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164 lines
6.6 KiB
C++
164 lines
6.6 KiB
C++
/*
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* Copyright (C) 2003, 2006, 2009 Apple Inc. All rights reserved.
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* 2006 Rob Buis <buis@kde.org>
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* Copyright (C) 2007-2008 Torch Mobile, Inc.
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* Copyright (C) 2013 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_PLATFORM_GRAPHICS_PATH_H_
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#define SKY_ENGINE_PLATFORM_GRAPHICS_PATH_H_
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#include "flutter/sky/engine/platform/PlatformExport.h"
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#include "flutter/sky/engine/platform/geometry/RoundedRect.h"
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#include "flutter/sky/engine/platform/graphics/GraphicsTypes.h"
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#include "flutter/sky/engine/wtf/FastAllocBase.h"
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#include "flutter/sky/engine/wtf/Forward.h"
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#include "third_party/skia/include/core/SkPath.h"
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#include "third_party/skia/include/core/SkPathMeasure.h"
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class SkPath;
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namespace blink {
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class AffineTransform;
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class FloatPoint;
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class FloatRect;
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class FloatSize;
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class StrokeData;
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enum PathElementType {
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PathElementMoveToPoint, // The points member will contain 1 value.
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PathElementAddLineToPoint, // The points member will contain 1 value.
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PathElementAddQuadCurveToPoint, // The points member will contain 2 values.
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PathElementAddCurveToPoint, // The points member will contain 3 values.
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PathElementCloseSubpath // The points member will contain no values.
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};
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// The points in the structure are the same as those that would be used with the
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// add... method. For example, a line returns the endpoint, while a cubic returns
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// two tangent points and the endpoint.
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struct PathElement {
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PathElementType type;
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FloatPoint* points;
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};
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typedef void (*PathApplierFunction)(void* info, const PathElement*);
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class PLATFORM_EXPORT Path {
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WTF_MAKE_FAST_ALLOCATED;
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public:
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Path();
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~Path();
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Path(const Path&);
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Path& operator=(const Path&);
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bool operator==(const Path&) const;
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bool contains(const FloatPoint&, WindRule = RULE_NONZERO) const;
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bool strokeContains(const FloatPoint&, const StrokeData&) const;
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FloatRect boundingRect() const;
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FloatRect strokeBoundingRect(const StrokeData&) const;
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float length() const;
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FloatPoint pointAtLength(float length, bool& ok) const;
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float normalAngleAtLength(float length, bool& ok) const;
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bool pointAndNormalAtLength(float length, FloatPoint&, float&) const;
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// Helper for computing a sequence of positions and normals (normal angles) on a path.
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// The best possible access pattern will be one where the |length| value is
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// strictly increasing.
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// For other access patterns, performance will vary depending on curvature
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// and number of segments, but should never be worse than that of the
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// state-less method on Path.
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class PLATFORM_EXPORT PositionCalculator {
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WTF_MAKE_NONCOPYABLE(PositionCalculator);
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public:
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explicit PositionCalculator(const Path&);
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bool pointAndNormalAtLength(float length, FloatPoint&, float&);
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private:
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SkPath m_path;
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SkPathMeasure m_pathMeasure;
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SkScalar m_accumulatedLength;
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};
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void clear();
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bool isEmpty() const;
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// Gets the current point of the current path, which is conceptually the final point reached by the path so far.
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// Note the Path can be empty (isEmpty() == true) and still have a current point.
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bool hasCurrentPoint() const;
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FloatPoint currentPoint() const;
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WindRule windRule() const;
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void setWindRule(const WindRule);
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void moveTo(const FloatPoint&);
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void addLineTo(const FloatPoint&);
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void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& endPoint);
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void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint& controlPoint2, const FloatPoint& endPoint);
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void addArcTo(const FloatPoint&, const FloatPoint&, float radius);
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void closeSubpath();
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void addArc(const FloatPoint&, float radius, float startAngle, float endAngle, bool anticlockwise);
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void addRect(const FloatRect&);
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void addEllipse(const FloatPoint&, float radiusX, float radiusY, float rotation, float startAngle, float endAngle, bool anticlockwise);
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void addEllipse(const FloatRect&);
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void addRoundedRect(const FloatRect&, const FloatSize& roundingRadii);
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void addRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
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void addRoundedRect(const RoundedRect&);
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void addPath(const Path&, const AffineTransform&);
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void translate(const FloatSize&);
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const SkPath& skPath() const { return m_path; }
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void apply(void* info, PathApplierFunction) const;
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void transform(const AffineTransform&);
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void addPathForRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
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void addBeziersForRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
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bool subtractPath(const Path&);
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bool intersectPath(const Path&);
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// Updates the path to the union (inclusive-or) of itself with the given argument.
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bool unionPath(const Path& other);
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private:
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void addEllipse(const FloatPoint&, float radiusX, float radiusY, float startAngle, float endAngle, bool anticlockwise);
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SkPath m_path;
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};
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#if ENABLE(ASSERT)
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PLATFORM_EXPORT bool ellipseIsRenderable(float startAngle, float endAngle);
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#endif
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} // namespace blink
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#endif // SKY_ENGINE_PLATFORM_GRAPHICS_PATH_H_
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