/* * Copyright (C) 2006 Zack Rusin * 2006 Rob Buis * 2009, 2010 Dirk Schulze * * 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 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 "AffineTransform.h" #include "FloatRect.h" #include "GraphicsContext.h" #include "ImageBuffer.h" #include "PlatformString.h" #include "StrokeStyleApplier.h" #include #include #include #include #define _USE_MATH_DEFINES #include #ifndef M_PI # define M_PI 3.14159265358979323846 #endif namespace WebCore { Path::Path() { } Path::~Path() { } Path::Path(const Path& other) : m_path(other.m_path) { } Path& Path::operator=(const Path& other) { m_path = other.m_path; return *this; } bool Path::contains(const FloatPoint& point, WindRule rule) const { Qt::FillRule savedRule = m_path.fillRule(); const_cast(&m_path)->setFillRule(rule == RULE_EVENODD ? Qt::OddEvenFill : Qt::WindingFill); bool contains = m_path.contains(point); const_cast(&m_path)->setFillRule(savedRule); return contains; } bool Path::strokeContains(StrokeStyleApplier* applier, const FloatPoint& point) const { ASSERT(applier); // FIXME: We should try to use a 'shared Context' instead of creating a new ImageBuffer // on each call. OwnPtr scratchImage = ImageBuffer::create(IntSize(1, 1)); GraphicsContext* gc = scratchImage->context(); QPainterPathStroker stroke; applier->strokeStyle(gc); QPen pen = gc->pen(); stroke.setWidth(pen.widthF()); stroke.setCapStyle(pen.capStyle()); stroke.setJoinStyle(pen.joinStyle()); stroke.setMiterLimit(pen.miterLimit()); stroke.setDashPattern(pen.dashPattern()); stroke.setDashOffset(pen.dashOffset()); return stroke.createStroke(m_path).contains(point); } void Path::translate(const FloatSize& size) { QTransform matrix; matrix.translate(size.width(), size.height()); m_path = m_path * matrix; } FloatRect Path::boundingRect() const { return m_path.boundingRect(); } FloatRect Path::strokeBoundingRect(StrokeStyleApplier* applier) { // FIXME: We should try to use a 'shared Context' instead of creating a new ImageBuffer // on each call. OwnPtr scratchImage = ImageBuffer::create(IntSize(1, 1)); GraphicsContext* gc = scratchImage->context(); QPainterPathStroker stroke; if (applier) { applier->strokeStyle(gc); QPen pen = gc->pen(); stroke.setWidth(pen.widthF()); stroke.setCapStyle(pen.capStyle()); stroke.setJoinStyle(pen.joinStyle()); stroke.setMiterLimit(pen.miterLimit()); stroke.setDashPattern(pen.dashPattern()); stroke.setDashOffset(pen.dashOffset()); } return stroke.createStroke(m_path).boundingRect(); } void Path::moveTo(const FloatPoint& point) { m_path.moveTo(point); } void Path::addLineTo(const FloatPoint& p) { m_path.lineTo(p); } void Path::addQuadCurveTo(const FloatPoint& cp, const FloatPoint& p) { m_path.quadTo(cp, p); } void Path::addBezierCurveTo(const FloatPoint& cp1, const FloatPoint& cp2, const FloatPoint& p) { m_path.cubicTo(cp1, cp2, p); } void Path::addArcTo(const FloatPoint& p1, const FloatPoint& p2, float radius) { FloatPoint p0(m_path.currentPosition()); if ((p1.x() == p0.x() && p1.y() == p0.y()) || (p1.x() == p2.x() && p1.y() == p2.y()) || radius == 0.f) { m_path.lineTo(p1); return; } FloatPoint p1p0((p0.x() - p1.x()), (p0.y() - p1.y())); FloatPoint p1p2((p2.x() - p1.x()), (p2.y() - p1.y())); float p1p0_length = sqrtf(p1p0.x() * p1p0.x() + p1p0.y() * p1p0.y()); float p1p2_length = sqrtf(p1p2.x() * p1p2.x() + p1p2.y() * p1p2.y()); double cos_phi = (p1p0.x() * p1p2.x() + p1p0.y() * p1p2.y()) / (p1p0_length * p1p2_length); // all points on a line logic if (cos_phi == -1) { m_path.lineTo(p1); return; } if (cos_phi == 1) { // add infinite far away point unsigned int max_length = 65535; double factor_max = max_length / p1p0_length; FloatPoint ep((p0.x() + factor_max * p1p0.x()), (p0.y() + factor_max * p1p0.y())); m_path.lineTo(ep); return; } float tangent = radius / tan(acos(cos_phi) / 2); float factor_p1p0 = tangent / p1p0_length; FloatPoint t_p1p0((p1.x() + factor_p1p0 * p1p0.x()), (p1.y() + factor_p1p0 * p1p0.y())); FloatPoint orth_p1p0(p1p0.y(), -p1p0.x()); float orth_p1p0_length = sqrt(orth_p1p0.x() * orth_p1p0.x() + orth_p1p0.y() * orth_p1p0.y()); float factor_ra = radius / orth_p1p0_length; // angle between orth_p1p0 and p1p2 to get the right vector orthographic to p1p0 double cos_alpha = (orth_p1p0.x() * p1p2.x() + orth_p1p0.y() * p1p2.y()) / (orth_p1p0_length * p1p2_length); if (cos_alpha < 0.f) orth_p1p0 = FloatPoint(-orth_p1p0.x(), -orth_p1p0.y()); FloatPoint p((t_p1p0.x() + factor_ra * orth_p1p0.x()), (t_p1p0.y() + factor_ra * orth_p1p0.y())); // calculate