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/*
* Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above
* copyright notice, this list of conditions and the following
* disclaimer.
* 2. Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_CORE_LAYOUT_SHAPES_SHAPE_H_
#define THIRD_PARTY_BLINK_RENDERER_CORE_LAYOUT_SHAPES_SHAPE_H_
#include <memory>
#include "third_party/blink/renderer/core/core_export.h"
#include "third_party/blink/renderer/core/style/basic_shapes.h"
#include "third_party/blink/renderer/core/style/style_image.h"
#include "third_party/blink/renderer/platform/geometry/layout_rect.h"
#include "third_party/blink/renderer/platform/graphics/image_orientation.h"
#include "third_party/blink/renderer/platform/graphics/path.h"
#include "third_party/blink/renderer/platform/text/writing_mode.h"
namespace blink {
class FloatRoundedRect;
struct LineSegment {
STACK_ALLOCATED();
public:
LineSegment() : logical_left(0), logical_right(0), is_valid(false) {}
LineSegment(float logical_left, float logical_right)
: logical_left(logical_left),
logical_right(logical_right),
is_valid(true) {}
LayoutUnit logical_left;
LayoutUnit logical_right;
bool is_valid;
};
// A representation of a BasicShape that enables layout code to determine how to
// break a line up into segments that will fit within or around a shape. The
// line is defined by a pair of logical Y coordinates and the computed segments
// are returned as pairs of logical X coordinates. The BasicShape itself is
// defined in physical coordinates.
class CORE_EXPORT Shape {
USING_FAST_MALLOC(Shape);
public:
struct DisplayPaths {
STACK_ALLOCATED();
public:
Path shape;
Path margin_shape;
};
static std::unique_ptr<Shape> CreateShape(const BasicShape*,
const LayoutSize& logical_box_size,
WritingMode,
float margin);
static std::unique_ptr<Shape> CreateRasterShape(Image*,
float threshold,
const LayoutRect& image_rect,
const LayoutRect& margin_rect,
WritingMode,
float margin,
RespectImageOrientationEnum);
static std::unique_ptr<Shape> CreateLayoutBoxShape(const FloatRoundedRect&,
WritingMode,
float margin);
virtual ~Shape() = default;
virtual LayoutRect ShapeMarginLogicalBoundingBox() const = 0;
virtual bool IsEmpty() const = 0;
virtual LineSegment GetExcludedInterval(LayoutUnit logical_top,
LayoutUnit logical_height) const = 0;
bool LineOverlapsShapeMarginBounds(LayoutUnit line_top,
LayoutUnit line_height) const {
return LineOverlapsBoundingBox(line_top, line_height,
ShapeMarginLogicalBoundingBox());
}
virtual void BuildDisplayPaths(DisplayPaths&) const = 0;
protected:
float ShapeMargin() const { return margin_; }
private:
static std::unique_ptr<Shape> CreateEmptyRasterShape(WritingMode,
float margin);
bool LineOverlapsBoundingBox(LayoutUnit line_top,
LayoutUnit line_height,
const LayoutRect& rect) const {
if (rect.IsEmpty())
return false;
return (line_top < rect.MaxY() && line_top + line_height > rect.Y()) ||
(!line_height && line_top == rect.Y());
}
WritingMode writing_mode_;
float margin_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_CORE_LAYOUT_SHAPES_SHAPE_H_