1/*
2 * Copyright (C) 2013 Adobe Systems Incorporated. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above
9 * copyright notice, this list of conditions and the following
10 * disclaimer.
11 * 2. Redistributions in binary form must reproduce the above
12 * copyright notice, this list of conditions and the following
13 * disclaimer in the documentation and/or other materials
14 * provided with the distribution.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
17 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
18 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
19 * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
20 * COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
21 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
23 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
24 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
25 * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
27 * OF THE POSSIBILITY OF SUCH DAMAGE.
28 */
29
30#include "config.h"
31#include "FloatRoundedRect.h"
32
33#include <algorithm>
34#include <wtf/text/TextStream.h>
35
36namespace WebCore {
37
38FloatRoundedRect::FloatRoundedRect(const RoundedRect& rect)
39 : m_rect(rect.rect())
40 , m_radii(rect.radii())
41{
42}
43
44FloatRoundedRect::FloatRoundedRect(float x, float y, float width, float height)
45 : m_rect(x, y, width, height)
46{
47}
48
49FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const Radii& radii)
50 : m_rect(rect)
51 , m_radii(radii)
52{
53}
54
55FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight)
56 : m_rect(rect)
57 , m_radii(topLeft, topRight, bottomLeft, bottomRight)
58{
59}
60
61bool FloatRoundedRect::Radii::isZero() const
62{
63 return m_topLeft.isZero() && m_topRight.isZero() && m_bottomLeft.isZero() && m_bottomRight.isZero();
64}
65
66bool FloatRoundedRect::Radii::isUniformCornerRadius() const
67{
68 return WTF::areEssentiallyEqual(m_topLeft.width(), m_topLeft.height())
69 && areEssentiallyEqual(m_topLeft, m_topRight)
70 && areEssentiallyEqual(m_topLeft, m_bottomLeft)
71 && areEssentiallyEqual(m_topLeft, m_bottomRight);
72}
73
74void FloatRoundedRect::Radii::scale(float factor)
75{
76 scale(factor, factor);
77}
78
79void FloatRoundedRect::Radii::scale(float horizontalFactor, float verticalFactor)
80{
81 if (horizontalFactor == 1 && verticalFactor == 1)
82 return;
83
84 // If either radius on a corner becomes zero, reset both radii on that corner.
85 m_topLeft.scale(horizontalFactor, verticalFactor);
86 if (!m_topLeft.width() || !m_topLeft.height())
87 m_topLeft = FloatSize();
88 m_topRight.scale(horizontalFactor, verticalFactor);
89 if (!m_topRight.width() || !m_topRight.height())
90 m_topRight = FloatSize();
91 m_bottomLeft.scale(horizontalFactor, verticalFactor);
92 if (!m_bottomLeft.width() || !m_bottomLeft.height())
93 m_bottomLeft = FloatSize();
94 m_bottomRight.scale(horizontalFactor, verticalFactor);
95 if (!m_bottomRight.width() || !m_bottomRight.height())
96 m_bottomRight = FloatSize();
97}
98
99void FloatRoundedRect::Radii::expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth)
100{
101 if (m_topLeft.width() > 0 && m_topLeft.height() > 0) {
102 m_topLeft.setWidth(std::max<float>(0, m_topLeft.width() + leftWidth));
103 m_topLeft.setHeight(std::max<float>(0, m_topLeft.height() + topWidth));
104 }
105 if (m_topRight.width() > 0 && m_topRight.height() > 0) {
106 m_topRight.setWidth(std::max<float>(0, m_topRight.width() + rightWidth));
107 m_topRight.setHeight(std::max<float>(0, m_topRight.height() + topWidth));
108 }
109 if (m_bottomLeft.width() > 0 && m_bottomLeft.height() > 0) {
110 m_bottomLeft.setWidth(std::max<float>(0, m_bottomLeft.width() + leftWidth));
111 m_bottomLeft.setHeight(std::max<float>(0, m_bottomLeft.height() + bottomWidth));
112 }
113 if (m_bottomRight.width() > 0 && m_bottomRight.height() > 0) {
114 m_bottomRight.setWidth(std::max<float>(0, m_bottomRight.width() + rightWidth));
115 m_bottomRight.setHeight(std::max<float>(0, m_bottomRight.height() + bottomWidth));
116 }
117}
118
119static inline float cornerRectIntercept(float y, const FloatRect& cornerRect)
120{
121 ASSERT(cornerRect.height() > 0);
122 return cornerRect.width() * sqrt(1 - (y * y) / (cornerRect.height() * cornerRect.height()));
123}
124
125bool FloatRoundedRect::xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const
