/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_GFX_PATHHELPERS_H_ #define MOZILLA_GFX_PATHHELPERS_H_ #include "2D.h" #include "mozilla/Constants.h" namespace mozilla { namespace gfx { template void ArcToBezier(T* aSink, const Point &aOrigin, float aRadius, float aStartAngle, float aEndAngle, bool aAntiClockwise) { Point startPoint(aOrigin.x + cos(aStartAngle) * aRadius, aOrigin.y + sin(aStartAngle) * aRadius); aSink->LineTo(startPoint); // Clockwise we always sweep from the smaller to the larger angle, ccw // it's vice versa. if (!aAntiClockwise && (aEndAngle < aStartAngle)) { Float correction = Float(ceil((aStartAngle - aEndAngle) / (2.0f * M_PI))); aEndAngle += float(correction * 2.0f * M_PI); } else if (aAntiClockwise && (aStartAngle < aEndAngle)) { Float correction = (Float)ceil((aEndAngle - aStartAngle) / (2.0f * M_PI)); aStartAngle += float(correction * 2.0f * M_PI); } // Sweeping more than 2 * pi is a full circle. if (!aAntiClockwise && (aEndAngle - aStartAngle > 2 * M_PI)) { aEndAngle = float(aStartAngle + 2.0f * M_PI); } else if (aAntiClockwise && (aStartAngle - aEndAngle > 2.0f * M_PI)) { aEndAngle = float(aStartAngle - 2.0f * M_PI); } // Calculate the total arc we're going to sweep. Float arcSweepLeft = fabs(aEndAngle - aStartAngle); Float sweepDirection = aAntiClockwise ? -1.0f : 1.0f; Float currentStartAngle = aStartAngle; while (arcSweepLeft > 0) { // We guarantee here the current point is the start point of the next // curve segment. Float currentEndAngle; if (arcSweepLeft > M_PI / 2.0f) { currentEndAngle = Float(currentStartAngle + M_PI / 2.0f * sweepDirection); } else { currentEndAngle = currentStartAngle + arcSweepLeft * sweepDirection; } Point currentStartPoint(aOrigin.x + cos(currentStartAngle) * aRadius, aOrigin.y + sin(currentStartAngle) * aRadius); Point currentEndPoint(aOrigin.x + cos(currentEndAngle) * aRadius, aOrigin.y + sin(currentEndAngle) * aRadius); // Calculate kappa constant for partial curve. The sign of angle in the // tangent will actually ensure this is negative for a counter clockwise // sweep, so changing signs later isn't needed. Float kappa = (4.0f / 3.0f) * tan((currentEndAngle - currentStartAngle) / 4.0f) * aRadius; Point tangentStart(-sin(currentStartAngle), cos(currentStartAngle)); Point cp1 = currentStartPoint; cp1 += tangentStart * kappa; Point revTangentEnd(sin(currentEndAngle), -cos(currentEndAngle)); Point cp2 = currentEndPoint; cp2 += revTangentEnd * kappa; aSink->BezierTo(cp1, cp2, currentEndPoint); arcSweepLeft -= Float(M_PI / 2.0f); currentStartAngle = currentEndAngle; } } /** * Appends a path represending a rounded rectangle to the path being built by * aPathBuilder. * * aRect The rectangle to append. * aCornerRadii Contains the radii of the top-left, top-right, bottom-right * and bottom-left corners, in that order. * aDrawClockwise If set to true, the path will start at the left of the top * left edge and draw clockwise. If set to false the path will * start at the right of the top left edge and draw counter- * clockwise. */ void AppendRoundedRectToPath(PathBuilder* aPathBuilder, const Rect& aRect, // paren's needed due to operator precedence: const Size(& aCornerRadii)[4], bool aDrawClockwise = true); } // namespace gfx } // namespace mozilla #endif /* MOZILLA_GFX_PATHHELPERS_H_ */