mirror of
https://github.com/mozilla/gecko-dev.git
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ffebd18f0b
--HG-- extra : rebase_source : 22e5fe577ea503aede765c70e16c0bf875c4a9fd
189 lines
7.2 KiB
C++
189 lines
7.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_PATHHELPERS_H_
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#define MOZILLA_GFX_PATHHELPERS_H_
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#include "2D.h"
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#include "mozilla/Constants.h"
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namespace mozilla {
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namespace gfx {
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template <typename T>
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void ArcToBezier(T* aSink, const Point &aOrigin, const Size &aRadius,
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float aStartAngle, float aEndAngle, bool aAntiClockwise)
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{
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Point startPoint(aOrigin.x + cosf(aStartAngle) * aRadius.width,
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aOrigin.y + sinf(aStartAngle) * aRadius.height);
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aSink->LineTo(startPoint);
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// Clockwise we always sweep from the smaller to the larger angle, ccw
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// it's vice versa.
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if (!aAntiClockwise && (aEndAngle < aStartAngle)) {
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Float correction = Float(ceil((aStartAngle - aEndAngle) / (2.0f * M_PI)));
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aEndAngle += float(correction * 2.0f * M_PI);
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} else if (aAntiClockwise && (aStartAngle < aEndAngle)) {
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Float correction = (Float)ceil((aEndAngle - aStartAngle) / (2.0f * M_PI));
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aStartAngle += float(correction * 2.0f * M_PI);
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}
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// Sweeping more than 2 * pi is a full circle.
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if (!aAntiClockwise && (aEndAngle - aStartAngle > 2 * M_PI)) {
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aEndAngle = float(aStartAngle + 2.0f * M_PI);
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} else if (aAntiClockwise && (aStartAngle - aEndAngle > 2.0f * M_PI)) {
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aEndAngle = float(aStartAngle - 2.0f * M_PI);
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}
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// Calculate the total arc we're going to sweep.
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Float arcSweepLeft = fabs(aEndAngle - aStartAngle);
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Float sweepDirection = aAntiClockwise ? -1.0f : 1.0f;
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Float currentStartAngle = aStartAngle;
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while (arcSweepLeft > 0) {
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// We guarantee here the current point is the start point of the next
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// curve segment.
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Float currentEndAngle;
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if (arcSweepLeft > M_PI / 2.0f) {
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currentEndAngle = Float(currentStartAngle + M_PI / 2.0f * sweepDirection);
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} else {
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currentEndAngle = currentStartAngle + arcSweepLeft * sweepDirection;
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}
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Point currentStartPoint(aOrigin.x + cosf(currentStartAngle) * aRadius.width,
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aOrigin.y + sinf(currentStartAngle) * aRadius.height);
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Point currentEndPoint(aOrigin.x + cosf(currentEndAngle) * aRadius.width,
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aOrigin.y + sinf(currentEndAngle) * aRadius.height);
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// Calculate kappa constant for partial curve. The sign of angle in the
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// tangent will actually ensure this is negative for a counter clockwise
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// sweep, so changing signs later isn't needed.
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Float kappaFactor = (4.0f / 3.0f) * tan((currentEndAngle - currentStartAngle) / 4.0f);
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Float kappaX = kappaFactor * aRadius.width;
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Float kappaY = kappaFactor * aRadius.height;
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Point tangentStart(-sin(currentStartAngle), cos(currentStartAngle));
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Point cp1 = currentStartPoint;
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cp1 += Point(tangentStart.x * kappaX, tangentStart.y * kappaY);
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Point revTangentEnd(sin(currentEndAngle), -cos(currentEndAngle));
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Point cp2 = currentEndPoint;
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cp2 += Point(revTangentEnd.x * kappaX, revTangentEnd.y * kappaY);
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aSink->BezierTo(cp1, cp2, currentEndPoint);
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arcSweepLeft -= Float(M_PI / 2.0f);
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currentStartAngle = currentEndAngle;
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}
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}
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/* This is basically the ArcToBezier with the parameters for drawing a circle
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* inlined which vastly simplifies it and avoids a bunch of transcedental function
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* calls which should make it faster. */
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template <typename T>
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void EllipseToBezier(T* aSink, const Point &aOrigin, const Size &aRadius)
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{
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Point startPoint(aOrigin.x + aRadius.width,
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aOrigin.y);
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aSink->LineTo(startPoint);
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// Calculate kappa constant for partial curve. The sign of angle in the
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// tangent will actually ensure this is negative for a counter clockwise
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// sweep, so changing signs later isn't needed.
