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/*
* Copyright (C) 2014-2015 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. ``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
* 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.
*/
#include "config.h"
#include "PathUtilities.h"
#include "AffineTransform.h"
#include "BorderData.h"
#include "FloatPoint.h"
#include "FloatRect.h"
#include "FloatRoundedRect.h"
#include "GeometryUtilities.h"
#include <math.h>
#include <wtf/MathExtras.h>
namespace WebCore {
class FloatPointGraph {
WTF_MAKE_NONCOPYABLE(FloatPointGraph);
public:
FloatPointGraph() { }
class Node : public FloatPoint {
WTF_MAKE_NONCOPYABLE(Node);
public:
Node(FloatPoint point)
: FloatPoint(point)
{ }
const Vector<Node*>& nextPoints() const { return m_nextPoints; }
void addNextPoint(Node* node)
{
if (!m_nextPoints.contains(node))
m_nextPoints.append(node);
}
bool isVisited() const { return m_visited; }
void visit() { m_visited = true; }
void reset() { m_visited = false; m_nextPoints.clear(); }
private:
Vector<Node*> m_nextPoints;
bool m_visited { false };
};
typedef std::pair<Node*, Node*> Edge;
typedef Vector<Edge> Polygon;
Node* findOrCreateNode(FloatPoint);
void reset()
{
for (auto& node : m_allNodes)
node->reset();
}
private:
Vector<std::unique_ptr<Node>> m_allNodes;
};
FloatPointGraph::Node* FloatPointGraph::findOrCreateNode(FloatPoint point)
{
for (auto& testNode : m_allNodes) {
if (areEssentiallyEqual(*testNode, point))
return testNode.get();
}
m_allNodes.append(makeUnique<FloatPointGraph::Node>(point));
return m_allNodes.last().get();
}
static bool findLineSegmentIntersection(const FloatPointGraph::Edge& edgeA, const FloatPointGraph::Edge& edgeB, FloatPoint& intersectionPoint)
{
if (!findIntersection(*edgeA.first, *edgeA.second, *edgeB.first, *edgeB.second, intersectionPoint))
return false;
FloatPoint edgeAVec(*edgeA.second - *edgeA.first);
FloatPoint edgeBVec(*edgeB.second - *edgeB.first);
float dotA = edgeAVec.dot(toFloatPoint(intersectionPoint - *edgeA.first));
if (dotA < 0 || dotA > edgeAVec.lengthSquared())
return false;
float dotB = edgeBVec.dot(toFloatPoint(intersectionPoint - *edgeB.first));
if (dotB < 0 || dotB > edgeBVec.lengthSquared())
return false;
return true;
}
static bool addIntersectionPoints(Vector<FloatPointGraph::Polygon>& polys, FloatPointGraph& graph)
{
bool foundAnyIntersections = false;
Vector<FloatPointGraph::Edge> allEdges;
for (auto& poly : polys)
allEdges.appendVector(poly);
for (const FloatPointGraph::Edge& edgeA : allEdges) {
Vector<FloatPointGraph::Node*> intersectionPoints({edgeA.first, edgeA.second});
for (const FloatPointGraph::Edge& edgeB : allEdges) {
if (&edgeA == &edgeB)
continue;
FloatPoint intersectionPoint;
if (!findLineSegmentIntersection(edgeA, edgeB, intersectionPoint))
continue;
foundAnyIntersections = true;
intersectionPoints.append(graph.findOrCreateNode(intersectionPoint));
}
std::sort(intersectionPoints.begin(), intersectionPoints.end(), [edgeA](auto* a, auto* b) {
return FloatPoint(*edgeA.first - *b).lengthSquared() > FloatPoint(*edgeA.first - *a).lengthSquared();
});
for (unsigned pointIndex = 1; pointIndex < intersectionPoints.size(); pointIndex++)
intersectionPoints[pointIndex - 1]->addNextPoint(intersectionPoints[pointIndex]);
}
return foundAnyIntersections;
}
static FloatPointGraph::Polygon walkGraphAndExtractPolygon(FloatPointGraph::Node* startNode)
{
FloatPointGraph::Polygon outPoly;
FloatPointGraph::Node* currentNode = startNode;
FloatPointGraph::Node* previousNode = startNode;
do {
currentNode->visit();
FloatPoint currentVec(*previousNode - *currentNode);
currentVec.normalize();
// Walk the graph, at each node choosing the next non-visited
// point with the greatest internal angle.
