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      1 /*
      2  * Copyright (C) 2006 Apple Computer, Inc.
      3  * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
      4  *
      5  * This library is free software; you can redistribute it and/or
      6  * modify it under the terms of the GNU Library General Public
      7  * License as published by the Free Software Foundation; either
      8  * version 2 of the License, or (at your option) any later version.
      9  *
     10  * This library is distributed in the hope that it will be useful,
     11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
     12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13  * Library General Public License for more details.
     14  *
     15  * You should have received a copy of the GNU Library General Public License
     16  * along with this library; see the file COPYING.LIB.  If not, write to
     17  * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
     18  * Boston, MA 02110-1301, USA.
     19  *
     20 */
     21 
     22 #ifndef HitTestLocation_h
     23 #define HitTestLocation_h
     24 
     25 #include "platform/geometry/FloatQuad.h"
     26 #include "platform/geometry/FloatRect.h"
     27 #include "platform/geometry/LayoutRect.h"
     28 #include "platform/geometry/RoundedRect.h"
     29 #include "wtf/Forward.h"
     30 #include "wtf/ListHashSet.h"
     31 #include "wtf/OwnPtr.h"
     32 #include "wtf/RefPtr.h"
     33 
     34 namespace WebCore {
     35 
     36 class Element;
     37 class Frame;
     38 class Image;
     39 class KURL;
     40 class Node;
     41 class RenderRegion;
     42 class Scrollbar;
     43 
     44 class HitTestLocation {
     45 public:
     46 
     47     HitTestLocation();
     48     HitTestLocation(const LayoutPoint&);
     49     HitTestLocation(const FloatPoint&);
     50     HitTestLocation(const FloatPoint&, const FloatQuad&);
     51     // Pass non-zero padding values to perform a rect-based hit test.
     52     HitTestLocation(const LayoutPoint& centerPoint, unsigned topPadding, unsigned rightPadding, unsigned bottomPadding, unsigned leftPadding);
     53     // Make a copy the HitTestLocation in a new region by applying given offset to internal point and area.
     54     HitTestLocation(const HitTestLocation&, const LayoutSize& offset, RenderRegion* = 0);
     55     HitTestLocation(const HitTestLocation&);
     56     ~HitTestLocation();
     57     HitTestLocation& operator=(const HitTestLocation&);
     58 
     59     const LayoutPoint& point() const { return m_point; }
     60     IntPoint roundedPoint() const { return roundedIntPoint(m_point); }
     61 
     62     RenderRegion* region() const { return m_region; }
     63 
     64     // Rect-based hit test related methods.
     65     bool isRectBasedTest() const { return m_isRectBased; }
     66     bool isRectilinear() const { return m_isRectilinear; }
     67     IntRect boundingBox() const { return m_boundingBox; }
     68 
     69     static IntRect rectForPoint(const LayoutPoint&, unsigned topPadding, unsigned rightPadding, unsigned bottomPadding, unsigned leftPadding);
     70     int topPadding() const { return roundedPoint().y() - m_boundingBox.y(); }
     71     int rightPadding() const { return m_boundingBox.maxX() - roundedPoint().x() - 1; }
     72     int bottomPadding() const { return m_boundingBox.maxY() - roundedPoint().y() - 1; }
     73     int leftPadding() const { return roundedPoint().x() - m_boundingBox.x(); }
     74 
     75     bool intersects(const LayoutRect&) const;
     76     bool intersects(const FloatRect&) const;
     77     bool intersects(const RoundedRect&) const;
     78 
     79     const FloatPoint& transformedPoint() const { return m_transformedPoint; }
     80     const FloatQuad& transformedRect() const { return m_transformedRect; }
     81 
     82 private:
     83     template<typename RectType>
     84     bool intersectsRect(const RectType&) const;
     85     void move(const LayoutSize& offset);
     86 
     87     // This is cached forms of the more accurate point and area below.
     88     LayoutPoint m_point;
     89     IntRect m_boundingBox;
     90 
     91     FloatPoint m_transformedPoint;
     92     FloatQuad m_transformedRect;
     93 
     94     RenderRegion* m_region; // The region we're inside.
     95 
     96     bool m_isRectBased;
     97     bool m_isRectilinear;
     98 };
     99 
    100 } // namespace WebCore
    101 
    102 #endif // HitTestLocation_h
    103