Tue, 06 Jan 2015 21:39:09 +0100
Conditionally force memory storage according to privacy.thirdparty.isolate;
This solves Tor bug #9701, complying with disk avoidance documented in
https://www.torproject.org/projects/torbrowser/design/#disk-avoidance.
1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 #ifndef MOZILLA_GFX_PATHHELPERS_H_
7 #define MOZILLA_GFX_PATHHELPERS_H_
9 #include "2D.h"
10 #include "mozilla/Constants.h"
12 namespace mozilla {
13 namespace gfx {
15 template <typename T>
16 void ArcToBezier(T* aSink, const Point &aOrigin, const Size &aRadius,
17 float aStartAngle, float aEndAngle, bool aAntiClockwise)
18 {
19 Point startPoint(aOrigin.x + cos(aStartAngle) * aRadius.width,
20 aOrigin.y + sin(aStartAngle) * aRadius.height);
22 aSink->LineTo(startPoint);
24 // Clockwise we always sweep from the smaller to the larger angle, ccw
25 // it's vice versa.
26 if (!aAntiClockwise && (aEndAngle < aStartAngle)) {
27 Float correction = Float(ceil((aStartAngle - aEndAngle) / (2.0f * M_PI)));
28 aEndAngle += float(correction * 2.0f * M_PI);
29 } else if (aAntiClockwise && (aStartAngle < aEndAngle)) {
30 Float correction = (Float)ceil((aEndAngle - aStartAngle) / (2.0f * M_PI));
31 aStartAngle += float(correction * 2.0f * M_PI);
32 }
34 // Sweeping more than 2 * pi is a full circle.
35 if (!aAntiClockwise && (aEndAngle - aStartAngle > 2 * M_PI)) {
36 aEndAngle = float(aStartAngle + 2.0f * M_PI);
37 } else if (aAntiClockwise && (aStartAngle - aEndAngle > 2.0f * M_PI)) {
38 aEndAngle = float(aStartAngle - 2.0f * M_PI);
39 }
41 // Calculate the total arc we're going to sweep.
42 Float arcSweepLeft = fabs(aEndAngle - aStartAngle);
44 Float sweepDirection = aAntiClockwise ? -1.0f : 1.0f;
46 Float currentStartAngle = aStartAngle;
48 while (arcSweepLeft > 0) {
49 // We guarantee here the current point is the start point of the next
50 // curve segment.
51 Float currentEndAngle;
53 if (arcSweepLeft > M_PI / 2.0f) {
54 currentEndAngle = Float(currentStartAngle + M_PI / 2.0f * sweepDirection);
55 } else {
56 currentEndAngle = currentStartAngle + arcSweepLeft * sweepDirection;
57 }
59 Point currentStartPoint(aOrigin.x + cos(currentStartAngle) * aRadius.width,
60 aOrigin.y + sin(currentStartAngle) * aRadius.height);
61 Point currentEndPoint(aOrigin.x + cos(currentEndAngle) * aRadius.width,
62 aOrigin.y + sin(currentEndAngle) * aRadius.height);
64 // Calculate kappa constant for partial curve. The sign of angle in the
65 // tangent will actually ensure this is negative for a counter clockwise
66 // sweep, so changing signs later isn't needed.
67 Float kappaFactor = (4.0f / 3.0f) * tan((currentEndAngle - currentStartAngle) / 4.0f);
68 Float kappaX = kappaFactor * aRadius.width;
69 Float kappaY = kappaFactor * aRadius.height;
71 Point tangentStart(-sin(currentStartAngle), cos(currentStartAngle));
72 Point cp1 = currentStartPoint;
73 cp1 += Point(tangentStart.x * kappaX, tangentStart.y * kappaY);
75 Point revTangentEnd(sin(currentEndAngle), -cos(currentEndAngle));
76 Point cp2 = currentEndPoint;
77 cp2 += Point(revTangentEnd.x * kappaX, revTangentEnd.y * kappaY);
79 aSink->BezierTo(cp1, cp2, currentEndPoint);
81 arcSweepLeft -= Float(M_PI / 2.0f);
82 currentStartAngle = currentEndAngle;
83 }
84 }
86 /**
87 * Appends a path represending a rounded rectangle to the path being built by
88 * aPathBuilder.
89 *
90 * aRect The rectangle to append.
91 * aCornerRadii Contains the radii of the top-left, top-right, bottom-right
92 * and bottom-left corners, in that order.
93 * aDrawClockwise If set to true, the path will start at the left of the top
94 * left edge and draw clockwise. If set to false the path will
95 * start at the right of the top left edge and draw counter-
96 * clockwise.
97 */
98 GFX2D_API void AppendRoundedRectToPath(PathBuilder* aPathBuilder,
99 const Rect& aRect,
100 const Size(& aCornerRadii)[4],
101 bool aDrawClockwise = true);
103 /**
104 * Appends a path represending an ellipse to the path being built by
105 * aPathBuilder.
106 *
107 * The ellipse extends aDimensions.width / 2.0 in the horizontal direction
108 * from aCenter, and aDimensions.height / 2.0 in the vertical direction.
109 */
110 GFX2D_API void AppendEllipseToPath(PathBuilder* aPathBuilder,
111 const Point& aCenter,
112 const Size& aDimensions);
114 static inline bool
115 UserToDevicePixelSnapped(Rect& aRect, const Matrix& aTransform)
116 {
117 Point p1 = aTransform * aRect.TopLeft();
118 Point p2 = aTransform * aRect.TopRight();
119 Point p3 = aTransform * aRect.BottomRight();
121 // Check that the rectangle is axis-aligned. For an axis-aligned rectangle,
122 // two opposite corners define the entire rectangle. So check if
123 // the axis-aligned rectangle with opposite corners p1 and p3
124 // define an axis-aligned rectangle whose other corners are p2 and p4.
125 // We actually only need to check one of p2 and p4, since an affine
126 // transform maps parallelograms to parallelograms.
127 if (p2 == Point(p1.x, p3.y) || p2 == Point(p3.x, p1.y)) {
128 p1.Round();
129 p3.Round();
131 aRect.MoveTo(Point(std::min(p1.x, p3.x), std::min(p1.y, p3.y)));
132 aRect.SizeTo(Size(std::max(p1.x, p3.x) - aRect.X(),
133 std::max(p1.y, p3.y) - aRect.Y()));
134 return true;
135 }
137 return false;
138 }
140 } // namespace gfx
141 } // namespace mozilla
143 #endif /* MOZILLA_GFX_PATHHELPERS_H_ */