diff -r 000000000000 -r 6474c204b198 gfx/2d/PathHelpers.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/2d/PathHelpers.h Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,143 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#ifndef MOZILLA_GFX_PATHHELPERS_H_ +#define MOZILLA_GFX_PATHHELPERS_H_ + +#include "2D.h" +#include "mozilla/Constants.h" + +namespace mozilla { +namespace gfx { + +template +void ArcToBezier(T* aSink, const Point &aOrigin, const Size &aRadius, + float aStartAngle, float aEndAngle, bool aAntiClockwise) +{ + Point startPoint(aOrigin.x + cos(aStartAngle) * aRadius.width, + aOrigin.y + sin(aStartAngle) * aRadius.height); + + aSink->LineTo(startPoint); + + // Clockwise we always sweep from the smaller to the larger angle, ccw + // it's vice versa. + if (!aAntiClockwise && (aEndAngle < aStartAngle)) { + Float correction = Float(ceil((aStartAngle - aEndAngle) / (2.0f * M_PI))); + aEndAngle += float(correction * 2.0f * M_PI); + } else if (aAntiClockwise && (aStartAngle < aEndAngle)) { + Float correction = (Float)ceil((aEndAngle - aStartAngle) / (2.0f * M_PI)); + aStartAngle += float(correction * 2.0f * M_PI); + } + + // Sweeping more than 2 * pi is a full circle. + if (!aAntiClockwise && (aEndAngle - aStartAngle > 2 * M_PI)) { + aEndAngle = float(aStartAngle + 2.0f * M_PI); + } else if (aAntiClockwise && (aStartAngle - aEndAngle > 2.0f * M_PI)) { + aEndAngle = float(aStartAngle - 2.0f * M_PI); + } + + // Calculate the total arc we're going to sweep. + Float arcSweepLeft = fabs(aEndAngle - aStartAngle); + + Float sweepDirection = aAntiClockwise ? -1.0f : 1.0f; + + Float currentStartAngle = aStartAngle; + + while (arcSweepLeft > 0) { + // We guarantee here the current point is the start point of the next + // curve segment. + Float currentEndAngle; + + if (arcSweepLeft > M_PI / 2.0f) { + currentEndAngle = Float(currentStartAngle + M_PI / 2.0f * sweepDirection); + } else { + currentEndAngle = currentStartAngle + arcSweepLeft * sweepDirection; + } + + Point currentStartPoint(aOrigin.x + cos(currentStartAngle) * aRadius.width, + aOrigin.y + sin(currentStartAngle) * aRadius.height); + Point currentEndPoint(aOrigin.x + cos(currentEndAngle) * aRadius.width, + aOrigin.y + sin(currentEndAngle) * aRadius.height); + + // Calculate kappa constant for partial curve. The sign of angle in the + // tangent will actually ensure this is negative for a counter clockwise + // sweep, so changing signs later isn't needed. + Float kappaFactor = (4.0f / 3.0f) * tan((currentEndAngle - currentStartAngle) / 4.0f); + Float kappaX = kappaFactor * aRadius.width; + Float kappaY = kappaFactor * aRadius.height; + + Point tangentStart(-sin(currentStartAngle), cos(currentStartAngle)); + Point cp1 = currentStartPoint; + cp1 += Point(tangentStart.x * kappaX, tangentStart.y * kappaY); + + Point revTangentEnd(sin(currentEndAngle), -cos(currentEndAngle)); + Point cp2 = currentEndPoint; + cp2 += Point(revTangentEnd.x * kappaX, revTangentEnd.y * kappaY); + + aSink->BezierTo(cp1, cp2, currentEndPoint); + + arcSweepLeft -= Float(M_PI / 2.0f); + currentStartAngle = currentEndAngle; + } +} + +/** + * Appends a path represending a rounded rectangle to the path being built by + * aPathBuilder. + * + * aRect The rectangle to append. + * aCornerRadii Contains the radii of the top-left, top-right, bottom-right + * and bottom-left corners, in that order. + * aDrawClockwise If set to true, the path will start at the left of the top + * left edge and draw clockwise. If set to false the path will + * start at the right of the top left edge and draw counter- + * clockwise. + */ +GFX2D_API void AppendRoundedRectToPath(PathBuilder* aPathBuilder, + const Rect& aRect, + const Size(& aCornerRadii)[4], + bool aDrawClockwise = true); + +/** + * Appends a path represending an ellipse to the path being built by + * aPathBuilder. + * + * The ellipse extends aDimensions.width / 2.0 in the horizontal direction + * from aCenter, and aDimensions.height / 2.0 in the vertical direction. + */ +GFX2D_API void AppendEllipseToPath(PathBuilder* aPathBuilder, + const Point& aCenter, + const Size& aDimensions); + +static inline bool +UserToDevicePixelSnapped(Rect& aRect, const Matrix& aTransform) +{ + Point p1 = aTransform * aRect.TopLeft(); + Point p2 = aTransform * aRect.TopRight(); + Point p3 = aTransform * aRect.BottomRight(); + + // Check that the rectangle is axis-aligned. For an axis-aligned rectangle, + // two opposite corners define the entire rectangle. So check if + // the axis-aligned rectangle with opposite corners p1 and p3 + // define an axis-aligned rectangle whose other corners are p2 and p4. + // We actually only need to check one of p2 and p4, since an affine + // transform maps parallelograms to parallelograms. + if (p2 == Point(p1.x, p3.y) || p2 == Point(p3.x, p1.y)) { + p1.Round(); + p3.Round(); + + aRect.MoveTo(Point(std::min(p1.x, p3.x), std::min(p1.y, p3.y))); + aRect.SizeTo(Size(std::max(p1.x, p3.x) - aRect.X(), + std::max(p1.y, p3.y) - aRect.Y())); + return true; + } + + return false; +} + +} // namespace gfx +} // namespace mozilla + +#endif /* MOZILLA_GFX_PATHHELPERS_H_ */