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/*
* Copyright (C) 2014 Apple Inc. All rights reserved.
*
* 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 INC. AND ITS CONTRIBUTORS ``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 INC. OR ITS 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.
*/
#import "config.h"
#import "WKInspectorHighlightView.h"
#if PLATFORM(IOS_FAMILY)
#import <WebCore/FloatQuad.h>
#import <WebCore/GeometryUtilities.h>
#import <WebCore/InspectorOverlay.h>
@implementation WKInspectorHighlightView
- (instancetype)initWithFrame:(CGRect)frame
{
if (!(self = [super initWithFrame:frame]))
return nil;
_layers = [[NSMutableArray alloc] init];
return self;
}
- (void)dealloc
{
[self _removeAllLayers];
[_layers release];
[super dealloc];
}
- (void)_removeAllLayers
{
for (CAShapeLayer *layer in _layers)
[layer removeFromSuperlayer];
[_layers removeAllObjects];
}
- (void)_createLayers:(NSUInteger)numLayers
{
if ([_layers count] == numLayers)
return;
[self _removeAllLayers];
for (NSUInteger i = 0; i < numLayers; ++i) {
CAShapeLayer *layer = [[CAShapeLayer alloc] init];
[_layers addObject:layer];
[self.layer addSublayer:layer];
[layer release];
}
}
static bool findIntersectionOnLineBetweenPoints(const WebCore::FloatPoint& p1, const WebCore::FloatPoint& p2, const WebCore::FloatPoint& d1, const WebCore::FloatPoint& d2, WebCore::FloatPoint& intersection)
{
// Do the lines intersect?
WebCore::FloatPoint temporaryIntersectionPoint;
if (!findIntersection(p1, p2, d1, d2, temporaryIntersectionPoint))
return false;
// Is the intersection between the two points on the line?
if (p1.x() >= p2.x()) {
if (temporaryIntersectionPoint.x() > p1.x() || temporaryIntersectionPoint.x() < p2.x())
return false;
} else {
if (temporaryIntersectionPoint.x() > p2.x() || temporaryIntersectionPoint.x() < p1.x())
return false;
}
if (p1.y() >= p2.y()) {
if (temporaryIntersectionPoint.y() > p1.y() || temporaryIntersectionPoint.y() < p2.y())
return false;
} else {
if (temporaryIntersectionPoint.y() > p2.y() || temporaryIntersectionPoint.y() < p1.y())
return false;
}
intersection = temporaryIntersectionPoint;
return true;
}
// This quad intersection works because the two quads are known to be at the same
// rotation and clockwise-ness.
static WebCore::FloatQuad quadIntersection(WebCore::FloatQuad bounds, WebCore::FloatQuad toClamp)
{
// Resulting points.
WebCore::FloatPoint p1, p2, p3, p4;
bool containsPoint1 = false;
bool containsPoint2 = false;
bool containsPoint3 = false;
bool containsPoint4 = false;
bool intersectForPoint1 = false;
bool intersectForPoint2 = false;
bool intersectForPoint3 = false;
bool intersectForPoint4 = false;
// Top / bottom vertical clamping.
if (bounds.containsPoint(toClamp.p1())) {
containsPoint1 = true;
p1 = toClamp.p1();
} else if (!(intersectForPoint1 = findIntersectionOnLineBetweenPoints(bounds.p1(), bounds.p2(), toClamp.p1(), toClamp.p4(), p1)))
p1 = toClamp.p1();
if (bounds.containsPoint(toClamp.p2())) {
containsPoint2 = true;
p2 = toClamp.p2();
} else if (!(intersectForPoint2 = findIntersectionOnLineBetweenPoints(bounds.p1(), bounds.p2(), toClamp.p2(), toClamp.p3(), p2)))
p2 = toClamp.p2();
if (bounds.containsPoint(toClamp.p3())) {
containsPoint3 = true;
p3 = toClamp.p3();
} else if (!(intersectForPoint3 = findIntersectionOnLineBetweenPoints(bounds.p4(), bounds.p3(), toClamp.p2(), toClamp.p3(), p3)))
p3 = toClamp.p3();
if (bounds.containsPoint(toClamp.p4())) {
containsPoint4 = true;
p4 = toClamp.p4();
} else if (!(intersectForPoint4 = findIntersectionOnLineBetweenPoints(bounds.p4(), bounds.p3(), toClamp.p1(), toClamp.p4(), p4)))
p4 = toClamp.p4();
// If only one of the points intersected on either the top or bottom line then we
// can clamp the other point on that line to the corner of the bounds.
if (!containsPoint1 && intersectForPoint2 && !intersectForPoint1) {
containsPoint1 = true;
p1 = bounds.p1();
} else if (!containsPoint2 && intersectForPoint1 && !intersectForPoint2) {
containsPoint2 = true;
p2 = bounds.p2();
}
if (!containsPoint4 && intersectForPoint3 && !intersectForPoint4) {
containsPoint4 = true;
p4 = bounds.p4();
} else if (!containsPoint3 && intersectForPoint4 && !intersectForPoint3) {
containsPoint3 = true;
p3 = bounds.p3();
}
// Now we only need to perform horizontal clamping for unadjusted points.