FloatPointGraph::Node* nextNode = nullptr;
float nextNodeAngle = 0;
for (auto* potentialNextNode : currentNode->nextPoints()) {
if (potentialNextNode == currentNode)
continue;
// If we can get back to the start, we should, ignoring the fact that we already visited it.
// Otherwise we'll head inside the shape.
if (potentialNextNode == startNode) {
nextNode = startNode;
break;
}
if (potentialNextNode->isVisited())
continue;
FloatPoint nextVec(*potentialNextNode - *currentNode);
nextVec.normalize();
float angle = acos(nextVec.dot(currentVec));
float crossZ = nextVec.x() * currentVec.y() - nextVec.y() * currentVec.x();
if (crossZ < 0)
angle = (2 * piFloat) - angle;
if (!nextNode || angle > nextNodeAngle) {
nextNode = potentialNextNode;
nextNodeAngle = angle;
}
}
// If we don't end up at a node adjacent to the starting node,
// something went wrong (there's probably a hole in the shape),
// so bail out. We'll use a bounding box instead.
if (!nextNode)
return FloatPointGraph::Polygon();
outPoly.append(std::make_pair(currentNode, nextNode));
previousNode = currentNode;
currentNode = nextNode;
} while (currentNode != startNode);
return outPoly;
}
static FloatPointGraph::Node* findUnvisitedPolygonStartPoint(Vector<FloatPointGraph::Polygon>& polys)
{
for (auto& poly : polys) {
for (auto& edge : poly) {
if (edge.first->isVisited() || edge.second->isVisited())
goto nextPolygon;
}
// FIXME: We should make sure we find an outside edge to start with.
return poly[0].first;
nextPolygon:
continue;
}
return nullptr;
}
static Vector<FloatPointGraph::Polygon> unitePolygons(Vector<FloatPointGraph::Polygon>& polys, FloatPointGraph& graph)
{
graph.reset();
// There are no intersections, so the polygons are disjoint (we already removed wholly-contained rects in an earlier step).
if (!addIntersectionPoints(polys, graph))
return polys;
Vector<FloatPointGraph::Polygon> unitedPolygons;
while (FloatPointGraph::Node* startNode = findUnvisitedPolygonStartPoint(polys)) {
FloatPointGraph::Polygon unitedPolygon = walkGraphAndExtractPolygon(startNode);
if (unitedPolygon.isEmpty())
return Vector<FloatPointGraph::Polygon>();
unitedPolygons.append(unitedPolygon);
}
return unitedPolygons;
}
static FloatPointGraph::Polygon edgesForRect(FloatRect rect, FloatPointGraph& graph)
{
auto minMin = graph.findOrCreateNode(rect.minXMinYCorner());
auto minMax = graph.findOrCreateNode(rect.minXMaxYCorner());
auto maxMax = graph.findOrCreateNode(rect.maxXMaxYCorner());
auto maxMin = graph.findOrCreateNode(rect.maxXMinYCorner());
return FloatPointGraph::Polygon({
std::make_pair(minMin, maxMin),
std::make_pair(maxMin, maxMax),
std::make_pair(maxMax, minMax),
std::make_pair(minMax, minMin)
});
}
static Vector<FloatPointGraph::Polygon> polygonsForRect(const Vector<FloatRect>& rects, FloatPointGraph& graph)
{
Vector<FloatRect> sortedRects = rects;
// FIXME: Replace it with 2 dimensional sort.
std::sort(sortedRects.begin(), sortedRects.end(), [](FloatRect a, FloatRect b) {
return a.x() < b.x();
});
std::sort(sortedRects.begin(), sortedRects.end(), [](FloatRect a, FloatRect b) {
return a.y() < b.y();
});
Vector<FloatPointGraph::Polygon> rectPolygons;
rectPolygons.reserveInitialCapacity(sortedRects.size());
for (auto& rect : sortedRects) {
bool isContained = false;
for (auto& otherRect : sortedRects) {
if (&rect == &otherRect)
continue;
if (otherRect.contains(rect)) {
isContained = true;
break;
}
}
if (!isContained)
rectPolygons.uncheckedAppend(edgesForRect(rect, graph));
}
return unitePolygons(rectPolygons, graph);
}
Vector<Path> PathUtilities::pathsWithShrinkWrappedRects(const Vector<FloatRect>& rects, float radius)
{
Vector<Path> paths;
if (rects.isEmpty())
return paths;
if (rects.size() > 20) {
Path path;
for (const auto& rect : rects)
path.addRoundedRect(rect, FloatSize(radius, radius));
paths.append(path);
return paths;
}
FloatPointGraph graph;
Vector<FloatPointGraph::Polygon> polys = polygonsForRect(rects, graph);
if (polys.isEmpty()) {
Path path;
for (const auto& rect : rects)
path.addRoundedRect(rect, FloatSize(radius, radius));
paths.append(path);
return paths;
}
for (auto& poly : polys) {
Path path;
for (unsigned i = 0; i < poly.size(); ++i) {
FloatPointGraph::Edge& toEdge = poly[i];
// Connect the first edge to the last.
