mirror of
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179 lines
4.4 KiB
C++
179 lines
4.4 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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#include "PathSkia.h"
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#include <math.h>
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#include "DrawTargetSkia.h"
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#include "Logging.h"
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#include "HelpersSkia.h"
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#include "PathHelpers.h"
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namespace mozilla {
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namespace gfx {
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PathBuilderSkia::PathBuilderSkia(const Matrix& aTransform, const SkPath& aPath, FillRule aFillRule)
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: mPath(aPath)
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{
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SkMatrix matrix;
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GfxMatrixToSkiaMatrix(aTransform, matrix);
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mPath.transform(matrix);
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SetFillRule(aFillRule);
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}
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PathBuilderSkia::PathBuilderSkia(FillRule aFillRule)
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{
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SetFillRule(aFillRule);
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}
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void
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PathBuilderSkia::SetFillRule(FillRule aFillRule)
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{
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mFillRule = aFillRule;
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if (mFillRule == FILL_WINDING) {
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mPath.setFillType(SkPath::kWinding_FillType);
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} else {
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mPath.setFillType(SkPath::kEvenOdd_FillType);
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}
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}
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void
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PathBuilderSkia::MoveTo(const Point &aPoint)
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{
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mPath.moveTo(SkFloatToScalar(aPoint.x), SkFloatToScalar(aPoint.y));
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}
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void
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PathBuilderSkia::LineTo(const Point &aPoint)
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{
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if (!mPath.countPoints()) {
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MoveTo(aPoint);
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} else {
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mPath.lineTo(SkFloatToScalar(aPoint.x), SkFloatToScalar(aPoint.y));
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}
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}
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void
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PathBuilderSkia::BezierTo(const Point &aCP1,
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const Point &aCP2,
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const Point &aCP3)
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{
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if (!mPath.countPoints()) {
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MoveTo(aCP1);
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}
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mPath.cubicTo(SkFloatToScalar(aCP1.x), SkFloatToScalar(aCP1.y),
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SkFloatToScalar(aCP2.x), SkFloatToScalar(aCP2.y),
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SkFloatToScalar(aCP3.x), SkFloatToScalar(aCP3.y));
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}
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void
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PathBuilderSkia::QuadraticBezierTo(const Point &aCP1,
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const Point &aCP2)
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{
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if (!mPath.countPoints()) {
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MoveTo(aCP1);
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}
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mPath.quadTo(SkFloatToScalar(aCP1.x), SkFloatToScalar(aCP1.y),
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SkFloatToScalar(aCP2.x), SkFloatToScalar(aCP2.y));
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}
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void
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PathBuilderSkia::Close()
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{
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mPath.close();
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}
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void
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PathBuilderSkia::Arc(const Point &aOrigin, float aRadius, float aStartAngle,
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float aEndAngle, bool aAntiClockwise)
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{
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ArcToBezier(this, aOrigin, aRadius, aStartAngle, aEndAngle, aAntiClockwise);
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}
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Point
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PathBuilderSkia::CurrentPoint() const
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{
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int pointCount = mPath.countPoints();
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if (!pointCount) {
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return Point(0, 0);
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}
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SkPoint point = mPath.getPoint(pointCount - 1);
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return Point(SkScalarToFloat(point.fX), SkScalarToFloat(point.fY));
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}
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TemporaryRef<Path>
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PathBuilderSkia::Finish()
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{
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RefPtr<PathSkia> path = new PathSkia(mPath, mFillRule);
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return path;
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}
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TemporaryRef<PathBuilder>
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PathSkia::CopyToBuilder(FillRule aFillRule) const
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{
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return TransformedCopyToBuilder(Matrix(), aFillRule);
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}
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TemporaryRef<PathBuilder>
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PathSkia::TransformedCopyToBuilder(const Matrix &aTransform, FillRule aFillRule) const
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{
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RefPtr<PathBuilderSkia> builder = new PathBuilderSkia(aTransform, mPath, aFillRule);
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return builder;
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}
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bool
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PathSkia::ContainsPoint(const Point &aPoint, const Matrix &aTransform) const
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{
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Matrix inverse = aTransform;
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inverse.Invert();
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Point transformed = inverse * aPoint;
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Rect bounds = GetBounds(aTransform);
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if (aPoint.x < bounds.x || aPoint.y < bounds.y ||
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aPoint.x > bounds.XMost() || aPoint.y > bounds.YMost()) {
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return false;
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}
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SkRegion pointRect;
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pointRect.setRect(SkFloatToScalar(transformed.x - 1), SkFloatToScalar(transformed.y - 1),
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SkFloatToScalar(transformed.x + 1), SkFloatToScalar(transformed.y + 1));
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SkRegion pathRegion;
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return pathRegion.setPath(mPath, pointRect);
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}
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static Rect SkRectToRect(const SkRect& aBounds)
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{
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return Rect(SkScalarToFloat(aBounds.fLeft),
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SkScalarToFloat(aBounds.fTop),
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SkScalarToFloat(aBounds.fRight - aBounds.fLeft),
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SkScalarToFloat(aBounds.fBottom - aBounds.fTop));
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}
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Rect
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PathSkia::GetBounds(const Matrix &aTransform) const
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{
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Rect bounds = SkRectToRect(mPath.getBounds());
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return aTransform.TransformBounds(bounds);
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}
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Rect
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PathSkia::GetStrokedBounds(const StrokeOptions &aStrokeOptions,
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const Matrix &aTransform) const
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{
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SkPaint paint;
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StrokeOptionsToPaint(paint, aStrokeOptions);
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SkPath result;
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paint.getFillPath(mPath, &result);
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Rect bounds = SkRectToRect(result.getBounds());
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return aTransform.TransformBounds(bounds);
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}
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}
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}
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