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/*
* Copyright (C) 2006, 2007 Eric Seidel <eric@webkit.org>
* Copyright (C) 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.
*/
#ifndef PathTraversalState_h
#define PathTraversalState_h
#include "FloatPoint.h"
#include "Path.h"
namespace WebCore {
class PathTraversalState {
public:
enum class Action {
TotalLength,
VectorAtLength,
SegmentAtLength,
};
PathTraversalState(Action, float desiredLength = 0);
public:
bool processPathElement(PathElement::Type, const FloatPoint*);
bool processPathElement(const PathElement& element) { return processPathElement(element.type, element.points); }
Action action() const { return m_action; }
void setAction(Action action) { m_action = action; }
float desiredLength() const { return m_desiredLength; }
void setDesiredLength(float desiredLength) { m_desiredLength = desiredLength; }
// Traversing output -- should be read only
bool success() const { return m_success; }
float totalLength() const { return m_totalLength; }
FloatPoint current() const { return m_current; }
float normalAngle() const { return m_normalAngle; }
private:
void closeSubpath();
void moveTo(const FloatPoint&);
void lineTo(const FloatPoint&);
void quadraticBezierTo(const FloatPoint&, const FloatPoint&);
void cubicBezierTo(const FloatPoint&, const FloatPoint&, const FloatPoint&);
bool finalizeAppendPathElement();
bool appendPathElement(PathElement::Type, const FloatPoint*);
private:
Action m_action;
bool m_success { false };
FloatPoint m_current;
FloatPoint m_start;
float m_totalLength { 0 };
float m_desiredLength { 0 };
// For normal calculations
FloatPoint m_previous;
float m_normalAngle { 0 }; // degrees
bool m_isZeroVector { false };
};
}
#endif