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📄 pathwx.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
💻 CPP
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/* * Copyright (C) 2007 Kevin Ollivier  All rights reserved. * * 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 "TransformationMatrix.h"#include "FloatPoint.h"#include "FloatRect.h"#include "NotImplemented.h"#include "StrokeStyleApplier.h" #include <stdio.h>#include <wx/defs.h>#include <wx/graphics.h>namespace WebCore {int getWxWindRuleForWindRule(WindRule rule){     if (rule == RULE_EVENODD)        return wxODDEVEN_RULE;    return wxWINDING_RULE;}Path::Path() {     m_path = 0;    // NB: This only supports the 'default' renderer as determined by wx on    // each platform. If an app uses a non-default renderer (e.g. Cairo on Win),      // there will be problems, but there's no way we can determine which     // renderer an app is using right now with wx API, so we will just handle    // the common case.#if USE(WXGC)    wxGraphicsRenderer* renderer = wxGraphicsRenderer::GetDefaultRenderer();     if (renderer) {        wxGraphicsPath path = renderer->CreatePath();        m_path = new wxGraphicsPath(path);    }#endif}Path::~Path(){}Path::Path(const Path& path){     m_path = (PlatformPath*)&path.m_path;}bool Path::contains(const FloatPoint& point, const WindRule rule) const{#if USE(WXGC)    if (m_path) {#if wxCHECK_VERSION(2,9,0)        return m_path->Contains(point.x(), point.y(), static_cast<wxPolygonFillMode>(getWxWindRuleForWindRule(rule)));#else        return m_path->Contains(point.x(), point.y(), getWxWindRuleForWindRule(rule));#endif    }#endif    return false; }void Path::translate(const FloatSize&){     notImplemented(); }FloatRect Path::boundingRect() const { #if USE(WXGC)    if (m_path) {        return m_path->GetBox();         }#endif    return FloatRect();}FloatRect Path::strokeBoundingRect(StrokeStyleApplier* applier){    notImplemented();    return FloatRect();}Path& Path::operator=(const Path&){     notImplemented();     return*this; }void Path::clear() {     if (m_path)        delete m_path;#if USE(WXGC)       wxGraphicsRenderer* renderer = wxGraphicsRenderer::GetDefaultRenderer();     if (renderer) {        wxGraphicsPath path = renderer->CreatePath();        m_path = new wxGraphicsPath(path);    }#endif}void Path::moveTo(const FloatPoint& point) {#if USE(WXGC)    if (m_path)        m_path->MoveToPoint(point.x(), point.y());#endif}void Path::addLineTo(const FloatPoint& point) {#if USE(WXGC)    if (m_path)        m_path->AddLineToPoint(point.x(), point.y());#endif}void Path::addQuadCurveTo(const FloatPoint& control, const FloatPoint& end) {#if USE(WXGC)    if (m_path)        m_path->AddQuadCurveToPoint(control.x(), control.y(), end.x(), end.y());#endif}void Path::addBezierCurveTo(const FloatPoint& control1, const FloatPoint& control2, const FloatPoint& end) {#if USE(WXGC)    if (m_path)        m_path->AddCurveToPoint(control1.x(), control1.y(), control2.x(), control2.y(), end.x(), end.y());#endif}void Path::addArcTo(const FloatPoint& point1, const FloatPoint& point2, float radius) {#if USE(WXGC)    if (m_path)        m_path->AddArcToPoint(point1.x(), point1.y(), point2.x(), point2.y(), radius);#endif}void Path::closeSubpath() {#if USE(WXGC)    if (m_path)        m_path->CloseSubpath();#endif}void Path::addArc(const FloatPoint& point, float radius, float startAngle, float endAngle, bool clockwise) {#if USE(WXGC)    if (m_path)        m_path->AddArc(point.x(), point.y(), radius, startAngle, endAngle, clockwise);#endif}void Path::addRect(const FloatRect& rect) {#if USE(WXGC)    if (m_path)        m_path->AddRectangle(rect.x(), rect.y(), rect.width(), rect.height());#endif}void Path::addEllipse(const FloatRect& rect) {#if USE(WXGC)    if (m_path)        m_path->AddEllipse(rect.x(), rect.y(), rect.width(), rect.height());#endif}void Path::transform(const TransformationMatrix& transform) {#if USE(WXGC)    if (m_path)        m_path->Transform(transform);#endif}void Path::apply(void* info, PathApplierFunction function) const {    notImplemented(); }bool Path::isEmpty() const{#if USE(WXGC)    if (m_path) {        wxDouble width, height;        m_path->GetBox(NULL, NULL, &width, &height);        return (width == 0 && height == 0);    }#endif    return true;}}

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