CSSValue* valueForBasicShape(const ComputedStyle& style, const BasicShape* basicShape)
{
    switch (basicShape->type()) {
    case BasicShape::BasicShapeCircleType: {
        const BasicShapeCircle* circle = toBasicShapeCircle(basicShape);
        CSSBasicShapeCircleValue* circleValue = CSSBasicShapeCircleValue::create();

        circleValue->setCenterX(valueForCenterCoordinate(style, circle->centerX(), HORIZONTAL));
        circleValue->setCenterY(valueForCenterCoordinate(style, circle->centerY(), VERTICAL));
        circleValue->setRadius(basicShapeRadiusToCSSValue(style, circle->radius()));
        return circleValue;
    }
    case BasicShape::BasicShapeEllipseType: {
        const BasicShapeEllipse* ellipse = toBasicShapeEllipse(basicShape);
        CSSBasicShapeEllipseValue* ellipseValue = CSSBasicShapeEllipseValue::create();

        ellipseValue->setCenterX(valueForCenterCoordinate(style, ellipse->centerX(), HORIZONTAL));
        ellipseValue->setCenterY(valueForCenterCoordinate(style, ellipse->centerY(), VERTICAL));
        ellipseValue->setRadiusX(basicShapeRadiusToCSSValue(style, ellipse->radiusX()));
        ellipseValue->setRadiusY(basicShapeRadiusToCSSValue(style, ellipse->radiusY()));
        return ellipseValue;
    }
    case BasicShape::BasicShapePolygonType: {
        const BasicShapePolygon* polygon = toBasicShapePolygon(basicShape);
        CSSBasicShapePolygonValue* polygonValue = CSSBasicShapePolygonValue::create();

        polygonValue->setWindRule(polygon->getWindRule());
        const Vector<Length>& values = polygon->values();
        for (unsigned i = 0; i < values.size(); i += 2)
            polygonValue->appendPoint(CSSPrimitiveValue::create(values.at(i), style), CSSPrimitiveValue::create(values.at(i + 1), style));

        return polygonValue;
    }
    case BasicShape::BasicShapeInsetType: {
        const BasicShapeInset* inset = toBasicShapeInset(basicShape);
        CSSBasicShapeInsetValue* insetValue = CSSBasicShapeInsetValue::create();

        insetValue->setTop(CSSPrimitiveValue::create(inset->top(), style));
        insetValue->setRight(CSSPrimitiveValue::create(inset->right(), style));
        insetValue->setBottom(CSSPrimitiveValue::create(inset->bottom(), style));
        insetValue->setLeft(CSSPrimitiveValue::create(inset->left(), style));

        insetValue->setTopLeftRadius(CSSValuePair::create(inset->topLeftRadius(), style));
        insetValue->setTopRightRadius(CSSValuePair::create(inset->topRightRadius(), style));
        insetValue->setBottomRightRadius(CSSValuePair::create(inset->bottomRightRadius(), style));
        insetValue->setBottomLeftRadius(CSSValuePair::create(inset->bottomLeftRadius(), style));

        return insetValue;
    }
    default:
        return nullptr;
    }
}
Ejemplo n.º 2
0
bool BasicShapeInset::operator==(const BasicShape& o) const
{
    if (!isSameType(o))
        return false;
    const BasicShapeInset& other = toBasicShapeInset(o);
    return m_right == other.m_right
        && m_top == other.m_top
        && m_bottom == other.m_bottom
        && m_left == other.m_left
        && m_topLeftRadius == other.m_topLeftRadius
        && m_topRightRadius == other.m_topRightRadius
        && m_bottomRightRadius == other.m_bottomRightRadius
        && m_bottomLeftRadius == other.m_bottomLeftRadius;
}
Ejemplo n.º 3
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PassRefPtr<BasicShape> BasicShapeInset::blend(const BasicShape* other, double progress) const
{
    ASSERT(other && isSameType(*other));

    const BasicShapeInset& otherInset = toBasicShapeInset(*other);
    RefPtr<BasicShapeInset> result = BasicShapeInset::create();
    result->setTop(m_top.blend(otherInset.top(), progress, ValueRangeAll));
    result->setRight(m_right.blend(otherInset.right(), progress, ValueRangeAll));
    result->setBottom(m_bottom.blend(otherInset.bottom(), progress, ValueRangeAll));
    result->setLeft(m_left.blend(otherInset.left(), progress, ValueRangeAll));

