RoundedRect RenderStyle::getRoundedBorderFor(const LayoutRect& borderRect, bool includeLogicalLeftEdge, bool includeLogicalRightEdge) const { IntRect snappedBorderRect(pixelSnappedIntRect(borderRect)); RoundedRect roundedRect(snappedBorderRect); if (hasBorderRadius()) { RoundedRect::Radii radii = calcRadiiFor(surround->border, snappedBorderRect.size()); radii.scale(calcBorderRadiiConstraintScaleFor(borderRect, radii)); roundedRect.includeLogicalEdges(radii, includeLogicalLeftEdge, includeLogicalRightEdge); } return roundedRect; }
const Path& BasicShapeInset::path(const FloatRect& boundingBox) { float left = floatValueForLength(m_left, boundingBox.width()); float top = floatValueForLength(m_top, boundingBox.height()); auto rect = FloatRect(left + boundingBox.x(), top + boundingBox.y(), std::max<float>(boundingBox.width() - left - floatValueForLength(m_right, boundingBox.width()), 0), std::max<float>(boundingBox.height() - top - floatValueForLength(m_bottom, boundingBox.height()), 0)); auto radii = FloatRoundedRect::Radii(floatSizeForLengthSize(m_topLeftRadius, boundingBox), floatSizeForLengthSize(m_topRightRadius, boundingBox), floatSizeForLengthSize(m_bottomLeftRadius, boundingBox), floatSizeForLengthSize(m_bottomRightRadius, boundingBox)); radii.scale(calcBorderRadiiConstraintScaleFor(rect, radii)); return cachedRoundedRectPath(FloatRoundedRect(rect, radii)); }
std::unique_ptr<Shape> Shape::createShape(const BasicShape* basicShape, const LayoutSize& logicalBoxSize, WritingMode writingMode, float margin) { ASSERT(basicShape); bool horizontalWritingMode = isHorizontalWritingMode(writingMode); float boxWidth = horizontalWritingMode ? logicalBoxSize.width() : logicalBoxSize.height(); float boxHeight = horizontalWritingMode ? logicalBoxSize.height() : logicalBoxSize.width(); std::unique_ptr<Shape> shape; switch (basicShape->type()) { case BasicShape::BasicShapeCircleType: { const BasicShapeCircle* circle = static_cast<const BasicShapeCircle*>(basicShape); float centerX = floatValueForCenterCoordinate(circle->centerX(), boxWidth); float centerY = floatValueForCenterCoordinate(circle->centerY(), boxHeight); float radius = circle->floatValueForRadiusInBox(boxWidth, boxHeight); FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode); shape = createCircleShape(logicalCenter, radius); break; } case BasicShape::BasicShapeEllipseType: { const BasicShapeEllipse* ellipse = static_cast<const BasicShapeEllipse*>(basicShape); float centerX = floatValueForCenterCoordinate(ellipse->centerX(), boxWidth); float centerY = floatValueForCenterCoordinate(ellipse->centerY(), boxHeight); float radiusX = ellipse->floatValueForRadiusInBox(ellipse->radiusX(), centerX, boxWidth); float radiusY = ellipse->floatValueForRadiusInBox(ellipse->radiusY(), centerY, boxHeight); FloatPoint logicalCenter = physicalPointToLogical(FloatPoint(centerX, centerY), logicalBoxSize.height(), writingMode); shape = createEllipseShape(logicalCenter, FloatSize(radiusX, radiusY)); break; } case BasicShape::BasicShapePolygonType: { const BasicShapePolygon& polygon = *static_cast<const BasicShapePolygon*>(basicShape); const Vector<Length>& values = polygon.values(); size_t valuesSize = values.size(); ASSERT(!(valuesSize % 2)); std::unique_ptr<Vector<FloatPoint>> vertices = std::make_unique<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(), writingMode); } shape = createPolygonShape(WTF::move(vertices), polygon.windRule()); break; } case BasicShape::BasicShapeInsetType: { const BasicShapeInset& inset = *static_cast<const BasicShapeInset*>(basicShape); float left = floatValueForLength(inset.left(), boxWidth); float top = floatValueForLength(inset.top(), boxHeight); FloatRect rect(left, top, std::max<float>(boxWidth - left - floatValueForLength(inset.right(), boxWidth), 0), std::max<float>(boxHeight - top - floatValueForLength(inset.bottom(), boxHeight), 0)); FloatRect logicalRect = physicalRectToLogical(rect, logicalBoxSize.height(), 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); cornerRadii.scale(calcBorderRadiiConstraintScaleFor(logicalRect, cornerRadii)); shape = createInsetShape(FloatRoundedRect(logicalRect, cornerRadii)); break; } default: ASSERT_NOT_REACHED(); } shape->m_writingMode = writingMode; shape->m_margin = margin; return shape; }
void FloatRoundedRect::constrainRadii() { m_radii.scaleAndFloor(calcBorderRadiiConstraintScaleFor(rect(), radii())); }