コード例 #1
0
ファイル: Path.cpp プロジェクト: coinpayee/blink
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();
}
コード例 #2
0
ファイル: KdPath.cpp プロジェクト: staring/kdguigl
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();
}
コード例 #3
0
void Path::addArcTo(const FloatPoint& point1, const FloatPoint& point2, float radius)
{
    // See http://philip.html5.org/tests/canvas/suite/tests/spec.html#arcto.

    const FloatPoint& point0 = m_path->m_currentPoint;
    if (!radius || point0 == point1 || point1 == point2) {
        addLineTo(point1);
        return;
    }

    FloatSize v01 = point0 - point1;
    FloatSize v21 = point2 - point1;

    // sin(A - B) = sin(A) * cos(B) - sin(B) * cos(A)
    double cross = v01.width() * v21.height() - v01.height() * v21.width();

    if (fabs(cross) < 1E-10) {
        // on one line
        addLineTo(point1);
        return;
    }

    double d01 = hypot(v01.width(), v01.height());
    double d21 = hypot(v21.width(), v21.height());
    double angle = (piDouble - fabs(asin(cross / (d01 * d21)))) * 0.5;
    double span = radius * tan(angle);
    double rate = span / d01;
    FloatPoint startPoint = FloatPoint(point1.x() + v01.width() * rate,
                                       point1.y() + v01.height() * rate);
    rate = span / d21;
    FloatPoint endPoint = FloatPoint(point1.x() + v21.width() * rate,
                                     point1.y() + v21.height() * rate);

    // Fa: large arc flag, makes the difference between SCWARC_TO and LCWARC_TO
    //     respectively SCCWARC_TO and LCCWARC_TO arcs. We always use small
    //     arcs for arcTo(), as the arc is defined as the "shortest arc" of the
    //     circle specified in HTML 5.

    // Fs: sweep flag, specifying whether the arc is drawn in increasing (true)
    //     or decreasing (0) direction.
    const bool anticlockwise = cross < 0;

    // Translate the large arc and sweep flags into an OpenVG segment command.
    const VGubyte segmentCommand = anticlockwise ? VG_SCCWARC_TO_ABS : VG_SCWARC_TO_ABS;

    const VGubyte pathSegments[] = {
        VG_LINE_TO_ABS,
        segmentCommand
    };
    const VGfloat pathData[] = {
        startPoint.x(), startPoint.y(),
        radius, radius, 0, endPoint.x(), endPoint.y()
    };

    m_path->makeCompatibleContextCurrent();
    vgAppendPathData(m_path->vgPath(), 2, pathSegments, pathData);
    ASSERT_VG_NO_ERROR();

    m_path->m_currentPoint = endPoint;
}
コード例 #4
0
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();
}
コード例 #5
0
ファイル: KdPath.cpp プロジェクト: staring/kdguigl
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();
}
コード例 #6
0
void Path::addEllipse(const FloatRect& rect)
{
    if (rect.isEmpty()) {
        moveTo(rect.location());
        if (rect.width() > FLT_EPSILON) {
            addLineTo(FloatPoint(rect.x() + rect.width(), rect.y()));
            closeSubpath();
        } else if (rect.height() > FLT_EPSILON) {
            addLineTo(FloatPoint(rect.x(), rect.y() + rect.height()));
            closeSubpath();
        }
        return;
    }

    m_path->makeCompatibleContextCurrent();
    VGUErrorCode error = vguEllipse(m_path->vgPath(),
        rect.x() + rect.width() / 2.0, rect.y() + rect.height() / 2.0,
        rect.width(), rect.height());
    ASSERT(error == VGU_NO_ERROR);
}