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/*
* 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 "platform/geometry/FloatRoundedRect.h"
#include <algorithm>
namespace blink {
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();
}
void FloatRoundedRect::Radii::scale(float factor)
{
if (factor == 1)
return;
// If either radius on a corner becomes zero, reset both radii on that corner.
m_topLeft.scale(factor);
if (!m_topLeft.width() || !m_topLeft.height())
m_topLeft = FloatSize();
m_topRight.scale(factor);
if (!m_topRight.width() || !m_topRight.height())
m_topRight = FloatSize();
m_bottomLeft.scale(factor);
if (!m_bottomLeft.width() || !m_bottomLeft.height())
m_bottomLeft = FloatSize();
m_bottomRight.scale(factor);
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<float>(0, m_topLeft.width() + leftWidth));
m_topLeft.setHeight(std::max<float>(0, m_topLeft.height() + topWidth));
}
if (m_topRight.width() > 0 && m_topRight.height() > 0) {
m_topRight.setWidth(std::max<float>(0, m_topRight.width() + rightWidth));
m_topRight.setHeight(std::max<float>(0, m_topRight.height() + topWidth));
}
if (m_bottomLeft.width() > 0 && m_bottomLeft.height() > 0) {
m_bottomLeft.setWidth(std::max<float>(0, m_bottomLeft.width() + leftWidth));
m_bottomLeft.setHeight(std::max<float>(0, m_bottomLeft.height() + bottomWidth));
}
if (m_bottomRight.width() > 0 && m_bottomRight.height() > 0) {
m_bottomRight.setWidth(std::max<float>(0, m_bottomRight.width() + rightWidth));
m_bottomRight.setHeight(std::max<float>(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;
}
} // namespace blink