FloatPointGraph::Edge& fromEdge = (i > 0) ? poly[i - 1] : poly[poly.size() - 1];
FloatPoint fromEdgeVec = toFloatPoint(*fromEdge.second - *fromEdge.first);
FloatPoint toEdgeVec = toFloatPoint(*toEdge.second - *toEdge.first);
// Clamp the radius to no more than half the length of either adjacent edge,
// because we want a smooth curve and don't want unequal radii.
float clampedRadius = std::min(radius, fabsf(fromEdgeVec.x() ? fromEdgeVec.x() : fromEdgeVec.y()) / 2);
clampedRadius = std::min(clampedRadius, fabsf(toEdgeVec.x() ? toEdgeVec.x() : toEdgeVec.y()) / 2);
FloatPoint fromEdgeNorm = fromEdgeVec;
fromEdgeNorm.normalize();
FloatPoint toEdgeNorm = toEdgeVec;
toEdgeNorm.normalize();
// Project the radius along the incoming and outgoing edge.
FloatSize fromOffset = clampedRadius * toFloatSize(fromEdgeNorm);
FloatSize toOffset = clampedRadius * toFloatSize(toEdgeNorm);
if (!i)
path.moveTo(*fromEdge.second - fromOffset);
else
path.addLineTo(*fromEdge.second - fromOffset);
path.addArcTo(*fromEdge.second, *toEdge.first + toOffset, clampedRadius);
}
path.closeSubpath();
paths.append(path);
}
return paths;
}
Path PathUtilities::pathWithShrinkWrappedRects(const Vector<FloatRect>& rects, float radius)
{
Vector<Path> paths = pathsWithShrinkWrappedRects(rects, radius);
Path unionPath;
for (const auto& path : paths)
unionPath.addPath(path, AffineTransform());
return unionPath;
}
static std::pair<FloatPoint, FloatPoint> startAndEndPointsForCorner(const FloatPointGraph::Edge& fromEdge, const FloatPointGraph::Edge& toEdge, const FloatSize& radius)
{
FloatPoint startPoint;
FloatPoint endPoint;
FloatSize fromEdgeVector = *fromEdge.second - *fromEdge.first;
FloatSize toEdgeVector = *toEdge.second - *toEdge.first;
FloatPoint fromEdgeNorm = toFloatPoint(fromEdgeVector);
fromEdgeNorm.normalize();
FloatSize fromOffset = FloatSize(radius.width() * fromEdgeNorm.x(), radius.height() * fromEdgeNorm.y());
startPoint = *fromEdge.second - fromOffset;
FloatPoint toEdgeNorm = toFloatPoint(toEdgeVector);
toEdgeNorm.normalize();
FloatSize toOffset = FloatSize(radius.width() * toEdgeNorm.x(), radius.height() * toEdgeNorm.y());
endPoint = *toEdge.first + toOffset;
return std::make_pair(startPoint, endPoint);
}
enum class CornerType { TopLeft, TopRight, BottomRight, BottomLeft, Other };
static CornerType cornerType(const FloatPointGraph::Edge& fromEdge, const FloatPointGraph::Edge& toEdge)
{
auto fromEdgeVector = *fromEdge.second - *fromEdge.first;
auto toEdgeVector = *toEdge.second - *toEdge.first;
if (fromEdgeVector.height() < 0 && toEdgeVector.width() > 0)
return CornerType::TopLeft;
if (fromEdgeVector.width() > 0 && toEdgeVector.height() > 0)
return CornerType::TopRight;
if (fromEdgeVector.height() > 0 && toEdgeVector.width() < 0)
return CornerType::BottomRight;
if (fromEdgeVector.width() < 0 && toEdgeVector.height() < 0)
return CornerType::BottomLeft;
return CornerType::Other;
}
static CornerType cornerTypeForMultiline(const FloatPointGraph::Edge& fromEdge, const FloatPointGraph::Edge& toEdge, const Vector<FloatPoint>& corners)
{
auto corner = cornerType(fromEdge, toEdge);
if (corner == CornerType::TopLeft && corners.at(0) == *fromEdge.second)
return corner;
if (corner == CornerType::TopRight && corners.at(1) == *fromEdge.second)
return corner;
if (corner == CornerType::BottomRight && corners.at(2) == *fromEdge.second)
return corner;
if (corner == CornerType::BottomLeft && corners.at(3) == *fromEdge.second)
return corner;
return CornerType::Other;
}
static std::pair<FloatPoint, FloatPoint> controlPointsForBezierCurve(CornerType cornerType, const FloatPointGraph::Edge& fromEdge,
const FloatPointGraph::Edge& toEdge, const FloatSize& radius)
{
FloatPoint cp1;
FloatPoint cp2;
switch (cornerType) {
case CornerType::TopLeft: {
cp1 = FloatPoint(fromEdge.second->x(), fromEdge.second->y() + radius.height() * Path::circleControlPoint());
cp2 = FloatPoint(toEdge.first->x() + radius.width() * Path::circleControlPoint(), toEdge.first->y());
break;
}
case CornerType::TopRight: {
cp1 = FloatPoint(fromEdge.second->x() - radius.width() * Path::circleControlPoint(), fromEdge.second->y());
