/* * 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. */ #include "config.h" #include "FloatRoundedRect.h" #include "TextStream.h" #include namespace WebCore { FloatRoundedRect::FloatRoundedRect(const RoundedRect& rect) : m_rect(rect.rect()) , m_radii(rect.radii()) { } FloatRoundedRect::FloatRoundedRect(float x, float y, float width, float height) : m_rect(x, y, width, height) { } FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const Radii& radii) : m_rect(rect) , m_radii(radii) { } FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight) : m_rect(rect) , m_radii(topLeft, topRight, bottomLeft, bottomRight) { } bool FloatRoundedRect::Radii::isZero() const { return m_topLeft.isZero() && m_topRight.isZero() && m_bottomLeft.isZero() && m_bottomRight.isZero(); } bool FloatRoundedRect::Radii::isUniformCornerRadius() const { return WTF::areEssentiallyEqual(m_topLeft.width(), m_topLeft.height()) && areEssentiallyEqual(m_topLeft, m_topRight) && areEssentiallyEqual(m_topLeft, m_bottomLeft) && areEssentiallyEqual(m_topLeft, m_bottomRight); } void FloatRoundedRect::Radii::scale(float factor) { scale(factor, factor); } void FloatRoundedRect::Radii::scale(float horizontalFactor, float verticalFactor) { if (horizontalFactor == 1 && verticalFactor == 1) return; // If either radius on a corner becomes zero, reset both radii on that corner. m_topLeft.scale(horizontalFactor, verticalFactor); if (!m_topLeft.width() || !m_topLeft.height()) m_topLeft = FloatSize(); m_topRight.scale(horizontalFactor, verticalFactor); if (!m_topRight.width() || !m_topRight.height()) m_topRight = FloatSize(); m_bottomLeft.scale(horizontalFactor, verticalFactor); if (!m_bottomLeft.width() || !m_bottomLeft.height()) m_bottomLeft = FloatSize(); m_bottomRight.scale(horizontalFactor, verticalFactor); if (!m_bottomRight.width() || !m_bottomRight.height()) m_bottomRight = FloatSize(); } void FloatRoundedRect::Radii::expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth) { if (m_topLeft.width() > 0 && m_topLeft.height() > 0) { m_topLeft.setWidth(std::max(0, m_topLeft.width() + leftWidth)); m_topLeft.setHeight(std::max(0, m_topLeft.height() + topWidth)); } if (m_topRight.width() > 0 && m_topRight.height() > 0) { m_topRight.setWidth(std::max(0, m_topRight.width() + rightWidth)); m_topRight.setHeight(std::max(0, m_topRight.height() + topWidth)); } if (m_bottomLeft.width() > 0 && m_bottomLeft.height() > 0) { m_bottomLeft.setWidth(std::max(0, m_bottomLeft.width() + leftWidth)); m_bottomLeft.setHeight(std::max(0, m_bottomLeft.height() + bottomWidth)); } if (m_bottomRight.width() > 0 && m_bottomRight.height() > 0) { m_bottomRight.setWidth(std::max(0, m_bottomRight.width() + rightWidth)); m_bottomRight.setHeight(std::max(0, m_bottomRight.height() + bottomWidth)); } } static inline float cornerRectIntercept(float y, const FloatRect& cornerRect) { ASSERT(cornerRect.height() > 0); return cornerRect.width() * sqrt(1 - (y * y) / (cornerRect.height() * cornerRect.height())); } bool FloatRoundedRect::xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const { if (y < rect().y() || y > rect().maxY()) return false; if (!isRounded()) { minXIntercept = rect().x(); maxXIntercept = rect().maxX(); return true; } const FloatRect& topLeftRect = topLeftCorner(); const FloatRect& bottomLeftRect = bottomLeftCorner(); if (!topLeftRect.isEmpty() && y >= topLeftRect.y() && y < topLeftRect.maxY()) minXIntercept = topLeftRect.maxX() - cornerRectIntercept(topLeftRect.maxY() - y, topLeftRect); else if (!bottomLeftRect.isEmpty() && y >= bottomLeftRect.y() && y <= bottomLeftRect.maxY()) minXIntercept = bottomLeftRect.maxX() - cornerRectIntercept(y - bottomLeftRect.y(), bottomLeftRect); else minXIntercept = m_rect.x(); const FloatRect& topRightRect = topRightCorner(); const FloatRect& bottomRightRect = bottomRightCorner(); if (!topRightRect.isEmpty() && y >= topRightRect.y() && y <= topRightRect.maxY()) maxXIntercept = topRightRect.x() + cornerRectIntercept(topRightRect.maxY() - y, topRightRect); else if (!bottomRightRect.isEmpty() && y >= bottomRightRect.y() && y <= bottomRightRect.maxY()) maxXIntercept = bottomRightRect.x() + cornerRectIntercept(y - bottomRightRect.y(), bottomRightRect); else maxXIntercept = m_rect.maxX(); return true; } bool FloatRoundedRect::isRenderable() const { return m_radii.topLeft().width() >= 0 && m_radii.topLeft().height() >= 0 && m_radii.bottomLeft().width() >= 0 && m_radii.bottomLeft().height() >= 0 && m_radii.topRight().width() >= 0 && m_radii.topRight().height() >= 0 && m_radii.bottomRight().width() >= 0 && m_radii.bottomRight().height() >= 0 && m_radii.topLeft().width() + m_radii.topRight().width() <= m_rect.width() && m_radii.bottomLeft().width() + m_radii.bottomRight().width() <= m_rect.width() && m_radii.topLeft().height() + m_radii.bottomLeft().height() <= m_rect.height() && m_radii.topRight().height() + m_radii.bottomRight().height() <= m_rect.height(); } void FloatRoundedRect::inflateWithRadii(float size) { FloatRect old = m_rect; m_rect.inflate(size); // Considering the inflation factor of shorter size to scale the radii seems appropriate here float factor; if (m_rect.width() < m_rect.height()) factor = old.width() ? m_rect.width() / old.width() : 0; else factor = old.height() ? m_rect.height() / old.height() : 0; m_radii.scale(factor); } void FloatRoundedRect::adjustRadii() { float maxRadiusWidth = std::max(m_radii.topLeft().width() + m_radii.topRight().width(), m_radii.bottomLeft().width() + m_radii.bottomRight().width()); float maxRadiusHeight = std::max(m_radii.topLeft().height() + m_radii.bottomLeft().height(), m_radii.topRight().height() + m_radii.bottomRight().height()); if (maxRadiusWidth <= 0 || maxRadiusHeight <= 0) { m_radii.scale(0.0f); return; } float widthRatio = m_rect.width() / maxRadiusWidth; float heightRatio = m_rect.height() / maxRadiusHeight; m_radii.scale(widthRatio < heightRatio ? widthRatio : heightRatio); } // This is conservative; it does not test intrusion into the corner rects. bool FloatRoundedRect::intersectionIsRectangular(const FloatRect& rect) const { return !(rect.intersects(topLeftCorner()) || rect.intersects(topRightCorner()) || rect.intersects(bottomLeftCorner()) || rect.intersects(bottomRightCorner())); } TextStream& operator<<(TextStream& ts, const FloatRoundedRect& roundedRect) { ts << roundedRect.rect().x() << " " << roundedRect.rect().y() << " " << roundedRect.rect().width() << " " << roundedRect.rect().height() << "\n"; ts.increaseIndent(); ts.writeIndent(); ts << "topLeft=" << roundedRect.topLeftCorner().width() << " " << roundedRect.topLeftCorner().height() << "\n"; ts.writeIndent(); ts << "topRight=" << roundedRect.topRightCorner().width() << " " << roundedRect.topRightCorner().height() << "\n"; ts.writeIndent(); ts << "bottomLeft=" << roundedRect.bottomLeftCorner().width() << " " << roundedRect.bottomLeftCorner().height() << "\n"; ts.writeIndent(); ts << "bottomRight=" << roundedRect.bottomRightCorner().width() << " " << roundedRect.bottomRightCorner().height(); ts.decreaseIndent(); return ts; } } // namespace WebCore