| Index: Source/core/platform/graphics/FloatQuad.h
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| diff --git a/Source/core/platform/graphics/FloatQuad.h b/Source/core/platform/graphics/FloatQuad.h
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| deleted file mode 100644
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| index 3a8e822712bd84e01616318660932a2b50c6bb1f..0000000000000000000000000000000000000000
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| --- a/Source/core/platform/graphics/FloatQuad.h
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| +++ /dev/null
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| @@ -1,180 +0,0 @@
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| -/*
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| - * Copyright (C) 2008 Apple Inc. All rights reserved.
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| - *
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| - * Redistribution and use in source and binary forms, with or without
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| - * modification, are permitted provided that the following conditions
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| - * are met:
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| - *
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| - * 1. Redistributions of source code must retain the above copyright
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| - * notice, this list of conditions and the following disclaimer.
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| - * 2. Redistributions in binary form must reproduce the above copyright
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| - * notice, this list of conditions and the following disclaimer in the
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| - * documentation and/or other materials provided with the distribution.
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| - * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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| - * its contributors may be used to endorse or promote products derived
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| - * from this software without specific prior written permission.
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| - *
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| - * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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| - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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| - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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| - * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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| - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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| - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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| - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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| - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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| - * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| - */
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| -
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| -#ifndef FloatQuad_h
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| -#define FloatQuad_h
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| -
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| -#include "core/platform/graphics/FloatPoint.h"
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| -#include "core/platform/graphics/FloatRect.h"
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| -#include "core/platform/graphics/IntRect.h"
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| -
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| -namespace WebCore {
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| -
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| -// A FloatQuad is a collection of 4 points, often representing the result of
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| -// mapping a rectangle through transforms. When initialized from a rect, the
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| -// points are in clockwise order from top left.
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| -class FloatQuad {
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| -public:
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| - FloatQuad()
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| - {
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| - }
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| -
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| - FloatQuad(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& p3, const FloatPoint& p4)
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| - : m_p1(p1)
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| - , m_p2(p2)
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| - , m_p3(p3)
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| - , m_p4(p4)
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| - {
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| - }
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| -
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| - FloatQuad(const FloatRect& inRect)
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| - : m_p1(inRect.location())
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| - , m_p2(inRect.maxX(), inRect.y())
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| - , m_p3(inRect.maxX(), inRect.maxY())
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| - , m_p4(inRect.x(), inRect.maxY())
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| - {
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| - }
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| -
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| - FloatPoint p1() const { return m_p1; }
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| - FloatPoint p2() const { return m_p2; }
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| - FloatPoint p3() const { return m_p3; }
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| - FloatPoint p4() const { return m_p4; }
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| -
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| - void setP1(const FloatPoint& p) { m_p1 = p; }
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| - void setP2(const FloatPoint& p) { m_p2 = p; }
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| - void setP3(const FloatPoint& p) { m_p3 = p; }
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| - void setP4(const FloatPoint& p) { m_p4 = p; }
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| -
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| - // isEmpty tests that the bounding box is empty. This will not identify
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| - // "slanted" empty quads.
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| - bool isEmpty() const { return boundingBox().isEmpty(); }
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| -
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| - // Tests whether this quad can be losslessly represented by a FloatRect,
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| - // that is, if two edges are parallel to the x-axis and the other two
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| - // are parallel to the y-axis. If this method returns true, the
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| - // corresponding FloatRect can be retrieved with boundingBox().
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| - bool isRectilinear() const;
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| -
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| - // Tests whether the given point is inside, or on an edge or corner of this quad.
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| - bool containsPoint(const FloatPoint&) const;
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| -
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| - // Tests whether the four corners of other are inside, or coincident with the sides of this quad.
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| - // Note that this only works for convex quads, but that includes all quads that originate
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| - // from transformed rects.
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| - bool containsQuad(const FloatQuad&) const;
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| -
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| - // Tests whether any part of the rectangle intersects with this quad.
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| - // This only works for convex quads.
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| - bool intersectsRect(const FloatRect&) const;
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| -
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| - // Test whether any part of the circle/ellipse intersects with this quad.
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| - // Note that these two functions only work for convex quads.
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| - bool intersectsCircle(const FloatPoint& center, float radius) const;
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| - bool intersectsEllipse(const FloatPoint& center, const FloatSize& radii) const;
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| -
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| - // The center of the quad. If the quad is the result of a affine-transformed rectangle this is the same as the original center transformed.
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| - FloatPoint center() const
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| - {
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| - return FloatPoint((m_p1.x() + m_p2.x() + m_p3.x() + m_p4.x()) / 4.0,
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| - (m_p1.y() + m_p2.y() + m_p3.y() + m_p4.y()) / 4.0);
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| - }
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| -
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| - FloatRect boundingBox() const;
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| - IntRect enclosingBoundingBox() const
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| - {
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| - return enclosingIntRect(boundingBox());
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| - }
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| -
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| - void move(const FloatSize& offset)
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| - {
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| - m_p1 += offset;
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| - m_p2 += offset;
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| - m_p3 += offset;
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| - m_p4 += offset;
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| - }
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| -
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| - void move(float dx, float dy)
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| - {
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| - m_p1.move(dx, dy);
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| - m_p2.move(dx, dy);
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| - m_p3.move(dx, dy);
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| - m_p4.move(dx, dy);
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| - }
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| -
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| - void scale(float dx, float dy)
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| - {
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| - m_p1.scale(dx, dy);
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| - m_p2.scale(dx, dy);
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| - m_p3.scale(dx, dy);
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| - m_p4.scale(dx, dy);
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| - }
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| -
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| - // Tests whether points are in clock-wise, or counter clock-wise order.
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| - // Note that output is undefined when all points are colinear.
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| - bool isCounterclockwise() const;
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| -
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| -private:
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| - FloatPoint m_p1;
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| - FloatPoint m_p2;
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| - FloatPoint m_p3;
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| - FloatPoint m_p4;
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| -};
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| -
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| -inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b)
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| -{
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| - a.move(b);
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| - return a;
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| -}
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| -
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| -inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b)
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| -{
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| - a.move(-b.width(), -b.height());
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| - return a;
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| -}
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| -
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| -inline bool operator==(const FloatQuad& a, const FloatQuad& b)
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| -{
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| - return a.p1() == b.p1() &&
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| - a.p2() == b.p2() &&
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| - a.p3() == b.p3() &&
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| - a.p4() == b.p4();
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| -}
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| -
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| -inline bool operator!=(const FloatQuad& a, const FloatQuad& b)
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| -{
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| - return a.p1() != b.p1() ||
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| - a.p2() != b.p2() ||
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| - a.p3() != b.p3() ||
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| - a.p4() != b.p4();
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| -}
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| -
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| -} // namespace WebCore
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| -
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| -
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| -#endif // FloatQuad_h
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| -
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|