cp2 = FloatPoint(toEdge.first->x(), toEdge.first->y() + radius.height() * Path::circleControlPoint());
break;
}
case CornerType::BottomRight: {
cp1 = FloatPoint(fromEdge.second->x(), fromEdge.second->y() - radius.height() * Path::circleControlPoint());
cp2 = FloatPoint(toEdge.first->x() - radius.width() * Path::circleControlPoint(), toEdge.first->y());
break;
}
case CornerType::BottomLeft: {
cp1 = FloatPoint(fromEdge.second->x() + radius.width() * Path::circleControlPoint(), fromEdge.second->y());
cp2 = FloatPoint(toEdge.first->x(), toEdge.first->y() - radius.height() * Path::circleControlPoint());
break;
}
case CornerType::Other: {
ASSERT_NOT_REACHED();
break;
}
}
return std::make_pair(cp1, cp2);
}
static FloatRoundedRect::Radii adjustedtRadiiForHuggingCurve(const FloatSize& topLeftRadius, const FloatSize& topRightRadius,
const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius, float outlineOffset)
{
FloatRoundedRect::Radii radii;
// This adjusts the radius so that it follows the border curve even when offset is present.
auto adjustedRadius = [outlineOffset](const FloatSize& radius)
{
FloatSize expandSize;
if (radius.width() > outlineOffset)
expandSize.setWidth(std::min(outlineOffset, radius.width() - outlineOffset));
if (radius.height() > outlineOffset)
expandSize.setHeight(std::min(outlineOffset, radius.height() - outlineOffset));
FloatSize adjustedRadius = radius;
adjustedRadius.expand(expandSize.width(), expandSize.height());
// Do not go to negative radius.
return adjustedRadius.expandedTo(FloatSize(0, 0));
};
radii.setTopLeft(adjustedRadius(topLeftRadius));
radii.setTopRight(adjustedRadius(topRightRadius));
radii.setBottomRight(adjustedRadius(bottomRightRadius));
radii.setBottomLeft(adjustedRadius(bottomLeftRadius));
return radii;
}
static std::optional<FloatRect> rectFromPolygon(const FloatPointGraph::Polygon& poly)
{
if (poly.size() != 4)
return std::optional<FloatRect>();
std::optional<FloatPoint> topLeft;
std::optional<FloatPoint> bottomRight;
for (unsigned i = 0; i < poly.size(); ++i) {
const auto& toEdge = poly[i];
const auto& fromEdge = (i > 0) ? poly[i - 1] : poly[poly.size() - 1];
auto corner = cornerType(fromEdge, toEdge);
if (corner == CornerType::TopLeft) {
ASSERT(!topLeft);
topLeft = *fromEdge.second;
} else if (corner == CornerType::BottomRight) {
ASSERT(!bottomRight);
bottomRight = *fromEdge.second;
}
}
if (!topLeft || !bottomRight)
return std::optional<FloatRect>();
return FloatRect(topLeft.value(), bottomRight.value());
}
Path PathUtilities::pathWithShrinkWrappedRectsForOutline(const Vector<FloatRect>& rects, const BorderData& borderData,
float outlineOffset, TextDirection direction, WritingMode writingMode, float deviceScaleFactor)
{
ASSERT(borderData.hasBorderRadius());
FloatSize topLeftRadius { borderData.topLeftRadius().width.value(), borderData.topLeftRadius().height.value() };
FloatSize topRightRadius { borderData.topRightRadius().width.value(), borderData.topRightRadius().height.value() };
FloatSize bottomRightRadius { borderData.bottomRightRadius().width.value(), borderData.bottomRightRadius().height.value() };
FloatSize bottomLeftRadius { borderData.bottomLeftRadius().width.value(), borderData.bottomLeftRadius().height.value() };
auto roundedRect = [topLeftRadius, topRightRadius, bottomRightRadius, bottomLeftRadius, outlineOffset, deviceScaleFactor] (const FloatRect& rect)
{
auto radii = adjustedtRadiiForHuggingCurve(topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius, outlineOffset);
radii.scale(calcBorderRadiiConstraintScaleFor(rect, radii));
RoundedRect roundedRect(LayoutRect(rect),
RoundedRect::Radii(LayoutSize(radii.topLeft()), LayoutSize(radii.topRight()), LayoutSize(radii.bottomLeft()), LayoutSize(radii.bottomRight())));
Path path;
path.addRoundedRect(roundedRect.pixelSnappedRoundedRectForPainting(deviceScaleFactor));
return path;
};
if (rects.size() == 1)
return roundedRect(rects.at(0));
FloatPointGraph graph;
const auto polys = polygonsForRect(rects, graph);
// Fall back to corner painting with no radius for empty and disjoint rectangles.
