly and use the rects from the object, since they are empty for RenderSVGResources bool applyClippingToContext(RenderObject*, const FloatRect&, const FloatRect&, GraphicsContext*); bool pathOnlyClipping(GraphicsContext*, const FloatRect&); bool createClipData(ClipperData*, const FloatRect&, const FloatRect&); HashMap m_clipper; }; } #endif #endif