126{
127 if (y < rect().y() || y > rect().maxY())
128 return false;
129
130 if (!isRounded()) {
131 minXIntercept = rect().x();
132 maxXIntercept = rect().maxX();
133 return true;
134 }
135
136 const FloatRect& topLeftRect = topLeftCorner();
137 const FloatRect& bottomLeftRect = bottomLeftCorner();
138
139 if (!topLeftRect.isEmpty() && y >= topLeftRect.y() && y < topLeftRect.maxY())
140 minXIntercept = topLeftRect.maxX() - cornerRectIntercept(topLeftRect.maxY() - y, topLeftRect);
141 else if (!bottomLeftRect.isEmpty() && y >= bottomLeftRect.y() && y <= bottomLeftRect.maxY())
142 minXIntercept = bottomLeftRect.maxX() - cornerRectIntercept(y - bottomLeftRect.y(), bottomLeftRect);
143 else
144 minXIntercept = m_rect.x();
145
146 const FloatRect& topRightRect = topRightCorner();
147 const FloatRect& bottomRightRect = bottomRightCorner();
148
149 if (!topRightRect.isEmpty() && y >= topRightRect.y() && y <= topRightRect.maxY())
150 maxXIntercept = topRightRect.x() + cornerRectIntercept(topRightRect.maxY() - y, topRightRect);
151 else if (!bottomRightRect.isEmpty() && y >= bottomRightRect.y() && y <= bottomRightRect.maxY())
152 maxXIntercept = bottomRightRect.x() + cornerRectIntercept(y - bottomRightRect.y(), bottomRightRect);
153 else
154 maxXIntercept = m_rect.maxX();
155
156 return true;
157}
158
159bool FloatRoundedRect::isRenderable() const
160{
161 return m_radii.topLeft().width() >= 0 && m_radii.topLeft().height() >= 0
162 && m_radii.bottomLeft().width() >= 0 && m_radii.bottomLeft().height() >= 0
163 && m_radii.topRight().width() >= 0 && m_radii.topRight().height() >= 0
164 && m_radii.bottomRight().width() >= 0 && m_radii.bottomRight().height() >= 0
165 && m_radii.topLeft().width() + m_radii.topRight().width() <= m_rect.width()
166 && m_radii.bottomLeft().width() + m_radii.bottomRight().width() <= m_rect.width()
167 && m_radii.topLeft().height() + m_radii.bottomLeft().height() <= m_rect.height()
168 && m_radii.topRight().height() + m_radii.bottomRight().height() <= m_rect.height();
169}
170
171void FloatRoundedRect::inflateWithRadii(float size)
172{
173 FloatRect old = m_rect;
174
175 m_rect.inflate(size);
176 // Considering the inflation factor of shorter size to scale the radii seems appropriate here
177 float factor;
178 if (m_rect.width() < m_rect.height())
179 factor = old.width() ? m_rect.width() / old.width() : 0;
180 else
181 factor = old.height() ? m_rect.height() / old.height() : 0;
182
183 m_radii.scale(factor);
184}
185
186void FloatRoundedRect::adjustRadii()
187{
188 float maxRadiusWidth = std::max(m_radii.topLeft().width() + m_radii.topRight().width(), m_radii.bottomLeft().width() + m_radii.bottomRight().width());
189 float maxRadiusHeight = std::max(m_radii.topLeft().height() + m_radii.bottomLeft().height(), m_radii.topRight().height() + m_radii.bottomRight().height());
190
191 if (maxRadiusWidth <= 0 || maxRadiusHeight <= 0) {
192 m_radii.scale(0.0f);
193 return;
194 }
195 float widthRatio = m_rect.width() / maxRadiusWidth;
196 float heightRatio = m_rect.height() / maxRadiusHeight;
197 m_radii.scale(widthRatio < heightRatio ? widthRatio : heightRatio);
198}
199
200// This is conservative; it does not test intrusion into the corner rects.
201bool FloatRoundedRect::intersectionIsRectangular(const FloatRect& rect) const
202{
203 return !(rect.intersects(topLeftCorner()) || rect.intersects(topRightCorner()) || rect.intersects(bottomLeftCorner()) || rect.intersects(bottomRightCorner()));
204}
205
206TextStream& operator<<(TextStream& ts, const FloatRoundedRect& roundedRect)
207{
208 ts << roundedRect.rect().x() << " " << roundedRect.rect().y() << " " << roundedRect.rect().width() << " " << roundedRect.rect().height() << "\n";
209
210 TextStream::IndentScope indentScope(ts);
211 ts << indent << "topLeft=" << roundedRect.topLeftCorner().width() << " " << roundedRect.topLeftCorner().height() << "\n";
212 ts << indent << "topRight=" << roundedRect.topRightCorner().width() << " " << roundedRect.topRightCorner().height() << "\n";
213 ts << indent << "bottomLeft=" << roundedRect.bottomLeftCorner().width() << " " << roundedRect.bottomLeftCorner().height() << "\n";
214 ts << indent << "bottomRight=" << roundedRect.bottomRightCorner().width() << " " << roundedRect.bottomRightCorner().height();
215 return ts;
216}
217
218
219
220} // namespace WebCore
221