Home | History | Annotate | Download | only in graphics
      1 /*
      2  * Copyright (C) 2003, 2006 Apple Computer, Inc.  All rights reserved.
      3  *                     2006 Rob Buis <buis (at) kde.org>
      4  * Copyright (C) 2007 Eric Seidel <eric (at) webkit.org>
      5  *
      6  * Redistribution and use in source and binary forms, with or without
      7  * modification, are permitted provided that the following conditions
      8  * are met:
      9  * 1. Redistributions of source code must retain the above copyright
     10  *    notice, this list of conditions and the following disclaimer.
     11  * 2. Redistributions in binary form must reproduce the above copyright
     12  *    notice, this list of conditions and the following disclaimer in the
     13  *    documentation and/or other materials provided with the distribution.
     14  *
     15  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
     16  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     18  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
     19  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     20  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     21  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     22  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     23  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     24  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     25  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     26  */
     27 
     28 
     29 #include "config.h"
     30 #include "Path.h"
     31 
     32 #include "FloatPoint.h"
     33 #include "FloatRect.h"
     34 #include "PathTraversalState.h"
     35 #include <math.h>
     36 #include <wtf/MathExtras.h>
     37 
     38 // Approximation of control point positions on a bezier to simulate a quarter of a circle.
     39 static const float gCircleControlPoint = 0.448f;
     40 
     41 namespace WebCore {
     42 
     43 #if !PLATFORM(OPENVG) && !PLATFORM(QT)
     44 static void pathLengthApplierFunction(void* info, const PathElement* element)
     45 {
     46     PathTraversalState& traversalState = *static_cast<PathTraversalState*>(info);
     47     if (traversalState.m_success)
     48         return;
     49     traversalState.m_previous = traversalState.m_current;
     50     FloatPoint* points = element->points;
     51     float segmentLength = 0;
     52     switch (element->type) {
     53         case PathElementMoveToPoint:
     54             segmentLength = traversalState.moveTo(points[0]);
     55             break;
     56         case PathElementAddLineToPoint:
     57             segmentLength = traversalState.lineTo(points[0]);
     58             break;
     59         case PathElementAddQuadCurveToPoint:
     60             segmentLength = traversalState.quadraticBezierTo(points[0], points[1]);
     61             break;
     62         case PathElementAddCurveToPoint:
     63             segmentLength = traversalState.cubicBezierTo(points[0], points[1], points[2]);
     64             break;
     65         case PathElementCloseSubpath:
     66             segmentLength = traversalState.closeSubpath();
     67             break;
     68     }
     69     traversalState.m_totalLength += segmentLength;
     70     if ((traversalState.m_action == PathTraversalState::TraversalPointAtLength ||
     71          traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) &&
     72         (traversalState.m_totalLength >= traversalState.m_desiredLength)) {
     73         FloatSize change = traversalState.m_current - traversalState.m_previous;
     74         float slope = atan2f(change.height(), change.width());
     75 
     76         if (traversalState.m_action == PathTraversalState::TraversalPointAtLength) {
     77             float offset = traversalState.m_desiredLength - traversalState.m_totalLength;
     78             traversalState.m_current.move(offset * cosf(slope), offset * sinf(slope));
     79         } else
     80             traversalState.m_normalAngle = rad2deg(slope);
     81 
     82         traversalState.m_success = true;
     83     }
     84 }
     85 
     86 float Path::length() const
     87 {
     88     PathTraversalState traversalState(PathTraversalState::TraversalTotalLength);
     89     apply(&traversalState, pathLengthApplierFunction);
     90     return traversalState.m_totalLength;
     91 }
     92 
     93 FloatPoint Path::pointAtLength(float length, bool& ok) const
     94 {
     95     PathTraversalState traversalState(PathTraversalState::TraversalPointAtLength);
     96     traversalState.m_desiredLength = length;
     97     apply(&traversalState, pathLengthApplierFunction);
     98     ok = traversalState.m_success;
     99     return traversalState.m_current;
    100 }
    101 
    102 float Path::normalAngleAtLength(float length, bool& ok) const
    103 {
    104     PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength);