if (!polys.size() || polys.size() > 1)
return Path();
const auto& poly = polys.at(0);
// Fast path when poly has one rect only.
std::optional<FloatRect> rect = rectFromPolygon(poly);
if (rect)
return roundedRect(rect.value());
Path path;
// Multiline outline needs to match multiline border painting. Only first and last lines are getting rounded borders.
auto isLeftToRight = isLeftToRightDirection(direction);
auto firstLineRect = isLeftToRight ? rects.at(0) : rects.at(rects.size() - 1);
auto lastLineRect = isLeftToRight ? rects.at(rects.size() - 1) : rects.at(0);
// Adjust radius so that it matches the box border.
auto firstLineRadii = FloatRoundedRect::Radii(topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius);
auto lastLineRadii = FloatRoundedRect::Radii(topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius);
firstLineRadii.scale(calcBorderRadiiConstraintScaleFor(firstLineRect, firstLineRadii));
lastLineRadii.scale(calcBorderRadiiConstraintScaleFor(lastLineRect, lastLineRadii));
topLeftRadius = firstLineRadii.topLeft();
bottomLeftRadius = firstLineRadii.bottomLeft();
topRightRadius = lastLineRadii.topRight();
bottomRightRadius = lastLineRadii.bottomRight();
Vector<FloatPoint> corners;
// physical topLeft/topRight/bottomRight/bottomLeft
auto isHorizontal = isHorizontalWritingMode(writingMode);
corners.append(firstLineRect.minXMinYCorner());
corners.append(isHorizontal ? lastLineRect.maxXMinYCorner() : firstLineRect.maxXMinYCorner());
corners.append(lastLineRect.maxXMaxYCorner());
corners.append(isHorizontal ? firstLineRect.minXMaxYCorner() : lastLineRect.minXMaxYCorner());
for (unsigned i = 0; i < poly.size(); ++i) {
auto moveOrAddLineTo = [i, &path] (const FloatPoint& startPoint)
{
if (!i)
path.moveTo(startPoint);
else
path.addLineTo(startPoint);
};
const auto& toEdge = poly[i];
const auto& fromEdge = (i > 0) ? poly[i - 1] : poly[poly.size() - 1];
FloatSize radius;
auto corner = cornerTypeForMultiline(fromEdge, toEdge, corners);
switch (corner) {
case CornerType::TopLeft: {
radius = topLeftRadius;
break;
}
case CornerType::TopRight: {
radius = topRightRadius;
break;
}
case CornerType::BottomRight: {
radius = bottomRightRadius;
break;
}
case CornerType::BottomLeft: {
radius = bottomLeftRadius;
break;
}
case CornerType::Other: {
// Do not apply border radius on corners that normal border painting skips. (multiline content)
moveOrAddLineTo(*fromEdge.second);
continue;
}
}
auto [startPoint, endPoint] = startAndEndPointsForCorner(fromEdge, toEdge, radius);
moveOrAddLineTo(startPoint);
auto [cp1, cp2] = controlPointsForBezierCurve(corner, fromEdge, toEdge, radius);
path.addBezierCurveTo(cp1, cp2, endPoint);
}
path.closeSubpath();
return path;
}
}