if (!containsPoint2 && !intersectForPoint2)
findIntersectionOnLineBetweenPoints(bounds.p2(), bounds.p3(), p1, p2, p2);
if (!containsPoint3 && !intersectForPoint3)
findIntersectionOnLineBetweenPoints(bounds.p2(), bounds.p3(), p4, p3, p3);
if (!containsPoint1 && !intersectForPoint1)
findIntersectionOnLineBetweenPoints(bounds.p1(), bounds.p4(), p1, p2, p1);
if (!containsPoint4 && !intersectForPoint4)
findIntersectionOnLineBetweenPoints(bounds.p1(), bounds.p4(), p4, p3, p4);
return WebCore::FloatQuad(p1, p2, p3, p4);
}
static void layerPathWithHole(CAShapeLayer *layer, const WebCore::FloatQuad& outerQuad, const WebCore::FloatQuad& holeQuad)
{
// Nothing to show.
if (outerQuad == holeQuad || holeQuad.containsQuad(outerQuad)) {
layer.path = NULL;
return;
}
// If there is a negative margin / padding then the outer box might not
// fully contain the hole box. In such cases we recalculate the hole to
// be the intersection of the two quads.
WebCore::FloatQuad innerHole;
if (outerQuad.containsQuad(holeQuad))
innerHole = holeQuad;
else
innerHole = quadIntersection(outerQuad, holeQuad);
// Clockwise inside rect (hole), Counter-Clockwise outside rect (fill).
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, 0, innerHole.p1().x(), innerHole.p1().y());
CGPathAddLineToPoint(path, 0, innerHole.p2().x(), innerHole.p2().y());
CGPathAddLineToPoint(path, 0, innerHole.p3().x(), innerHole.p3().y());
CGPathAddLineToPoint(path, 0, innerHole.p4().x(), innerHole.p4().y());
CGPathMoveToPoint(path, 0, outerQuad.p1().x(), outerQuad.p1().y());
CGPathAddLineToPoint(path, 0, outerQuad.p4().x(), outerQuad.p4().y());
CGPathAddLineToPoint(path, 0, outerQuad.p3().x(), outerQuad.p3().y());
CGPathAddLineToPoint(path, 0, outerQuad.p2().x(), outerQuad.p2().y());
layer.path = path;
CGPathRelease(path);
}
static void layerPath(CAShapeLayer *layer, const WebCore::FloatQuad& outerQuad)
{
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, 0, outerQuad.p1().x(), outerQuad.p1().y());
CGPathAddLineToPoint(path, 0, outerQuad.p4().x(), outerQuad.p4().y());
CGPathAddLineToPoint(path, 0, outerQuad.p3().x(), outerQuad.p3().y());
CGPathAddLineToPoint(path, 0, outerQuad.p2().x(), outerQuad.p2().y());
layer.path = path;
CGPathRelease(path);
}
- (void)_layoutForNodeHighlight:(const WebCore::Highlight&)highlight offset:(unsigned)offset
{
ASSERT([_layers count] >= offset + 4);
ASSERT(highlight.quads.size() >= offset + 4);
if ([_layers count] < offset + 4 || highlight.quads.size() < offset + 4)
return;
CAShapeLayer *marginLayer = [_layers objectAtIndex:offset];
CAShapeLayer *borderLayer = [_layers objectAtIndex:offset + 1];
CAShapeLayer *paddingLayer = [_layers objectAtIndex:offset + 2];
CAShapeLayer *contentLayer = [_layers objectAtIndex:offset + 3];
WebCore::FloatQuad marginQuad = highlight.quads[offset];
WebCore::FloatQuad borderQuad = highlight.quads[offset + 1];
WebCore::FloatQuad paddingQuad = highlight.quads[offset + 2];
WebCore::FloatQuad contentQuad = highlight.quads[offset + 3];
marginLayer.fillColor = cachedCGColor(highlight.marginColor);
borderLayer.fillColor = cachedCGColor(highlight.borderColor);
paddingLayer.fillColor = cachedCGColor(highlight.paddingColor);
contentLayer.fillColor = cachedCGColor(highlight.contentColor);
layerPathWithHole(marginLayer, marginQuad, borderQuad);
layerPathWithHole(borderLayer, borderQuad, paddingQuad);
layerPathWithHole(paddingLayer, paddingQuad, contentQuad);
layerPath(contentLayer, contentQuad);
}
- (void)_layoutForNodeListHighlight:(const WebCore::Highlight&)highlight
{
if (!highlight.quads.size()) {
[self _removeAllLayers];
return;
}
unsigned nodeCount = highlight.quads.size() / 4;
[self _createLayers:nodeCount * 4];
for (unsigned i = 0; i < nodeCount; ++i)
[self _layoutForNodeHighlight:highlight offset:i * 4];
}
- (void)_layoutForRectsHighlight:(const WebCore::Highlight&)highlight
{
NSUInteger numLayers = highlight.quads.size();
if (!numLayers) {
[self _removeAllLayers];
return;
}
[self _createLayers:numLayers];
CGColorRef contentColor = cachedCGColor(highlight.contentColor);
for (NSUInteger i = 0; i < numLayers; ++i) {
CAShapeLayer *layer = [_layers objectAtIndex:i];
layer.fillColor = contentColor;
layerPath(layer, highlight.quads[i]);
}
}
- (void)update:(const WebCore::Highlight&)highlight
{
if (highlight.type == WebCore::HighlightType::Node || highlight.type == WebCore::HighlightType::NodeList)
[self _layoutForNodeListHighlight:highlight];
else if (highlight.type == WebCore::HighlightType::Rects)
[self _layoutForRectsHighlight:highlight];
}
@end
#endif