    result->setTopLeftRadius(blendLengthSize(m_topLeftRadius, otherInset.topLeftRadius(), progress));
    result->setTopRightRadius(blendLengthSize(m_topRightRadius, otherInset.topRightRadius(), progress));
    result->setBottomRightRadius(blendLengthSize(m_bottomRightRadius, otherInset.bottomRightRadius(), progress));
    result->setBottomLeftRadius(blendLengthSize(m_bottomLeftRadius, otherInset.bottomLeftRadius(), progress));

    return result.release();
}
Ejemplo n.º 4
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PassOwnPtr<Shape> Shape::createShape(const BasicShape* basicShape, const LayoutSize& logicalBoxSize, WritingMode writingMode, float margin)
{
    ASSERT(basicShape);

    bool horizontalWritingMode = isHorizontalWritingMode(writingMode);
    float boxWidth = horizontalWritingMode ? logicalBoxSize.width().toFloat() : logicalBoxSize.height().toFloat();
    float boxHeight = horizontalWritingMode ? logicalBoxSize.height().toFloat() : logicalBoxSize.width().toFloat();
    OwnPtr<Shape> shape;

    switch (basicShape->type()) {

    case BasicShape::BasicShapeCircleType: {
        const BasicShapeCircle* circle = toBasicShapeCircle(basicShape);
        FloatPoint center = floatPointForCenterCoordinate(circle->centerX(), circle->centerY(), FloatSize(boxWidth, boxHeight));
        float radius = circle->floatValueForRadiusInBox(FloatSize(boxWidth, boxHeight));
        FloatPoint logicalCenter = physicalPointToLogical(center, logicalBoxSize.height().toFloat(), writingMode);

        shape = createCircleShape(logicalCenter, radius);
        break;
    }

    case BasicShape::BasicShapeEllipseType: {
        const BasicShapeEllipse* ellipse = toBasicShapeEllipse(basicShape);
        FloatPoint center = floatPointForCenterCoordinate(ellipse->centerX(), ellipse->centerY(), FloatSize(boxWidth, boxHeight));
        float radiusX = ellipse->floatValueForRadiusInBox(ellipse->radiusX(), center.x(), boxWidth);
        float radiusY = ellipse->floatValueForRadiusInBox(ellipse->radiusY(), center.y(), boxHeight);
        FloatPoint logicalCenter = physicalPointToLogical(center, logicalBoxSize.height().toFloat(), writingMode);

        shape = createEllipseShape(logicalCenter, FloatSize(radiusX, radiusY));
        break;
    }

    case BasicShape::BasicShapePolygonType: {
        const BasicShapePolygon* polygon = toBasicShapePolygon(basicShape);
        const Vector<Length>& values = polygon->values();
        size_t valuesSize = values.size();
        ASSERT(!(valuesSize % 2));
        OwnPtr<Vector<FloatPoint>> vertices = adoptPtr(new Vector<FloatPoint>(valuesSize / 2));
        for (unsigned i = 0; i < valuesSize; i += 2) {
            FloatPoint vertex(
                floatValueForLength(values.at(i), boxWidth),
                floatValueForLength(values.at(i + 1), boxHeight));
            (*vertices)[i / 2] = physicalPointToLogical(vertex, logicalBoxSize.height().toFloat(), writingMode);
        }
        shape = createPolygonShape(vertices.release(), polygon->windRule());
        break;
    }

    case BasicShape::BasicShapeInsetType: {
        const BasicShapeInset& inset = *toBasicShapeInset(basicShape);
        float left = floatValueForLength(inset.left(), boxWidth);
        float top = floatValueForLength(inset.top(), boxHeight);
        float right = floatValueForLength(inset.right(), boxWidth);
        float bottom = floatValueForLength(inset.bottom(), boxHeight);
        FloatRect rect(left, top, std::max<float>(boxWidth - left - right, 0), std::max<float>(boxHeight - top - bottom, 0));
        FloatRect logicalRect = physicalRectToLogical(rect, logicalBoxSize.height().toFloat(), writingMode);

        FloatSize boxSize(boxWidth, boxHeight);
        FloatSize topLeftRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.topLeftRadius(), boxSize), writingMode);
        FloatSize topRightRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.topRightRadius(), boxSize), writingMode);
        FloatSize bottomLeftRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.bottomLeftRadius(), boxSize), writingMode);
        FloatSize bottomRightRadius = physicalSizeToLogical(floatSizeForLengthSize(inset.bottomRightRadius(), boxSize), writingMode);
        FloatRoundedRect::Radii cornerRadii(topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius);

        FloatRoundedRect finalRect(logicalRect, cornerRadii);
        finalRect.constrainRadii();

        shape = createInsetShape(finalRect);
        break;
    }

    default:
        ASSERT_NOT_REACHED();
    }

    shape->m_writingMode = writingMode;
    shape->m_margin = margin;

    return shape.release();
}