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| 1 /* | 1 /* |
| 2 * Copyright (C) 2003, 2006, 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2003, 2006, 2009 Apple Inc. All rights reserved. |
| 3 * 2006 Rob Buis <buis@kde.org> | 3 * 2006 Rob Buis <buis@kde.org> |
| 4 * Copyright (C) 2007-2008 Torch Mobile, Inc. | 4 * Copyright (C) 2007-2008 Torch Mobile, Inc. |
| 5 * Copyright (C) 2013 Google Inc. All rights reserved. | 5 * Copyright (C) 2013 Google Inc. All rights reserved. |
| 6 * | 6 * |
| 7 * Redistribution and use in source and binary forms, with or without | 7 * Redistribution and use in source and binary forms, with or without |
| 8 * modification, are permitted provided that the following conditions | 8 * modification, are permitted provided that the following conditions |
| 9 * are met: | 9 * are met: |
| 10 * 1. Redistributions of source code must retain the above copyright | 10 * 1. Redistributions of source code must retain the above copyright |
| (...skipping 84 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 95 | 95 |
| 96 void moveTo(const FloatPoint&); | 96 void moveTo(const FloatPoint&); |
| 97 void addLineTo(const FloatPoint&); | 97 void addLineTo(const FloatPoint&); |
| 98 void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& en
dPoint); | 98 void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& en
dPoint); |
| 99 void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint&
controlPoint2, const FloatPoint& endPoint); | 99 void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint&
controlPoint2, const FloatPoint& endPoint); |
| 100 void addArcTo(const FloatPoint&, const FloatPoint&, float radius); | 100 void addArcTo(const FloatPoint&, const FloatPoint&, float radius); |
| 101 void closeSubpath(); | 101 void closeSubpath(); |
| 102 | 102 |
| 103 void addArc(const FloatPoint&, float radius, float startAngle, float end
Angle, bool anticlockwise); | 103 void addArc(const FloatPoint&, float radius, float startAngle, float end
Angle, bool anticlockwise); |
| 104 void addRect(const FloatRect&); | 104 void addRect(const FloatRect&); |
| 105 void addEllipse(const FloatPoint&, float radiusX, float radiusY, float r
otation, float startAngle, float endAngle, bool anticlockwise); |
| 105 void addEllipse(const FloatRect&); | 106 void addEllipse(const FloatRect&); |
| 106 | 107 |
| 107 enum RoundedRectStrategy { | 108 enum RoundedRectStrategy { |
| 108 PreferNativeRoundedRect, | 109 PreferNativeRoundedRect, |
| 109 PreferBezierRoundedRect | 110 PreferBezierRoundedRect |
| 110 }; | 111 }; |
| 111 | 112 |
| 112 void addRoundedRect(const FloatRect&, const FloatSize& roundingRadii, Ro
undedRectStrategy = PreferNativeRoundedRect); | 113 void addRoundedRect(const FloatRect&, const FloatSize& roundingRadii, Ro
undedRectStrategy = PreferNativeRoundedRect); |
| 113 void addRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, co
nst FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSiz
e& bottomRightRadius, RoundedRectStrategy = PreferNativeRoundedRect); | 114 void addRoundedRect(const FloatRect&, const FloatSize& topLeftRadius, co
nst FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSiz
e& bottomRightRadius, RoundedRectStrategy = PreferNativeRoundedRect); |
| 114 void addRoundedRect(const RoundedRect&); | 115 void addRoundedRect(const RoundedRect&); |
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| 127 void addPathForRoundedRect(const FloatRect&, const FloatSize& topLeftRad
ius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const F
loatSize& bottomRightRadius, RoundedRectStrategy = PreferNativeRoundedRect); | 128 void addPathForRoundedRect(const FloatRect&, const FloatSize& topLeftRad
ius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const F
loatSize& bottomRightRadius, RoundedRectStrategy = PreferNativeRoundedRect); |
| 128 void addBeziersForRoundedRect(const FloatRect&, const FloatSize& topLeft
Radius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, cons
t FloatSize& bottomRightRadius); | 129 void addBeziersForRoundedRect(const FloatRect&, const FloatSize& topLeft
Radius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, cons
t FloatSize& bottomRightRadius); |
| 129 | 130 |
| 130 private: | 131 private: |
| 131 SkPath* m_path; | 132 SkPath* m_path; |
| 132 }; | 133 }; |
| 133 | 134 |
| 134 } | 135 } |
| 135 | 136 |
| 136 #endif | 137 #endif |
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