1/*
2 * Copyright (C) 2013 Adobe Systems Incorporated. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above
9 *    copyright notice, this list of conditions and the following
10 *    disclaimer.
11 * 2. Redistributions in binary form must reproduce the above
12 *    copyright notice, this list of conditions and the following
13 *    disclaimer in the documentation and/or other materials
14 *    provided with the distribution.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
17 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
18 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
19 * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
20 * COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
21 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
23 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
24 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
25 * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
27 * OF THE POSSIBILITY OF SUCH DAMAGE.
28 */
29
30#ifndef FloatRoundedRect_h
31#define FloatRoundedRect_h
32
33#include "FloatRect.h"
34#include "FloatSize.h"
35#include "RoundedRect.h"
36
37namespace WebCore {
38
39class FloatRoundedRect {
40public:
41    class Radii {
42    public:
43        Radii() { }
44        Radii(const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight)
45            : m_topLeft(topLeft)
46            , m_topRight(topRight)
47            , m_bottomLeft(bottomLeft)
48            , m_bottomRight(bottomRight)
49        {
50        }
51
52        Radii(const RoundedRect::Radii& intRadii)
53            : m_topLeft(intRadii.topLeft())
54            , m_topRight(intRadii.topRight())
55            , m_bottomLeft(intRadii.bottomLeft())
56            , m_bottomRight(intRadii.bottomRight())
57        {
58        }
59
60        void setTopLeft(const FloatSize& size) { m_topLeft = size; }
61        void setTopRight(const FloatSize& size) { m_topRight = size; }
62        void setBottomLeft(const FloatSize& size) { m_bottomLeft = size; }
63        void setBottomRight(const FloatSize& size) { m_bottomRight = size; }
64        const FloatSize& topLeft() const { return m_topLeft; }
65        const FloatSize& topRight() const { return m_topRight; }
66        const FloatSize& bottomLeft() const { return m_bottomLeft; }
67        const FloatSize& bottomRight() const { return m_bottomRight; }
68
69        bool isZero() const;
70
71        void scale(float factor);
72        void scale(float horizontalFactor, float verticalFactor);
73        void expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth);
74        void expand(float size) { expand(size, size, size, size); }
75        void shrink(float topWidth, float bottomWidth, float leftWidth, float rightWidth) { expand(-topWidth, -bottomWidth, -leftWidth, -rightWidth); }
76        void shrink(float size) { shrink(size, size, size, size); }
77
78    private:
79        FloatSize m_topLeft;
80        FloatSize m_topRight;
81        FloatSize m_bottomLeft;
82        FloatSize m_bottomRight;
83    };
84
85    explicit FloatRoundedRect(const FloatRect&, const Radii& = Radii());
86    explicit FloatRoundedRect(const RoundedRect&);
87    FloatRoundedRect(float x, float y, float width, float height);
88    FloatRoundedRect(const FloatRect&, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight);
89
90    const FloatRect& rect() const { return m_rect; }
91    const Radii& radii() const { return m_radii; }
92    bool isRounded() const { return !m_radii.isZero(); }
93    bool isEmpty() const { return m_rect.isEmpty(); }
94
95    void setRect(const FloatRect& rect) { m_rect = rect; }
96    void setRadii(const Radii& radii) { m_radii = radii; }
97
98    void move(const FloatSize& size) { m_rect.move(size); }
99    void inflate(float size) { m_rect.inflate(size);  }
100    void expandRadii(float size) { m_radii.expand(size); }
101    void shrinkRadii(float size) { m_radii.shrink(size); }
102    void inflateWithRadii(float size);
103    void adjustRadii();
104
105    FloatRect topLeftCorner() const
106    {
107        return FloatRect(m_rect.x(), m_rect.y(), m_radii.topLeft().width(), m_radii.topLeft().height());
108    }
109    FloatRect topRightCorner() const
110    {
111        return FloatRect(m_rect.maxX() - m_radii.topRight().width(), m_rect.y(), m_radii.topRight().width(), m_radii.topRight().height());
112    }
113    FloatRect bottomLeftCorner() const
114    {
115        return FloatRect(m_rect.x(), m_rect.maxY() - m_radii.bottomLeft().height(), m_radii.bottomLeft().width(), m_radii.bottomLeft().height());
116    }
117    FloatRect bottomRightCorner() const
118    {
119        return FloatRect(m_rect.maxX() - m_radii.bottomRight().width(), m_rect.maxY() - m_radii.bottomRight().height(), m_radii.bottomRight().width(), m_radii.bottomRight().height());
120    }
121
122    bool isRenderable() const;
123    bool xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const;
124
125private:
126    FloatRect m_rect;
127    Radii m_radii;
128};
129
130inline bool operator==(const FloatRoundedRect::Radii& a, const FloatRoundedRect::Radii& b)
131{
132    return a.topLeft() == b.topLeft() && a.topRight() == b.topRight() && a.bottomLeft() == b.bottomLeft() && a.bottomRight() == b.bottomRight();
133}
134
135inline bool operator==(const FloatRoundedRect& a, const FloatRoundedRect& b)
136{
137    return a.rect() == b.rect() && a.radii() == b.radii();
138}
139
140inline float calcBorderRadiiConstraintScaleFor(const FloatRect& rect, const FloatRoundedRect::Radii& radii)
141{
142    // Constrain corner radii using CSS3 rules:
143    // http://www.w3.org/TR/css3-background/#the-border-radius
144
145    float factor = 1;
146    float radiiSum;
147
148    // top
149    radiiSum = radii.topLeft().width() + radii.topRight().width(); // Casts to avoid integer overflow.
150    if (radiiSum > rect.width())
151        factor = std::min(rect.width() / radiiSum, factor);
152
153    // bottom
154    radiiSum = radii.bottomLeft().width() + radii.bottomRight().width();
155    if (radiiSum > rect.width())
156        factor = std::min(rect.width() / radiiSum, factor);
157
158    // left
159    radiiSum = radii.topLeft().height() + radii.bottomLeft().height();
160    if (radiiSum > rect.height())
161        factor = std::min(rect.height() / radiiSum, factor);
162
163    // right
164    radiiSum = radii.topRight().height() + radii.bottomRight().height();
165    if (radiiSum > rect.height())
166        factor = std::min(rect.height() / radiiSum, factor);
167
168    ASSERT(factor <= 1);
169    return factor;
170}
171
172} // namespace WebCore
173
174#endif // FloatRoundedRect_h
175