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/*
* 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 "RenderSVGResource.h"
#include "SVGClipPathElement.h"
#include "SVGUnitTypes.h"
#include <wtf/HashMap.h>
#include <wtf/OwnPtr.h>
namespace WebCore {
struct ClipperData {
OwnPtr<ImageBuffer> clipMaskImage;
};
class RenderSVGResourceClipper : public RenderSVGResource {
public:
RenderSVGResourceClipper(SVGStyledElement*);
virtual ~RenderSVGResourceClipper();
virtual const char* renderName() const { return "RenderSVGResourceClipper"; }
virtual void invalidateClients();
virtual void invalidateClient(RenderObject*);
virtual bool applyResource(RenderObject*, GraphicsContext*&);
virtual FloatRect resourceBoundingBox(const FloatRect&) const;
virtual RenderSVGResourceType resourceType() const { return ClipperResourceType; }
SVGUnitTypes::SVGUnitType clipPathUnits() const { return toUnitType(static_cast<SVGClipPathElement*>(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<RenderObject*, ClipperData*> m_clipper;
};
}
#endif
#endif
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