void Path::addPathForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius, RoundedRectStrategy strategy) { if (strategy == PreferBezierRoundedRect) { addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); return; } addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); }
void Path::addPathForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius, RoundedRectStrategy strategy) { if (strategy == PreferBezierRoundedRect) { addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); return; } #if USE(CG) platformAddPathForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); #else addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); #endif }
void Path::addPathForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius, RoundedRectStrategy strategy) { if (strategy == PreferNativeRoundedRect) { #if USE(CG) || PLATFORM(BLACKBERRY) platformAddPathForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); return; #endif } addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); }
void Path::platformAddPathForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius) { #if PLATFORM(MAC) && __MAC_OS_X_VERSION_MIN_REQUIRED >= 1070 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) { wkCGPathAddRoundedRect(ensurePlatformPath(), 0, rect, topLeftRadius.width(), topLeftRadius.height()); return; } #endif addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); }
void Path::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; } addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); }
void Path::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()); addBeziersForRoundedRect(rect, radius, radius, radius, radius); }
void Path::addRoundedRect(const FloatRoundedRect& r, RoundedRectStrategy strategy) { if (r.isEmpty()) return; const FloatRoundedRect::Radii& radii = r.radii(); const FloatRect& rect = r.rect(); if (!r.isRenderable()) { // If all the radii cannot be accommodated, return a rect. addRect(rect); return; } if (strategy == PreferNativeRoundedRect) { #if USE(CG) platformAddPathForRoundedRect(rect, radii.topLeft(), radii.topRight(), radii.bottomLeft(), radii.bottomRight()); return; #endif } addBeziersForRoundedRect(rect, radii.topLeft(), radii.topRight(), radii.bottomLeft(), radii.bottomRight()); }
void Path::addPathForRoundedRect(const FloatRect& rect, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius) { addBeziersForRoundedRect(rect, topLeftRadius, topRightRadius, bottomLeftRadius, bottomRightRadius); }