/* * Copyright (C) 2003, 2006, 2009 Apple Inc. All rights reserved. * 2006 Rob Buis * Copyright (C) 2007-2008 Torch Mobile, Inc. * * 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. */ #ifndef Path_h #define Path_h #include #if PLATFORM(CG) typedef struct CGPath PlatformPath; #elif PLATFORM(QT) #include QT_BEGIN_NAMESPACE class QPainterPath; QT_END_NAMESPACE typedef QPainterPath PlatformPath; #elif PLATFORM(SGL) class SkPath; typedef SkPath PlatformPath; #elif PLATFORM(WX) && USE(WXGC) class wxGraphicsPath; typedef wxGraphicsPath PlatformPath; #elif PLATFORM(CAIRO) namespace WebCore { struct CairoPath; } typedef WebCore::CairoPath PlatformPath; #elif PLATFORM(SKIA) class SkPath; typedef SkPath PlatformPath; #elif PLATFORM(WINCE) namespace WebCore { class PlatformPath; } #else typedef void PlatformPath; #endif namespace WebCore { class FloatPoint; class FloatRect; class FloatSize; class GraphicsContext; class String; class StrokeStyleApplier; class TransformationMatrix; enum WindRule { RULE_NONZERO = 0, RULE_EVENODD = 1 }; enum PathElementType { PathElementMoveToPoint, PathElementAddLineToPoint, PathElementAddQuadCurveToPoint, PathElementAddCurveToPoint, PathElementCloseSubpath }; struct PathElement { PathElementType type; FloatPoint* points; }; typedef void (*PathApplierFunction)(void* info, const PathElement*); class Path { public: Path(); ~Path(); Path(const Path&); Path& operator=(const Path&); void swap(Path& other) { std::swap(m_path, other.m_path); } bool contains(const FloatPoint&, WindRule rule = RULE_NONZERO) const; bool strokeContains(StrokeStyleApplier*, const FloatPoint&) const; FloatRect boundingRect() const; FloatRect strokeBoundingRect(StrokeStyleApplier* = 0); float length(); FloatPoint pointAtLength(float length, bool& ok); float normalAngleAtLength(float length, bool& ok); void clear(); bool isEmpty() const; // Gets the current point of the current path, which is conceptually the final point reached by the path so far. // Note the Path can be empty (isEmpty() == true) and still have a current point. bool hasCurrentPoint() const; void moveTo(const FloatPoint&); void addLineTo(const FloatPoint&); void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& endPoint); void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint& controlPoint2, const FloatPoint& endPoint); void addArcTo(const FloatPoint&, const FloatPoint&, float radius); void closeSubpath(); void addArc(const FloatPoint&, float radius, float startAngle, float endAngle, bool anticlockwise); void addRect(const FloatRect&); void addEllipse(const FloatRect&); void translate(const FloatSize&); String debugString() const; PlatformPath* platformPath() const { return m_path; } static Path createRoundedRectangle(const FloatRect&, const FloatSize& roundingRadii); static Path createRoundedRectangle(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius); static Path createRectangle(const FloatRect&); static Path createEllipse(const FloatPoint& center, float rx, float ry); static Path createCircle(const FloatPoint& center, float r); static Path createLine(const FloatPoint&, const FloatPoint&); void apply(void* info, PathApplierFunction) const; void transform(const TransformationMatrix&); private: PlatformPath* m_path; }; } #endif