    105     traversalState.m_desiredLength = length ? length : std::numeric_limits<float>::epsilon();
    106     apply(&traversalState, pathLengthApplierFunction);
    107     ok = traversalState.m_success;
    108     return traversalState.m_normalAngle;
    109 }
    110 #endif
    111 
    112 void Path::addRoundedRect(const FloatRect& rect, const FloatSize& roundingRadii)
    113 {
    114     if (rect.isEmpty())
    115         return;
    116 
    117     FloatSize radius(roundingRadii);
    118     FloatSize halfSize(rect.width() / 2, rect.height() / 2);
    119 
    120     // If rx is greater than half of the width of the rectangle
    121     // then set rx to half of the width (required in SVG spec)
    122     if (radius.width() > halfSize.width())
    123         radius.setWidth(halfSize.width());
    124 
    125     // If ry is greater than half of the height of the rectangle
    126     // then set ry to half of the height (required in SVG spec)
    127     if (radius.height() > halfSize.height())
    128         radius.setHeight(halfSize.height());
    129 
    130     moveTo(FloatPoint(rect.x() + radius.width(), rect.y()));
    131 
    132     if (radius.width() < halfSize.width())
    133         addLineTo(FloatPoint(rect.x() + rect.width() - roundingRadii.width(), rect.y()));
    134 
    135     addBezierCurveTo(FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height()));
    136 
    137     if (radius.height() < halfSize.height())
    138         addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height()));
    139 
    140     addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x() + rect.width() - radius.width(), rect.y() + rect.height()));
    141 
    142     if (radius.width() < halfSize.width())
    143         addLineTo(FloatPoint(rect.x() + radius.width(), rect.y() + rect.height()));
    144 
    145     addBezierCurveTo(FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height()));
    146 
    147     if (radius.height() < halfSize.height())
    148         addLineTo(FloatPoint(rect.x(), rect.y() + radius.height()));
    149 
    150     addBezierCurveTo(FloatPoint(rect.x(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + radius.width(), rect.y()));
    151 
    152     closeSubpath();
    153 }
    154 
    155 void Path::addRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius)
    156 {
    157     if (rect.isEmpty())
    158         return;
    159 
    160     if (rect.width() < topLeftRadius.width() + topRightRadius.width()
    161             || rect.width() < bottomLeftRadius.width() + bottomRightRadius.width()
    162             || rect.height() < topLeftRadius.height() + bottomLeftRadius.height()
    163             || rect.height() < topRightRadius.height() + bottomRightRadius.height()) {
    164         // If all the radii cannot be accommodated, return a rect.
    165         addRect(rect);
    166         return;
    167     }
    168 
    169     moveTo(FloatPoint(rect.x() + topLeftRadius.width(), rect.y()));
    170 
    171     addLineTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width(), rect.y()));
    172     addBezierCurveTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width() * gCircleControlPoint, rect.y()),
    173                      FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height() * gCircleControlPoint),
    174                      FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height()));
    175     addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height()));
    176     addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height() * gCircleControlPoint),
    177                      FloatPoint(rect.x() + rect.width() - bottomRightRadius.width() * gCircleControlPoint, rect.y() + rect.height()),
    178                      FloatPoint(rect.x() + rect.width() - bottomRightRadius.width(), rect.y() + rect.height()));
    179     addLineTo(FloatPoint(rect.x() + bottomLeftRadius.width(), rect.y() + rect.height()));
    180     addBezierCurveTo(FloatPoint(rect.x() + bottomLeftRadius.width() * gCircleControlPoint, rect.y() + rect.height()),
    181                      FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height() * gCircleControlPoint),
    182                      FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height()));
    183     addLineTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height()));
    184     addBezierCurveTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * gCircleControlPoint),
    185                      FloatPoint(rect.x() + topLeftRadius.width() * gCircleControlPoint, rect.y()),
    186                      FloatPoint(rect.x() + topLeftRadius.width(), rect.y()));
    187 
    188     closeSubpath();
    189 }
    190 
    191 void Path::addRoundedRect(const RoundedIntRect& r)
    192 {
    193     addRoundedRect(r.rect(), r.radii().topLeft(), r.radii().topRight(), r.radii().bottomLeft(), r.radii().bottomRight());
    194 }
    195 
    196 }
    197