--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/osswebengine/WebCore/platform/graphics/Path.cpp Mon Mar 30 12:54:55 2009 +0300
@@ -0,0 +1,276 @@
+/*
+ * Copyright (C) 2003, 2006 Apple Computer, Inc. All rights reserved.
+ * 2006 Rob Buis <buis@kde.org>
+ * Copyright (C) 2007 Eric Seidel <eric@webkit.org>
+ *
+ * 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 COMPUTER, 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 COMPUTER, 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 "Path.h"
+
+#include "FloatPoint.h"
+#include "FloatRect.h"
+#include "PathTraversalState.h"
+#include <math.h>
+#include <wtf/MathExtras.h>
+
+const float QUARTER = 0.552f; // approximation of control point positions on a bezier
+ // to simulate a quarter of a circle.
+namespace WebCore {
+
+static void pathLengthApplierFunction(void* info, const PathElement* element)
+{
+ PathTraversalState& traversalState = *static_cast<PathTraversalState*>(info);
+ if (traversalState.m_success)
+ return;
+ traversalState.m_previous = traversalState.m_current;
+ FloatPoint* points = element->points;
+ float segmentLength = 0.0f;
+ switch (element->type) {
+ case PathElementMoveToPoint:
+ segmentLength = traversalState.moveTo(points[0]);
+ break;
+ case PathElementAddLineToPoint:
+ segmentLength = traversalState.lineTo(points[0]);
+ break;
+ case PathElementAddQuadCurveToPoint:
+ segmentLength = traversalState.quadraticBezierTo(points[0], points[1]);
+ break;
+ case PathElementAddCurveToPoint:
+ segmentLength = traversalState.cubicBezierTo(points[0], points[1], points[2]);
+ break;
+ case PathElementCloseSubpath:
+ segmentLength = traversalState.closeSubpath();
+ break;
+ }
+ traversalState.m_totalLength += segmentLength;
+ if ((traversalState.m_action == PathTraversalState::TraversalPointAtLength ||
+ traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) &&
+ (traversalState.m_totalLength >= traversalState.m_desiredLength)) {
+ FloatSize change = traversalState.m_current - traversalState.m_previous;
+ float slope = atan2f(change.height(), change.width());
+
+ if (traversalState.m_action == PathTraversalState::TraversalPointAtLength) {
+ float offset = traversalState.m_desiredLength - traversalState.m_totalLength;
+ traversalState.m_current.move(offset * cosf(slope), offset * sinf(slope));
+ } else {
+ static const float rad2deg = 180.0f / piFloat;
+ traversalState.m_normalAngle = slope * rad2deg;
+ }
+
+ traversalState.m_success = true;
+ }
+}
+
+float Path::length()
+{
+ PathTraversalState traversalState(PathTraversalState::TraversalTotalLength);
+ apply(&traversalState, pathLengthApplierFunction);
+ return traversalState.m_totalLength;
+}
+
+FloatPoint Path::pointAtLength(float length, bool& ok)
+{
+ PathTraversalState traversalState(PathTraversalState::TraversalPointAtLength);
+ traversalState.m_desiredLength = length;
+ apply(&traversalState, pathLengthApplierFunction);
+ ok = traversalState.m_success;
+ return traversalState.m_current;
+}
+
+float Path::normalAngleAtLength(float length, bool& ok)
+{
+ PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength);
+ traversalState.m_desiredLength = length;
+ apply(&traversalState, pathLengthApplierFunction);
+ ok = traversalState.m_success;
+ return traversalState.m_normalAngle;
+}
+
+Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& roundingRadii)
+{
+ Path path;
+ float x = rectangle.x();
+ float y = rectangle.y();
+ float width = rectangle.width();
+ float height = rectangle.height();
+ float rx = roundingRadii.width();
+ float ry = roundingRadii.height();
+ if (width <= 0.0f || height <= 0.0f)
+ return path;
+
+ float dx = rx, dy = ry;
+ // If rx is greater than half of the width of the rectangle
+ // then set rx to half of the width (required in SVG spec)
+ if (dx > width * 0.5f)
+ dx = width * 0.5f;
+
+ // If ry is greater than half of the height of the rectangle
+ // then set ry to half of the height (required in SVG spec)
+ if (dy > height * 0.5f)
+ dy = height * 0.5f;
+
+ path.moveTo(FloatPoint(x + dx, y));
+
+ if (dx < width * 0.5f)
+ path.addLineTo(FloatPoint(x + width - rx, y));
+
+ path.addBezierCurveTo(FloatPoint(x + width - dx * (1 - QUARTER), y), FloatPoint(x + width, y + dy * (1 - QUARTER)), FloatPoint(x + width, y + dy));
+
+ if (dy < height * 0.5)
+ path.addLineTo(FloatPoint(x + width, y + height - dy));
+
+ path.addBezierCurveTo(FloatPoint(x + width, y + height - dy * (1 - QUARTER)), FloatPoint(x + width - dx * (1 - QUARTER), y + height), FloatPoint(x + width - dx, y + height));
+
+ if (dx < width * 0.5)
+ path.addLineTo(FloatPoint(x + dx, y + height));
+
+ path.addBezierCurveTo(FloatPoint(x + dx * (1 - QUARTER), y + height), FloatPoint(x, y + height - dy * (1 - QUARTER)), FloatPoint(x, y + height - dy));
+
+ if (dy < height * 0.5)
+ path.addLineTo(FloatPoint(x, y + dy));
+
+ path.addBezierCurveTo(FloatPoint(x, y + dy * (1 - QUARTER)), FloatPoint(x + dx * (1 - QUARTER), y), FloatPoint(x + dx, y));
+
+ path.closeSubpath();
+
+ return path;
+}
+
+Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius)
+{
+ Path path;
+
+ float width = rectangle.width();
+ float height = rectangle.height();
+ if (width <= 0.0 || height <= 0.0)
+ return path;
+
+ if (width < topLeftRadius.width() + topRightRadius.width()
+ || width < bottomLeftRadius.width() + bottomRightRadius.width()
+ || height < topLeftRadius.height() + bottomLeftRadius.height()
+ || height < topRightRadius.height() + bottomRightRadius.height())
+ // If all the radii cannot be accommodated, return a rect.
