| /* |
| * Copyright (C) 2013 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDERS AND 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 THE |
| * COPYRIGHT HOLDER 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 FloatRoundedRect_h |
| #define FloatRoundedRect_h |
| |
| #include "FloatRect.h" |
| #include "FloatSize.h" |
| #include "RoundedRect.h" |
| |
| namespace WebCore { |
| |
| class FloatRoundedRect { |
| WTF_MAKE_FAST_ALLOCATED; |
| public: |
| class Radii { |
| WTF_MAKE_FAST_ALLOCATED; |
| public: |
| Radii() { } |
| Radii(const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight) |
| : m_topLeft(topLeft) |
| , m_topRight(topRight) |
| , m_bottomLeft(bottomLeft) |
| , m_bottomRight(bottomRight) |
| { |
| } |
| |
| Radii(const RoundedRect::Radii& intRadii) |
| : m_topLeft(intRadii.topLeft()) |
| , m_topRight(intRadii.topRight()) |
| , m_bottomLeft(intRadii.bottomLeft()) |
| , m_bottomRight(intRadii.bottomRight()) |
| { |
| } |
| |
| explicit Radii(float uniformRadius) |
| : m_topLeft(uniformRadius, uniformRadius) |
| , m_topRight(uniformRadius, uniformRadius) |
| , m_bottomLeft(uniformRadius, uniformRadius) |
| , m_bottomRight(uniformRadius, uniformRadius) |
| { |
| } |
| |
| explicit Radii(float uniformRadiusWidth, float uniformRadiusHeight) |
| : m_topLeft(uniformRadiusWidth, uniformRadiusHeight) |
| , m_topRight(uniformRadiusWidth, uniformRadiusHeight) |
| , m_bottomLeft(uniformRadiusWidth, uniformRadiusHeight) |
| , m_bottomRight(uniformRadiusWidth, uniformRadiusHeight) |
| { |
| } |
| |
| void setTopLeft(const FloatSize& size) { m_topLeft = size; } |
| void setTopRight(const FloatSize& size) { m_topRight = size; } |
| void setBottomLeft(const FloatSize& size) { m_bottomLeft = size; } |
| void setBottomRight(const FloatSize& size) { m_bottomRight = size; } |
| const FloatSize& topLeft() const { return m_topLeft; } |
| const FloatSize& topRight() const { return m_topRight; } |
| const FloatSize& bottomLeft() const { return m_bottomLeft; } |
| const FloatSize& bottomRight() const { return m_bottomRight; } |
| |
| bool isZero() const; |
| bool isUniformCornerRadius() const; // Including no radius. |
| |
| void scale(float factor); |
| void scale(float horizontalFactor, float verticalFactor); |
| void expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth); |
| void expand(float size) { expand(size, size, size, size); } |
| void shrink(float topWidth, float bottomWidth, float leftWidth, float rightWidth) { expand(-topWidth, -bottomWidth, -leftWidth, -rightWidth); } |
| void shrink(float size) { shrink(size, size, size, size); } |
| |
| private: |
| FloatSize m_topLeft; |
| FloatSize m_topRight; |
| FloatSize m_bottomLeft; |
| FloatSize m_bottomRight; |
| }; |
| |
| WEBCORE_EXPORT explicit FloatRoundedRect(const FloatRect& = FloatRect(), const Radii& = Radii()); |
| explicit FloatRoundedRect(const RoundedRect&); |
| FloatRoundedRect(float x, float y, float width, float height); |
| FloatRoundedRect(const FloatRect&, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight); |
| |
| const FloatRect& rect() const { return m_rect; } |
| const Radii& radii() const { return m_radii; } |
| bool isRounded() const { return !m_radii.isZero(); } |
| bool isEmpty() const { return m_rect.isEmpty(); } |
| |
| void setRect(const FloatRect& rect) { m_rect = rect; } |
| void setLocation(FloatPoint location) { m_rect.setLocation(location); } |
| void setRadii(const Radii& radii) { m_radii = radii; } |
| |
| void move(const FloatSize& size) { m_rect.move(size); } |
| void inflate(float size) { m_rect.inflate(size); } |
| void expandRadii(float size) { m_radii.expand(size); } |
| void shrinkRadii(float size) { m_radii.shrink(size); } |
| void inflateWithRadii(float size); |
| void adjustRadii(); |
| |
| FloatRect topLeftCorner() const |
| { |
| return FloatRect(m_rect.x(), m_rect.y(), m_radii.topLeft().width(), m_radii.topLeft().height()); |
| } |
| FloatRect topRightCorner() const |
| { |
| return FloatRect(m_rect.maxX() - m_radii.topRight().width(), m_rect.y(), m_radii.topRight().width(), m_radii.topRight().height()); |
| } |
| FloatRect bottomLeftCorner() const |
| { |
| return FloatRect(m_rect.x(), m_rect.maxY() - m_radii.bottomLeft().height(), m_radii.bottomLeft().width(), m_radii.bottomLeft().height()); |
| } |
| FloatRect bottomRightCorner() const |
| { |
| return FloatRect(m_rect.maxX() - m_radii.bottomRight().width(), m_rect.maxY() - m_radii.bottomRight().height(), m_radii.bottomRight().width(), m_radii.bottomRight().height()); |
| } |
| |
| bool isRenderable() const; |
| bool xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const; |
| |
| bool intersectionIsRectangular(const FloatRect&) const; |
| |
| private: |
| FloatRect m_rect; |
| Radii m_radii; |
| }; |
| |
| inline bool operator==(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b) |
| { |
| return a.topLeft() == b.topLeft() && a.topRight() == b.topRight() && a.bottomLeft() == b.bottomLeft() && a.bottomRight() == b.bottomRight(); |
| } |
| |
| inline bool operator!=(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b) |
| { |
| return !(a == b); |
| } |
| |
| inline bool operator==(const FloatRoundedRect& a, const FloatRoundedRect& b) |
| { |
| return a.rect() == b.rect() && a.radii() == b.radii(); |
| } |
| |
| inline bool operator!=(const FloatRoundedRect& a, const FloatRoundedRect& b) |
| { |
| return !(a == b); |
| } |
| |
| inline float calcBorderRadiiConstraintScaleFor(const FloatRect& rect, const FloatRoundedRect::Radii& radii) |
| { |
| // Constrain corner radii using CSS3 rules: |
| // http://www.w3.org/TR/css3-background/#the-border-radius |
| |
| float factor = 1; |
| float radiiSum; |
| |
| // top |
| radiiSum = radii.topLeft().width() + radii.topRight().width(); // Casts to avoid integer overflow. |
| if (radiiSum > rect.width()) |
| factor = std::min(rect.width() / radiiSum, factor); |
| |
| // bottom |
| radiiSum = radii.bottomLeft().width() + radii.bottomRight().width(); |
| if (radiiSum > rect.width()) |
| factor = std::min(rect.width() / radiiSum, factor); |
| |
| // left |
| radiiSum = radii.topLeft().height() + radii.bottomLeft().height(); |
| if (radiiSum > rect.height()) |
| factor = std::min(rect.height() / radiiSum, factor); |
| |
| // right |
| radiiSum = radii.topRight().height() + radii.bottomRight().height(); |
| if (radiiSum > rect.height()) |
| factor = std::min(rect.height() / radiiSum, factor); |
| |
| ASSERT(factor <= 1); |
| return factor; |
| } |
| |
| WEBCORE_EXPORT WTF::TextStream& operator<<(WTF::TextStream&, const FloatRoundedRect&); |
| |
| } // namespace WebCore |
| |
| #endif // FloatRoundedRect_h |