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📄 path.cpp

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
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/* * Copyright (C) 2003, 2006 Apple Computer, Inc.  All rights reserved. *                     2006 Rob Buis <buis@kde.org> * Copyright (C) 2007 Eric Seidel <eric@webkit.org> * * 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 "FloatPoint.h"#include "FloatRect.h"#include "PathTraversalState.h"#include <math.h>#include <wtf/MathExtras.h>const float QUARTER = 0.552f; // approximation of control point positions on a bezier                              // to simulate a quarter of a circle.namespace WebCore {static void pathLengthApplierFunction(void* info, const PathElement* element){    PathTraversalState& traversalState = *static_cast<PathTraversalState*>(info);    if (traversalState.m_success)        return;    traversalState.m_previous = traversalState.m_current;    FloatPoint* points = element->points;    float segmentLength = 0.0f;    switch (element->type) {        case PathElementMoveToPoint:            segmentLength = traversalState.moveTo(points[0]);            break;        case PathElementAddLineToPoint:            segmentLength = traversalState.lineTo(points[0]);            break;        case PathElementAddQuadCurveToPoint:            segmentLength = traversalState.quadraticBezierTo(points[0], points[1]);            break;        case PathElementAddCurveToPoint:            segmentLength = traversalState.cubicBezierTo(points[0], points[1], points[2]);            break;        case PathElementCloseSubpath:            segmentLength = traversalState.closeSubpath();            break;    }    traversalState.m_totalLength += segmentLength;     if ((traversalState.m_action == PathTraversalState::TraversalPointAtLength ||          traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) &&        (traversalState.m_totalLength >= traversalState.m_desiredLength)) {        FloatSize change = traversalState.m_current - traversalState.m_previous;        float slope = atan2f(change.height(), change.width());        if (traversalState.m_action == PathTraversalState::TraversalPointAtLength) {            float offset = traversalState.m_desiredLength - traversalState.m_totalLength;            traversalState.m_current.move(offset * cosf(slope), offset * sinf(slope));        } else {            static const float rad2deg = 180.0f / piFloat;            traversalState.m_normalAngle = slope * rad2deg;        }        traversalState.m_success = true;    }}float Path::length(){    PathTraversalState traversalState(PathTraversalState::TraversalTotalLength);    apply(&traversalState, pathLengthApplierFunction);    return traversalState.m_totalLength;}FloatPoint Path::pointAtLength(float length, bool& ok){    PathTraversalState traversalState(PathTraversalState::TraversalPointAtLength);    traversalState.m_desiredLength = length;    apply(&traversalState, pathLengthApplierFunction);    ok = traversalState.m_success;    return traversalState.m_current;}float Path::normalAngleAtLength(float length, bool& ok){    PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength);    traversalState.m_desiredLength = length;    apply(&traversalState, pathLengthApplierFunction);    ok = traversalState.m_success;    return traversalState.m_normalAngle;}Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& roundingRadii){    Path path;    float x = rectangle.x();    float y = rectangle.y();    float width = rectangle.width();    float height = rectangle.height();    float rx = roundingRadii.width();    float ry = roundingRadii.height();    if (width <= 0.0f || height <= 0.0f)        return path;    float dx = rx, dy = ry;    // If rx is greater than half of the width of the rectangle    // then set rx to half of the width (required in SVG spec)    if (dx > width * 0.5f)        dx = width * 0.5f;    // If ry is greater than half of the height of the rectangle    // then set ry to half of the height (required in SVG spec)    if (dy > height * 0.5f)        dy = height * 0.5f;    path.moveTo(FloatPoint(x + dx, y));    if (dx < width * 0.5f)        path.addLineTo(FloatPoint(x + width - rx, y));    path.addBezierCurveTo(FloatPoint(x + width - dx * (1 - QUARTER), y), FloatPoint(x + width, y + dy * (1 - QUARTER)), FloatPoint(x + width, y + dy));    if (dy < height * 0.5)        path.addLineTo(FloatPoint(x + width, y + height - dy));    path.addBezierCurveTo(FloatPoint(x + width, y + height - dy * (1 - QUARTER)), FloatPoint(x + width - dx * (1 - QUARTER), y + height), FloatPoint(x + width - dx, y + height));    if (dx < width * 0.5)        path.addLineTo(FloatPoint(x + dx, y + height));    path.addBezierCurveTo(FloatPoint(x + dx * (1 - QUARTER), y + height), FloatPoint(x, y + height - dy * (1 - QUARTER)), FloatPoint(x, y + height - dy));    if (dy < height * 0.5)        path.addLineTo(FloatPoint(x, y + dy));    path.addBezierCurveTo(FloatPoint(x, y + dy * (1 - QUARTER)), FloatPoint(x + dx * (1 - QUARTER), y), FloatPoint(x + dx, y));    path.closeSubpath();    return path;}Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius){    Path path;    float width = rectangle.width();    float height = rectangle.height();    if (width <= 0.0 || height <= 0.0)        return path;    if (width < topLeftRadius.width() + topRightRadius.width()            || width < bottomLeftRadius.width() + bottomRightRadius.width()            || height < topLeftRadius.height() + bottomLeftRadius.height()            || height < topRightRadius.height() + bottomRightRadius.height())        // If all the radii cannot be accommodated, return a rect.        return createRectangle(rectangle);    float x = rectangle.x();    float y = rectangle.y();    path.moveTo(FloatPoint(x + topLeftRadius.width(), y));    path.addLineTo(FloatPoint(x + width - topRightRadius.width(), y));    path.addBezierCurveTo(FloatPoint(x + width - topRightRadius.width() * (1 - QUARTER), y), FloatPoint(x + width, y + topRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width, y + topRightRadius.height()));    path.addLineTo(FloatPoint(x + width, y + height - bottomRightRadius.height()));    path.addBezierCurveTo(FloatPoint(x + width, y + height - bottomRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width - bottomRightRadius.width() * (1 - QUARTER), y + height), FloatPoint(x + width - bottomRightRadius.width(), y + height));    path.addLineTo(FloatPoint(x + bottomLeftRadius.width(), y + height));    path.addBezierCurveTo(FloatPoint(x + bottomLeftRadius.width() * (1 - QUARTER), y + height), FloatPoint(x, y + height - bottomLeftRadius.height() * (1 - QUARTER)), FloatPoint(x, y + height - bottomLeftRadius.height()));    path.addLineTo(FloatPoint(x, y + topLeftRadius.height()));    path.addBezierCurveTo(FloatPoint(x, y + topLeftRadius.height() * (1 - QUARTER)), FloatPoint(x + topLeftRadius.width() * (1 - QUARTER), y), FloatPoint(x + topLeftRadius.width(), y));    path.closeSubpath();    return path;}Path Path::createRectangle(const FloatRect& rectangle){    Path path;    float x = rectangle.x();    float y = rectangle.y();    float width = rectangle.width();    float height = rectangle.height();    if (width <= 0.0f || height <= 0.0f)        return path;        path.moveTo(FloatPoint(x, y));    path.addLineTo(FloatPoint(x + width, y));    path.addLineTo(FloatPoint(x + width, y + height));    path.addLineTo(FloatPoint(x, y + height));    path.closeSubpath();    return path;}Path Path::createEllipse(const FloatPoint& center, float rx, float ry){    float cx = center.x();    float cy = center.y();    Path path;    if (rx <= 0.0f || ry <= 0.0f)        return path;    float x = cx;    float y = cy;    unsigned step = 0, num = 100;    bool running = true;    while (running)    {        if (step == num)        {            running = false;            break;        }        float angle = static_cast<float>(step) / static_cast<float>(num) * 2.0f * piFloat;        x = cx + cosf(angle) * rx;        y = cy + sinf(angle) * ry;        step++;        if (step == 1)            path.moveTo(FloatPoint(x, y));        else            path.addLineTo(FloatPoint(x, y));    }    path.closeSubpath();    return path;}Path Path::createCircle(const FloatPoint& center, float r){    return createEllipse(center, r, r);}Path Path::createLine(const FloatPoint& start, const FloatPoint& end){    Path path;    if (start.x() == end.x() && start.y() == end.y())        return path;    path.moveTo(start);    path.addLineTo(end);    return path;}}

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