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

Issue 519463002: Removing "using" declarations that import names in the C++ Standard library.(Source/platform/[geome… (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Rebasing Created 6 years, 3 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 "config.h" 31 #include "config.h"
32 #include "platform/geometry/FloatQuad.h" 32 #include "platform/geometry/FloatQuad.h"
33 33
34 #include <algorithm> 34 #include <algorithm>
35 #include <limits> 35 #include <limits>
36 36
37 using namespace std;
38
39 namespace blink { 37 namespace blink {
40 38
41 static inline float min4(float a, float b, float c, float d) 39 static inline float min4(float a, float b, float c, float d)
42 { 40 {
43 return min(min(a, b), min(c, d)); 41 return std::min(std::min(a, b), std::min(c, d));
44 } 42 }
45 43
46 static inline float max4(float a, float b, float c, float d) 44 static inline float max4(float a, float b, float c, float d)
47 { 45 {
48 return max(max(a, b), max(c, d)); 46 return std::max(std::max(a, b), std::max(c, d));
49 } 47 }
50 48
51 inline float dot(const FloatSize& a, const FloatSize& b) 49 inline float dot(const FloatSize& a, const FloatSize& b)
52 { 50 {
53 return a.width() * b.width() + a.height() * b.height(); 51 return a.width() * b.width() + a.height() * b.height();
54 } 52 }
55 53
56 inline float determinant(const FloatSize& a, const FloatSize& b) 54 inline float determinant(const FloatSize& a, const FloatSize& b)
57 { 55 {
58 return a.width() * b.height() - a.height() * b.width(); 56 return a.width() * b.height() - a.height() * b.width();
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87 float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); 85 float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
88 86
89 float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); 87 float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
90 float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); 88 float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
91 89
92 return FloatRect(left, top, right - left, bottom - top); 90 return FloatRect(left, top, right - left, bottom - top);
93 } 91 }
94 92
95 static inline bool withinEpsilon(float a, float b) 93 static inline bool withinEpsilon(float a, float b)
96 { 94 {
97 return fabs(a - b) < numeric_limits<float>::epsilon(); 95 return fabs(a - b) < std::numeric_limits<float>::epsilon();
98 } 96 }
99 97
100 bool FloatQuad::isRectilinear() const 98 bool FloatQuad::isRectilinear() const
101 { 99 {
102 return (withinEpsilon(m_p1.x(), m_p2.x()) && withinEpsilon(m_p2.y(), m_p3.y( )) && withinEpsilon(m_p3.x(), m_p4.x()) && withinEpsilon(m_p4.y(), m_p1.y())) 100 return (withinEpsilon(m_p1.x(), m_p2.x()) && withinEpsilon(m_p2.y(), m_p3.y( )) && withinEpsilon(m_p3.x(), m_p4.x()) && withinEpsilon(m_p4.y(), m_p1.y()))
103 || (withinEpsilon(m_p1.y(), m_p2.y()) && withinEpsilon(m_p2.x(), m_p3.x( )) && withinEpsilon(m_p3.y(), m_p4.y()) && withinEpsilon(m_p4.x(), m_p1.x())); 101 || (withinEpsilon(m_p1.y(), m_p2.y()) && withinEpsilon(m_p2.x(), m_p3.x( )) && withinEpsilon(m_p3.y(), m_p4.y()) && withinEpsilon(m_p4.x(), m_p1.x()));
104 } 102 }
105 103
106 bool FloatQuad::containsPoint(const FloatPoint& p) const 104 bool FloatQuad::containsPoint(const FloatPoint& p) const
107 { 105 {
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227 225
228 } 226 }
229 227
230 bool FloatQuad::isCounterclockwise() const 228 bool FloatQuad::isCounterclockwise() const
231 { 229 {
232 // Return if the two first vectors are turning clockwise. If the quad is con vex then all following vectors will turn the same way. 230 // Return if the two first vectors are turning clockwise. If the quad is con vex then all following vectors will turn the same way.
233 return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0; 231 return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
234 } 232 }
235 233
236 } // namespace blink 234 } // namespace blink
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