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#ifndef FloatRoundedRect_h
31#define FloatRoundedRect_h
32
33#include "FloatRect.h"
34#include "FloatSize.h"
35#include "RoundedRect.h"
36
37namespace WebCore {
38
39class FloatRoundedRect {
40 WTF_MAKE_FAST_ALLOCATED;
41public:
42 class Radii {
43 public:
44 Radii() { }
45 Radii(const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight)
46 : m_topLeft(topLeft)
47 , m_topRight(topRight)
48 , m_bottomLeft(bottomLeft)
49 , m_bottomRight(bottomRight)
50 {
51 }
52
53 Radii(const RoundedRect::Radii& intRadii)
54 : m_topLeft(intRadii.topLeft())
55 , m_topRight(intRadii.topRight())
56 , m_bottomLeft(intRadii.bottomLeft())
57 , m_bottomRight(intRadii.bottomRight())
58 {
59 }
60
61 explicit Radii(float uniformRadius)
62 : m_topLeft(uniformRadius, uniformRadius)
63 , m_topRight(uniformRadius, uniformRadius)
64 , m_bottomLeft(uniformRadius, uniformRadius)
65 , m_bottomRight(uniformRadius, uniformRadius)
66 {
67 }
68
69 void setTopLeft(const FloatSize& size) { m_topLeft = size; }
70 void setTopRight(const FloatSize& size) { m_topRight = size; }
71 void setBottomLeft(const FloatSize& size) { m_bottomLeft = size; }
72 void setBottomRight(const FloatSize& size) { m_bottomRight = size; }
73 const FloatSize& topLeft() const { return m_topLeft; }
74 const FloatSize& topRight() const { return m_topRight; }
75 const FloatSize& bottomLeft() const { return m_bottomLeft; }
76 const FloatSize& bottomRight() const { return m_bottomRight; }
77
78 bool isZero() const;
79 bool isUniformCornerRadius() const; // Including no radius.
80
81 void scale(float factor);
82 void scale(float horizontalFactor, float verticalFactor);
83 void expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth);
84 void expand(float size) { expand(size, size, size, size); }
85 void shrink(float topWidth, float bottomWidth, float leftWidth, float rightWidth) { expand(-topWidth, -bottomWidth, -leftWidth, -rightWidth); }
86 void shrink(float size) { shrink(size, size, size, size); }
87
88 private:
89 FloatSize m_topLeft;
90 FloatSize m_topRight;
91 FloatSize m_bottomLeft;
92 FloatSize m_bottomRight;
93 };
94
95 WEBCORE_EXPORT explicit FloatRoundedRect(const FloatRect& = FloatRect(), const Radii& = Radii());
96 explicit FloatRoundedRect(const RoundedRect&);
97 FloatRoundedRect(float x, float y, float width, float height);
98 FloatRoundedRect(const FloatRect&, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight);
99
100 const FloatRect& rect() const { return m_rect; }
101 const Radii& radii() const { return m_radii; }
102 bool isRounded() const { return !m_radii.isZero(); }
103 bool isEmpty() const { return m_rect.isEmpty(); }
104
105 void setRect(const FloatRect& rect) { m_rect = rect; }
106 void setRadii(const Radii& radii) { m_radii = radii; }
107
108 void move(const FloatSize& size) { m_rect.move(size); }
109 void inflate(float size) { m_rect.inflate(size); }
110 void expandRadii(float size) { m_radii.expand(size); }
111 void shrinkRadii(float size) { m_radii.shrink(size); }
112 void inflateWithRadii(float size);
113 void adjustRadii();
114
115 FloatRect topLeftCorner() const
116 {
117 return FloatRect(m_rect.x(), m_rect.y(), m_radii.topLeft().width(), m_radii.topLeft().height());
118 }
119 FloatRect topRightCorner() const
120 {
121 return FloatRect(m_rect.maxX() - m_radii.topRight().width(), m_rect.y(), m_radii.topRight().width(), m_radii.topRight().height());
122 }
123 FloatRect bottomLeftCorner() const
124 {
125 return FloatRect(m_rect.x(), m_rect.maxY() - m_radii.bottomLeft().height(), m_radii.bottomLeft().width(), m_radii.bottomLeft().height());
126 }
127 FloatRect bottomRightCorner() const
128 {
129 return FloatRect(m_rect.maxX() - m_radii.bottomRight().width(), m_rect.maxY() - m_radii.bottomRight().height(), m_radii.bottomRight().width(), m_radii.bottomRight().height());
130 }
131
132 bool isRenderable() const;
133 bool xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const;
134
135 bool intersectionIsRectangular(const FloatRect&) const;
136
137private:
138 FloatRect m_rect;
139 Radii m_radii;
140};
141
142inline bool operator==(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b)
143{
144 return a.topLeft() == b.topLeft() && a.topRight() == b.topRight() && a.bottomLeft() == b.bottomLeft() && a.bottomRight() == b.bottomRight();
145}
146
147inline bool operator!=(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b)
148{
149 return !(a == b);
150}
151
152inline bool operator==(const FloatRoundedRect& a, const FloatRoundedRect& b)
153{
154 return a.rect() == b.rect() && a.radii() == b.radii();
155}
156
157inline bool operator!=(const FloatRoundedRect& a, const FloatRoundedRect& b)
158{
159 return !(a == b);
160}
161
162inline float calcBorderRadiiConstraintScaleFor(const FloatRect& rect, const FloatRoundedRect::Radii& radii)
163{
164 // Constrain corner radii using CSS3 rules:
165 // http://www.w3.org/TR/css3-background/#the-border-radius
166
167 float factor = 1;
168 float radiiSum;
169
170 // top
171 radiiSum = radii.topLeft().width() + radii.topRight().width(); // Casts to avoid integer overflow.
172 if (radiiSum > rect.width())
173 factor = std::min(rect.width() / radiiSum, factor);
174
175 // bottom
176 radiiSum = radii.bottomLeft().width() + radii.bottomRight().width();
177 if (radiiSum > rect.width())
178 factor = std::min(rect.width() / radiiSum, factor);
179
180 // left
181 radiiSum = radii.topLeft().height() + radii.bottomLeft().height();
182 if (radiiSum > rect.height())
183 factor = std::min(rect.height() / radiiSum, factor);
184
185 // right
186 radiiSum = radii.topRight().height() + radii.bottomRight().height();
187 if (radiiSum > rect.height())
188 factor = std::min(rect.height() / radiiSum, factor);
189
190 ASSERT(factor <= 1);
191 return factor;
192}
193
194WEBCORE_EXPORT WTF::TextStream& operator<<(WTF::TextStream&, const FloatRoundedRect&);
195
196} // namespace WebCore
197
198#endif // FloatRoundedRect_h
199