void Path::addBeziersForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius) { moveTo(FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); addLineTo(FloatPoint(rect.maxX() - topRightRadius.width(), rect.y())); if (topRightRadius.width() > 0 || topRightRadius.height() > 0) addBezierCurveTo(FloatPoint(rect.maxX() - topRightRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.maxX(), rect.y() + topRightRadius.height() * gCircleControlPoint), FloatPoint(rect.maxX(), rect.y() + topRightRadius.height())); addLineTo(FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height())); if (bottomRightRadius.width() > 0 || bottomRightRadius.height() > 0) addBezierCurveTo(FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height() * gCircleControlPoint), FloatPoint(rect.maxX() - bottomRightRadius.width() * gCircleControlPoint, rect.maxY()), FloatPoint(rect.maxX() - bottomRightRadius.width(), rect.maxY())); addLineTo(FloatPoint(rect.x() + bottomLeftRadius.width(), rect.maxY())); if (bottomLeftRadius.width() > 0 || bottomLeftRadius.height() > 0) addBezierCurveTo(FloatPoint(rect.x() + bottomLeftRadius.width() * gCircleControlPoint, rect.maxY()), FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height())); addLineTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height())); if (topLeftRadius.width() > 0 || topLeftRadius.height() > 0) addBezierCurveTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x() + topLeftRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); closeSubpath(); }
void KdPath::addRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius) { if (rect.isEmpty()) return; if (rect.width() < topLeftRadius.width() + topRightRadius.width() || rect.width() < bottomLeftRadius.width() + bottomRightRadius.width() || rect.height() < topLeftRadius.height() + bottomLeftRadius.height() || rect.height() < topRightRadius.height() + bottomRightRadius.height()) { // If all the radii cannot be accommodated, return a rect. addRect(rect); return; } moveTo(FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); addLineTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width(), rect.y())); addBezierCurveTo(FloatPoint(rect.x() + rect.width() - topRightRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width(), rect.y() + topRightRadius.height())); addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height())); addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - bottomRightRadius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width() - bottomRightRadius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x() + rect.width() - bottomRightRadius.width(), rect.y() + rect.height())); addLineTo(FloatPoint(rect.x() + bottomLeftRadius.width(), rect.y() + rect.height())); addBezierCurveTo(FloatPoint(rect.x() + bottomLeftRadius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.y() + rect.height() - bottomLeftRadius.height())); addLineTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height())); addBezierCurveTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x() + topLeftRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); closeSubpath(); }
void Path::addBeziersForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius) { bool equalWidths = (topLeftRadius.width() == topRightRadius.width() && topRightRadius.width() == bottomLeftRadius.width() && bottomLeftRadius.width() == bottomRightRadius.width()); bool equalHeights = (topLeftRadius.height() == bottomLeftRadius.height() && bottomLeftRadius.height() == topRightRadius.height() && topRightRadius.height() == bottomRightRadius.height()); if (equalWidths && equalHeights) { CGPathAddRoundedRect(m_path, 0, rect, topLeftRadius.width(), topLeftRadius.height()); return; } moveTo(FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); addLineTo(FloatPoint(rect.maxX() - topRightRadius.width(), rect.y())); addBezierCurveTo(FloatPoint(rect.maxX() - topRightRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.maxX(), rect.y() + topRightRadius.height() * gCircleControlPoint), FloatPoint(rect.maxX(), rect.y() + topRightRadius.height())); addLineTo(FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height())); addBezierCurveTo(FloatPoint(rect.maxX(), rect.maxY() - bottomRightRadius.height() * gCircleControlPoint), FloatPoint(rect.maxX() - bottomRightRadius.width() * gCircleControlPoint, rect.maxY()), FloatPoint(rect.maxX() - bottomRightRadius.width(), rect.maxY())); addLineTo(FloatPoint(rect.x() + bottomLeftRadius.width(), rect.maxY())); addBezierCurveTo(FloatPoint(rect.x() + bottomLeftRadius.width() * gCircleControlPoint, rect.maxY()), FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.maxY() - bottomLeftRadius.height())); addLineTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height())); addBezierCurveTo(FloatPoint(rect.x(), rect.y() + topLeftRadius.height() * gCircleControlPoint), FloatPoint(rect.x() + topLeftRadius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + topLeftRadius.width(), rect.y())); closeSubpath(); }
void KdPath::addRoundedRect(const FloatRect& rect, const FloatSize& roundingRadii) { if (rect.isEmpty()) return; FloatSize radius(roundingRadii); FloatSize halfSize(rect.width() / 2, rect.height() / 2); // 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 (radius.width() > halfSize.width()) radius.setWidth(halfSize.width()); // 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 (radius.height() > halfSize.height()) radius.setHeight(halfSize.height()); moveTo(FloatPoint(rect.x() + radius.width(), rect.y())); if (radius.width() < halfSize.width()) addLineTo(FloatPoint(rect.x() + rect.width() - roundingRadii.width(), rect.y())); const int minAntiAliasingRadius = 3; // add by weolar ©╦╬БЁщ срио╫г if (radius.width() <= minAntiAliasingRadius && radius.height() <= minAntiAliasingRadius) { addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + radius.height())); } else addBezierCurveTo(FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width(), rect.y() + radius.height())); if (radius.height() < halfSize.height()) addLineTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height())); // add by weolar сроб╫г if (radius.width() <= minAntiAliasingRadius && radius.height() <= minAntiAliasingRadius) { addLineTo(FloatPoint(rect.x() + rect.width() - radius.width(), rect.y() + rect.height())); } else addBezierCurveTo(FloatPoint(rect.x() + rect.width(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x() + rect.width() - radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x() + rect.width() - radius.width(), rect.y() + rect.height())); if (radius.width() < halfSize.width()) addLineTo(FloatPoint(rect.x() + radius.width(), rect.y() + rect.height())); // add by weolar вСоб╫г if (radius.width() <= minAntiAliasingRadius && radius.height() <= minAntiAliasingRadius) { addLineTo(FloatPoint(rect.x(), rect.y() + rect.height() - radius.height())); } else addBezierCurveTo(FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y() + rect.height()), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height() * gCircleControlPoint), FloatPoint(rect.x(), rect.y() + rect.height() - radius.height())); if (radius.height() < halfSize.height()) addLineTo(FloatPoint(rect.x(), rect.y() + radius.height())); // add by weolar вСио╫г if (radius.width() <= minAntiAliasingRadius && radius.height() <= minAntiAliasingRadius) { addLineTo(FloatPoint(rect.x() + radius.width(), rect.y())); } else addBezierCurveTo(FloatPoint(rect.x(), rect.y() + radius.height() * gCircleControlPoint), FloatPoint(rect.x() + radius.width() * gCircleControlPoint, rect.y()), FloatPoint(rect.x() + radius.width(), rect.y())); closeSubpath(); }