TEST(FloatRoundedRectTest, zeroRadii) { FloatRoundedRect r = FloatRoundedRect(1, 2, 3, 4); EXPECT_EQ(FloatRect(1, 2, 3, 4), r.rect()); EXPECT_EQ(FloatSize(), r.radii().topLeft()); EXPECT_EQ(FloatSize(), r.radii().topRight()); EXPECT_EQ(FloatSize(), r.radii().bottomLeft()); EXPECT_EQ(FloatSize(), r.radii().bottomRight()); EXPECT_TRUE(r.radii().isZero()); EXPECT_FALSE(r.isRounded()); EXPECT_FALSE(r.isEmpty()); EXPECT_EQ(FloatRect(1, 2, 0, 0), r.topLeftCorner()); EXPECT_EQ(FloatRect(4, 2, 0, 0), r.topRightCorner()); EXPECT_EQ(FloatRect(4, 6, 0, 0), r.bottomRightCorner()); EXPECT_EQ(FloatRect(1, 6, 0, 0), r.bottomLeftCorner()); TEST_INTERCEPTS(r, 2, r.rect().x(), r.rect().maxX()); TEST_INTERCEPTS(r, 4, r.rect().x(), r.rect().maxX()); TEST_INTERCEPTS(r, 6, r.rect().x(), r.rect().maxX()); float minXIntercept; float maxXIntercept; EXPECT_FALSE(r.xInterceptsAtY(1, minXIntercept, maxXIntercept)); EXPECT_FALSE(r.xInterceptsAtY(7, minXIntercept, maxXIntercept)); // The FloatRoundedRect::expandRadii() function doesn't change radii FloatSizes that // are <= zero. Same as RoundedRect::expandRadii(). r.expandRadii(20); r.shrinkRadii(10); EXPECT_TRUE(r.radii().isZero()); }
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()); }
static bool isKeyNull(const FloatRoundedRect& rect) { return rect.isEmpty(); }