/* * Copyright (C) 2006, 2008, 2011 Apple Inc. All rights reserved. * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * */ #include "flutter/sky/engine/core/rendering/HitTestLocation.h" namespace blink { HitTestLocation::HitTestLocation() : m_isRectBased(false), m_isRectilinear(true) {} HitTestLocation::HitTestLocation(const LayoutPoint& point) : m_point(point), m_boundingBox(rectForPoint(point, 0, 0, 0, 0)), m_transformedPoint(point), m_transformedRect(m_boundingBox), m_isRectBased(false), m_isRectilinear(true) {} HitTestLocation::HitTestLocation(const FloatPoint& point) : m_point(flooredLayoutPoint(point)), m_boundingBox(rectForPoint(m_point, 0, 0, 0, 0)), m_transformedPoint(point), m_transformedRect(m_boundingBox), m_isRectBased(false), m_isRectilinear(true) {} HitTestLocation::HitTestLocation(const FloatPoint& point, const FloatQuad& quad) : m_transformedPoint(point), m_transformedRect(quad), m_isRectBased(true) { m_point = flooredLayoutPoint(point); m_boundingBox = enclosingIntRect(quad.boundingBox()); m_isRectilinear = quad.isRectilinear(); } HitTestLocation::HitTestLocation(const LayoutPoint& centerPoint, unsigned topPadding, unsigned rightPadding, unsigned bottomPadding, unsigned leftPadding) : m_point(centerPoint), m_boundingBox(rectForPoint(centerPoint, topPadding, rightPadding, bottomPadding, leftPadding)), m_transformedPoint(centerPoint), m_isRectBased(topPadding || rightPadding || bottomPadding || leftPadding), m_isRectilinear(true) { m_transformedRect = FloatQuad(m_boundingBox); } HitTestLocation::HitTestLocation(const HitTestLocation& other, const LayoutSize& offset) : m_point(other.m_point), m_boundingBox(other.m_boundingBox), m_transformedPoint(other.m_transformedPoint), m_transformedRect(other.m_transformedRect), m_isRectBased(other.m_isRectBased), m_isRectilinear(other.m_isRectilinear) { move(offset); } HitTestLocation::HitTestLocation(const HitTestLocation& other) : m_point(other.m_point), m_boundingBox(other.m_boundingBox), m_transformedPoint(other.m_transformedPoint), m_transformedRect(other.m_transformedRect), m_isRectBased(other.m_isRectBased), m_isRectilinear(other.m_isRectilinear) {} HitTestLocation::~HitTestLocation() {} HitTestLocation& HitTestLocation::operator=(const HitTestLocation& other) { m_point = other.m_point; m_boundingBox = other.m_boundingBox; m_transformedPoint = other.m_transformedPoint; m_transformedRect = other.m_transformedRect; m_isRectBased = other.m_isRectBased; m_isRectilinear = other.m_isRectilinear; return *this; } void HitTestLocation::move(const LayoutSize& offset) { m_point.move(offset); m_transformedPoint.move(offset); m_transformedRect.move(offset); m_boundingBox = enclosingIntRect(m_transformedRect.boundingBox()); } template bool HitTestLocation::intersectsRect(const RectType& rect) const { // FIXME: When the hit test is not rect based we should use // rect.contains(m_point). That does change some corner case tests though. // First check if rect even intersects our bounding box. if (!rect.intersects(m_boundingBox)) return false; // If the transformed rect is rectilinear the bounding box intersection was // accurate. if (m_isRectilinear) return true; // If rect fully contains our bounding box, we are also sure of an // intersection. if (rect.contains(m_boundingBox)) return true; // Otherwise we need to do a slower quad based intersection test. return m_transformedRect.intersectsRect(rect); } bool HitTestLocation::intersects(const LayoutRect& rect) const { return intersectsRect(rect); } bool HitTestLocation::intersects(const FloatRect& rect) const { return intersectsRect(rect); } bool HitTestLocation::intersects(const RoundedRect& rect) const { return rect.intersectsQuad(m_transformedRect); } bool HitTestLocation::containsPoint(const FloatPoint& point) const { return m_transformedRect.containsPoint(point); } IntRect HitTestLocation::rectForPoint(const LayoutPoint& point, unsigned topPadding, unsigned rightPadding, unsigned bottomPadding, unsigned leftPadding) { IntPoint actualPoint(flooredIntPoint(point)); actualPoint -= IntSize(leftPadding, topPadding); IntSize actualPadding(leftPadding + rightPadding, topPadding + bottomPadding); // As IntRect is left inclusive and right exclusive (seeing // IntRect::contains(x, y)), adding "1". // FIXME: Remove this once non-rect based hit-detection stops using // IntRect:intersects. actualPadding += IntSize(1, 1); return IntRect(actualPoint, actualPadding); } } // namespace blink