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Side by Side Diff: third_party/WebKit/Source/platform/geometry/FloatQuad.cpp

Issue 2191233002: Add platform/geometry pretty printers for logging and testing (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Adjust tests to work around uninteresting cross-platform differences Created 4 years, 4 months ago
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1 /* 1 /*
2 * Copyright (C) 2008 Apple Inc. All rights reserved. 2 * Copyright (C) 2008 Apple Inc. All rights reserved.
3 * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) 3 * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
4 * Copyright (C) 2013 Xidorn Quan (quanxunzhen@gmail.com) 4 * Copyright (C) 2013 Xidorn Quan (quanxunzhen@gmail.com)
5 * 5 *
6 * Redistribution and use in source and binary forms, with or without 6 * Redistribution and use in source and binary forms, with or without
7 * modification, are permitted provided that the following conditions 7 * modification, are permitted provided that the following conditions
8 * are met: 8 * are met:
9 * 9 *
10 * 1. Redistributions of source code must retain the above copyright 10 * 1. Redistributions of source code must retain the above copyright
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27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
28 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 28 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */ 29 */
30 30
31 #include "platform/geometry/FloatQuad.h" 31 #include "platform/geometry/FloatQuad.h"
32 32
33 #include "third_party/skia/include/core/SkPoint.h" 33 #include "third_party/skia/include/core/SkPoint.h"
34 #include <algorithm> 34 #include <algorithm>
35 #include <cmath> 35 #include <cmath>
36 #include <limits> 36 #include <limits>
37 37 #include <ostream> // NOLINT
38 #ifndef NDEBUG
39 #include <stdio.h>
40 #endif
41 38
42 namespace blink { 39 namespace blink {
43 40
44 static inline float min4(float a, float b, float c, float d) 41 static inline float min4(float a, float b, float c, float d)
45 { 42 {
46 return std::min(std::min(a, b), std::min(c, d)); 43 return std::min(std::min(a, b), std::min(c, d));
47 } 44 }
48 45
49 static inline float max4(float a, float b, float c, float d) 46 static inline float max4(float a, float b, float c, float d)
50 { 47 {
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245 return transformedQuad.intersectsCircle(originPoint, radii.height() * radii. width()); 242 return transformedQuad.intersectsCircle(originPoint, radii.height() * radii. width());
246 243
247 } 244 }
248 245
249 bool FloatQuad::isCounterclockwise() const 246 bool FloatQuad::isCounterclockwise() const
250 { 247 {
251 // Return if the two first vectors are turning clockwise. If the quad is con vex then all following vectors will turn the same way. 248 // Return if the two first vectors are turning clockwise. If the quad is con vex then all following vectors will turn the same way.
252 return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0; 249 return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
253 } 250 }
254 251
255 #ifndef NDEBUG 252 std::ostream& operator<<(std::ostream& os, const FloatQuad& quad)
256 void FloatQuad::show() const
257 { 253 {
258 fprintf(stderr, "FloatQuad: [p1=(%f,%f), p2=(%f,%f), p3=(%f,%f), p4=(%f,%f)) ]\n", m_p1.x(), m_p1.y(), m_p2.x(), m_p2.y(), m_p3.x(), m_p3.y(), m_p4.x(), m_p4 .y()); 254 os << "FloatQuad("
255 << "p1=(" << quad.p1().x() << ", " << quad.p1().y() << "), "
256 << "p2=(" << quad.p2().x() << ", " << quad.p2().y() << "), "
257 << "p3=(" << quad.p3().x() << ", " << quad.p3().y() << "), "
258 << "p4=(" << quad.p4().x() << ", " << quad.p4().y() << "))";
259 return os;
259 } 260 }
260 #endif
261 261
262 } // namespace blink 262 } // namespace blink
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