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| 1 /* |
| 2 * Copyright (C) 2008 Apple Inc. 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 copyright |
| 9 * notice, this list of conditions and the following disclaimer. |
| 10 * 2. Redistributions in binary form must reproduce the above copyright |
| 11 * notice, this list of conditions and the following disclaimer in the |
| 12 * documentation and/or other materials provided with the distribution. |
| 13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of |
| 14 * its contributors may be used to endorse or promote products derived |
| 15 * from this software without specific prior written permission. |
| 16 * |
| 17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY |
| 18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
| 19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| 20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
| 21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| 22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| 23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
| 24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
| 26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 27 */ |
| 28 |
| 29 #ifndef FloatQuad_h |
| 30 #define FloatQuad_h |
| 31 |
| 32 #include "FloatPoint.h" |
| 33 #include "FloatRect.h" |
| 34 #include "IntRect.h" |
| 35 |
| 36 namespace WebCore { |
| 37 |
| 38 // A FloatQuad is a collection of 4 points, often representing the result of |
| 39 // mapping a rectangle through transforms. When initialized from a rect, the |
| 40 // points are in clockwise order from top left. |
| 41 class FloatQuad { |
| 42 public: |
| 43 FloatQuad() |
| 44 { |
| 45 } |
| 46 |
| 47 FloatQuad(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& p3,
const FloatPoint& p4) |
| 48 : m_p1(p1) |
| 49 , m_p2(p2) |
| 50 , m_p3(p3) |
| 51 , m_p4(p4) |
| 52 { |
| 53 } |
| 54 |
| 55 FloatQuad(const FloatRect& inRect) |
| 56 : m_p1(inRect.location()) |
| 57 , m_p2(inRect.right(), inRect.y()) |
| 58 , m_p3(inRect.right(), inRect.bottom()) |
| 59 , m_p4(inRect.x(), inRect.bottom()) |
| 60 { |
| 61 } |
| 62 |
| 63 FloatPoint p1() const { return m_p1; } |
| 64 FloatPoint p2() const { return m_p2; } |
| 65 FloatPoint p3() const { return m_p3; } |
| 66 FloatPoint p4() const { return m_p4; } |
| 67 |
| 68 void setP1(const FloatPoint& p) { m_p1 = p; } |
| 69 void setP2(const FloatPoint& p) { m_p2 = p; } |
| 70 void setP3(const FloatPoint& p) { m_p3 = p; } |
| 71 void setP4(const FloatPoint& p) { m_p4 = p; } |
| 72 |
| 73 // isEmpty tests that the bounding box is empty. This will not identify |
| 74 // "slanted" empty quads. |
| 75 bool isEmpty() const { return boundingBox().isEmpty(); } |
| 76 |
| 77 FloatRect boundingBox() const; |
| 78 IntRect enclosingBoundingBox() const |
| 79 { |
| 80 return enclosingIntRect(boundingBox()); |
| 81 } |
| 82 |
| 83 void move(const FloatSize& offset) |
| 84 { |
| 85 m_p1 += offset; |
| 86 m_p2 += offset; |
| 87 m_p3 += offset; |
| 88 m_p4 += offset; |
| 89 } |
| 90 |
| 91 void move(float dx, float dy) |
| 92 { |
| 93 m_p1.move(dx, dy); |
| 94 m_p2.move(dx, dy); |
| 95 m_p3.move(dx, dy); |
| 96 m_p4.move(dx, dy); |
| 97 } |
| 98 |
| 99 private: |
| 100 FloatPoint m_p1; |
| 101 FloatPoint m_p2; |
| 102 FloatPoint m_p3; |
| 103 FloatPoint m_p4; |
| 104 }; |
| 105 |
| 106 inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b) |
| 107 { |
| 108 a.move(b); |
| 109 return a; |
| 110 } |
| 111 |
| 112 inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b) |
| 113 { |
| 114 a.move(-b.width(), -b.height()); |
| 115 return a; |
| 116 } |
| 117 |
| 118 inline bool operator==(const FloatQuad& a, const FloatQuad& b) |
| 119 { |
| 120 return a.p1() == b.p1() && |
| 121 a.p2() == b.p2() && |
| 122 a.p3() == b.p3() && |
| 123 a.p4() == b.p4(); |
| 124 } |
| 125 |
| 126 inline bool operator!=(const FloatQuad& a, const FloatQuad& b) |
| 127 { |
| 128 return a.p1() != b.p1() || |
| 129 a.p2() != b.p2() || |
| 130 a.p3() != b.p3() || |
| 131 a.p4() != b.p4(); |
| 132 } |
| 133 |
| 134 } // namespace WebCore |
| 135 |
| 136 |
| 137 #endif // FloatQuad_h |
| 138 |
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