angles for addArc orth_p1p0 = FloatPoint(-orth_p1p0.x(), -orth_p1p0.y()); float sa = acos(orth_p1p0.x() / orth_p1p0_length); if (orth_p1p0.y() < 0.f) sa = 2 * piDouble - sa; // anticlockwise logic bool anticlockwise = false; float factor_p1p2 = tangent / p1p2_length; FloatPoint t_p1p2((p1.x() + factor_p1p2 * p1p2.x()), (p1.y() + factor_p1p2 * p1p2.y())); FloatPoint orth_p1p2((t_p1p2.x() - p.x()), (t_p1p2.y() - p.y())); float orth_p1p2_length = sqrtf(orth_p1p2.x() * orth_p1p2.x() + orth_p1p2.y() * orth_p1p2.y()); float ea = acos(orth_p1p2.x() / orth_p1p2_length); if (orth_p1p2.y() < 0) ea = 2 * piDouble - ea; if ((sa > ea) && ((sa - ea) < piDouble)) anticlockwise = true; if ((sa < ea) && ((ea - sa) > piDouble)) anticlockwise = true; m_path.lineTo(t_p1p0); addArc(p, radius, sa, ea, anticlockwise); } void Path::closeSubpath() { m_path.closeSubpath(); } #define DEGREES(t) ((t) * 180.0 / M_PI) void Path::addArc(const FloatPoint& p, float r, float sar, float ear, bool anticlockwise) { qreal xc = p.x(); qreal yc = p.y(); qreal radius = r; //### HACK // In Qt we don't switch the coordinate system for degrees // and still use the 0,0 as bottom left for degrees so we need // to switch sar = -sar; ear = -ear; anticlockwise = !anticlockwise; //end hack float sa = DEGREES(sar); float ea = DEGREES(ear); double span = 0; double xs = xc - radius; double ys = yc - radius; double width = radius*2; double height = radius*2; if (!anticlockwise && (ea < sa)) span += 360; else if (anticlockwise && (sa < ea)) span -= 360; // this is also due to switched coordinate system // we would end up with a 0 span instead of 360 if (!(qFuzzyCompare(span + (ea - sa) + 1, 1.0) && qFuzzyCompare(qAbs(span), 360.0))) { span += ea - sa; } m_path.moveTo(QPointF(xc + radius * cos(sar), yc - radius * sin(sar))); m_path.arcTo(xs, ys, width, height, sa, span); } void Path::addRect(const FloatRect& r) { m_path.addRect(r.x(), r.y(), r.width(), r.height()); } void Path::addEllipse(const FloatRect& r) { m_path.addEllipse(r.x(), r.y(), r.width(), r.height()); } void Path::clear() { m_path = QPainterPath(); } bool Path::isEmpty() const { // Don't use QPainterPath::isEmpty(), as that also returns true if there's only // one initial MoveTo element in the path. return !m_path.elementCount(); } bool Path::hasCurrentPoint() const { return !isEmpty(); } String Path::debugString() const { QString ret; for (int i = 0; i < m_path.elementCount(); ++i) { const QPainterPath::Element &cur = m_path.elementAt(i); switch (cur.type) { case QPainterPath::MoveToElement: ret += QString(QLatin1String("M%1,%2 ")).arg(cur.x, 0, 'f', 2).arg(cur.y, 0, 'f', 2); break; case QPainterPath::LineToElement: ret += QString(QLatin1String("L%1,%2 ")).arg(cur.x, 0, 'f', 2).arg(cur.y, 0, 'f', 2); break; case QPainterPath::CurveToElement: { const QPainterPath::Element &c1 = m_path.elementAt(i + 1); const QPainterPath::Element &c2 = m_path.elementAt(i + 2); Q_ASSERT(c1.type == QPainterPath::CurveToDataElement); Q_ASSERT(c2.type == QPainterPath::CurveToDataElement); ret += QString(QLatin1String("C%1,%2,%3,%4,%5,%6 ")).arg(cur.x, 0, 'f', 2).arg(cur.y, 0, 'f', 2).arg(c1.x, 0, 'f', 2) .arg(c1.y, 0, 'f', 2).arg(c2.x, 0, 'f', 2).arg(c2.y, 0, 'f', 2); i += 2; break; } case QPainterPath::CurveToDataElement: Q_ASSERT(false); break; } } return ret.trimmed(); } void Path::apply(void* info, PathApplierFunction function) const { PathElement pelement; FloatPoint points[3]; pelement.points = points; for (int i = 0; i < m_path.elementCount(); ++i) { const QPainterPath::Element& cur = m_path.elementAt(i); switch (cur.type) { case QPainterPath::MoveToElement: pelement.type = PathElementMoveToPoint; pelement.points[0] = QPointF(cur); function(info, &pelement); break; case QPainterPath::LineToElement: pelement.type = PathElementAddLineToPoint; pelement.points[0] = QPointF(cur); function(info, &pelement); break; case QPainterPath::CurveToElement: { const QPainterPath::Element& c1 = m_path.elementAt(i + 1); const QPainterPath::Element& c2 = m_path.elementAt(i + 2); Q_ASSERT(c1.type == QPainterPath::CurveToDataElement); Q_ASSERT(c2.type == QPainterPath::CurveToDataElement); pelement.type = PathElementAddCurveToPoint; pelement.points[0] = QPointF(cur); pelement.points[1] = QPointF(c1); pelement.points[2] = QPointF(c2); function(info, &pelement); i += 2; break; } case QPainterPath::CurveToDataElement: Q_ASSERT(false); } } } void Path::transform(const AffineTransform& transform) { m_path = QTransform(transform).map(m_path); } } // vim: ts=4 sw=4 et