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Float kappaFactor = (4.0f / 3.0f) * tan((M_PI/2.0f) / 4.0f);
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Float kappaX = kappaFactor * aRadius.width;
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Float kappaY = kappaFactor * aRadius.height;
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Float cosStartAngle = 1;
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Float sinStartAngle = 0;
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for (int i = 0; i < 4; i++) {
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// We guarantee here the current point is the start point of the next
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// curve segment.
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Point currentStartPoint(aOrigin.x + cosStartAngle * aRadius.width,
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aOrigin.y + sinStartAngle * aRadius.height);
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Point currentEndPoint(aOrigin.x + -sinStartAngle * aRadius.width,
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aOrigin.y + cosStartAngle * aRadius.height);
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Point tangentStart(-sinStartAngle, cosStartAngle);
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Point cp1 = currentStartPoint;
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cp1 += Point(tangentStart.x * kappaX, tangentStart.y * kappaY);
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Point revTangentEnd(cosStartAngle, sinStartAngle);
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Point cp2 = currentEndPoint;
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cp2 += Point(revTangentEnd.x * kappaX, revTangentEnd.y * kappaY);
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aSink->BezierTo(cp1, cp2, currentEndPoint);
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// cos(x+pi/2) == -sin(x)
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// sin(x+pi/2) == cos(x)
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Float tmp = cosStartAngle;
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cosStartAngle = -sinStartAngle;
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sinStartAngle = tmp;
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}
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}
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/**
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* Appends a path represending a rounded rectangle to the path being built by
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* aPathBuilder.
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*
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* aRect The rectangle to append.
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* aCornerRadii Contains the radii of the top-left, top-right, bottom-right
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* and bottom-left corners, in that order.
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* aDrawClockwise If set to true, the path will start at the left of the top
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* left edge and draw clockwise. If set to false the path will
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* start at the right of the top left edge and draw counter-
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* clockwise.
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*/
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GFX2D_API void AppendRoundedRectToPath(PathBuilder* aPathBuilder,
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const Rect& aRect,
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const Size(& aCornerRadii)[4],
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bool aDrawClockwise = true);
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/**
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* Appends a path represending an ellipse to the path being built by
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* aPathBuilder.
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*
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* The ellipse extends aDimensions.width / 2.0 in the horizontal direction
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* from aCenter, and aDimensions.height / 2.0 in the vertical direction.
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*/
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GFX2D_API void AppendEllipseToPath(PathBuilder* aPathBuilder,
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const Point& aCenter,
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const Size& aDimensions);
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static inline bool
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UserToDevicePixelSnapped(Rect& aRect, const Matrix& aTransform)
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{
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Point p1 = aTransform * aRect.TopLeft();
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Point p2 = aTransform * aRect.TopRight();
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Point p3 = aTransform * aRect.BottomRight();
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// Check that the rectangle is axis-aligned. For an axis-aligned rectangle,
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// two opposite corners define the entire rectangle. So check if
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// the axis-aligned rectangle with opposite corners p1 and p3
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// define an axis-aligned rectangle whose other corners are p2 and p4.
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// We actually only need to check one of p2 and p4, since an affine
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// transform maps parallelograms to parallelograms.
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if (p2 == Point(p1.x, p3.y) || p2 == Point(p3.x, p1.y)) {
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p1.Round();
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p3.Round();
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aRect.MoveTo(Point(std::min(p1.x, p3.x), std::min(p1.y, p3.y)));
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aRect.SizeTo(Size(std::max(p1.x, p3.x) - aRect.X(),
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std::max(p1.y, p3.y) - aRect.Y()));
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return true;
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}
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return false;
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}
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} // namespace gfx
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} // namespace mozilla
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#endif /* MOZILLA_GFX_PATHHELPERS_H_ */
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