+ return createRectangle(rectangle);
+
+ float x = rectangle.x();
+ float y = rectangle.y();
+
+ path.moveTo(FloatPoint(x + topLeftRadius.width(), y));
+
+ path.addLineTo(FloatPoint(x + width - topRightRadius.width(), y));
+
+ path.addBezierCurveTo(FloatPoint(x + width - topRightRadius.width() * (1 - QUARTER), y), FloatPoint(x + width, y + topRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width, y + topRightRadius.height()));
+
+ path.addLineTo(FloatPoint(x + width, y + height - bottomRightRadius.height()));
+
+ path.addBezierCurveTo(FloatPoint(x + width, y + height - bottomRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width - bottomRightRadius.width() * (1 - QUARTER), y + height), FloatPoint(x + width - bottomRightRadius.width(), y + height));
+
+ path.addLineTo(FloatPoint(x + bottomLeftRadius.width(), y + height));
+
+ path.addBezierCurveTo(FloatPoint(x + bottomLeftRadius.width() * (1 - QUARTER), y + height), FloatPoint(x, y + height - bottomLeftRadius.height() * (1 - QUARTER)), FloatPoint(x, y + height - bottomLeftRadius.height()));
+
+ path.addLineTo(FloatPoint(x, y + topLeftRadius.height()));
+
+ path.addBezierCurveTo(FloatPoint(x, y + topLeftRadius.height() * (1 - QUARTER)), FloatPoint(x + topLeftRadius.width() * (1 - QUARTER), y), FloatPoint(x + topLeftRadius.width(), y));
+
+ path.closeSubpath();
+
+ return path;
+}
+
+Path Path::createRectangle(const FloatRect& rectangle)
+{
+ Path path;
+ float x = rectangle.x();
+ float y = rectangle.y();
+ float width = rectangle.width();
+ float height = rectangle.height();
+ if (width <= 0.0f || height <= 0.0f)
+ return path;
+
+ path.moveTo(FloatPoint(x, y));
+ path.addLineTo(FloatPoint(x + width, y));
+ path.addLineTo(FloatPoint(x + width, y + height));
+ path.addLineTo(FloatPoint(x, y + height));
+ path.closeSubpath();
+
+ return path;
+}
+
+Path Path::createEllipse(const FloatPoint& center, float rx, float ry)
+{
+ float cx = center.x();
+ float cy = center.y();
+ Path path;
+ if (rx <= 0.0f || ry <= 0.0f)
+ return path;
+
+ float x = cx;
+ float y = cy;
+
+ unsigned step = 0, num = 100;
+ bool running = true;
+ while (running)
+ {
+ if (step == num)
+ {
+ running = false;
+ break;
+ }
+
+ float angle = static_cast<float>(step) / static_cast<float>(num) * 2.0f * piFloat;
+ x = cx + cosf(angle) * rx;
+ y = cy + sinf(angle) * ry;
+
+ step++;
+ if (step == 1)
+ path.moveTo(FloatPoint(x, y));
+ else
+ path.addLineTo(FloatPoint(x, y));
+ }
+
+ path.closeSubpath();
+
+ return path;
+}
+
+Path Path::createCircle(const FloatPoint& center, float r)
+{
+ return createEllipse(center, r, r);
+}
+
+Path Path::createLine(const FloatPoint& start, const FloatPoint& end)
+{
+ Path path;
+ if (start.x() == end.x() && start.y() == end.y())
+ return path;
+
+ path.moveTo(start);
+ path.addLineTo(end);
+
+ return path;
+}
+
+}