/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* 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/. */
void AppendRoundedRectToPath(PathBuilder* aPathBuilder, const Rect& aRect, const RectCornerRadii& aRadii, bool aDrawClockwise, const Maybe<Matrix>& aTransform) { // For CW drawing, this looks like: // // ...******0** 1 C // **** // *** 2 // ** // * // * // 3 // * // * // // Where 0, 1, 2, 3 are the control points of the Bezier curve for // the corner, and C is the actual corner point. // // At the start of the loop, the current point is assumed to be // the point adjacent to the top left corner on the top // horizontal. Note that corner indices start at the top left and // continue clockwise, whereas in our loop i = 0 refers to the top // right corner. // // When going CCW, the control points are swapped, and the first // corner that's drawn is the top left (along with the top segment). // // There is considerable latitude in how one chooses the four // control points for a Bezier curve approximation to an ellipse. // For the overall path to be continuous and show no corner at the // endpoints of the arc, points 0 and 3 must be at the ends of the // straight segments of the rectangle; points 0, 1, and C must be // collinear; and points 3, 2, and C must also be collinear. This // leaves only two free parameters: the ratio of the line segments // 01 and 0C, and the ratio of the line segments 32 and 3C. See // the following papers for extensive discussion of how to choose // these ratios: // // Dokken, Tor, et al. "Good approximation of circles by // curvature-continuous Bezier curves." Computer-Aided // Geometric Design 7(1990) 33--41. // Goldapp, Michael. "Approximation of circular arcs by cubic // polynomials." Computer-Aided Geometric Design 8(1991) 227--238. // Maisonobe, Luc. "Drawing an elliptical arc using polylines, // quadratic, or cubic Bezier curves." // http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf // // We follow the approach in section 2 of Goldapp (least-error, // Hermite-type approximation) and make both ratios equal to // // 2 2 + n - sqrt(2n + 28) // alpha = - * --------------------- // 3 n - 4 // // where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ). // // This is the result of Goldapp's equation (10b) when the angle // swept out by the arc is pi/2, and the parameter "a-bar" is the // expression given immediately below equation (21). // // Using this value, the maximum radial error for a circle, as a // fraction of the radius, is on the order of 0.2 x 10^-3. // Neither Dokken nor Goldapp discusses error for a general // ellipse; Maisonobe does, but his choice of control points // follows different constraints, and Goldapp's expression for // 'alpha' gives much smaller radial error, even for very flat // ellipses, than Maisonobe's equivalent. // // For the various corners and for each axis, the sign of this // constant changes, or it might be 0 -- it's multiplied by the // appropriate multiplier from the list before using.
Point cornerCoords[] = {aRect.TopLeft(), aRect.TopRight(),
aRect.BottomRight(), aRect.BottomLeft()};
Point pc, p0, p1, p2, p3;
if (aDrawClockwise) {
Point pt(aRect.X() + aRadii[eCornerTopLeft].width, aRect.Y()); if (aTransform) {
pt = aTransform->TransformPoint(pt);
}
aPathBuilder->MoveTo(pt);
} else {
Point pt(aRect.X() + aRect.Width() - aRadii[eCornerTopRight].width,
aRect.Y()); if (aTransform) {
pt = aTransform->TransformPoint(pt);
}
aPathBuilder->MoveTo(pt);
}
for (int i = 0; i < 4; ++i) { // the corner index -- either 1 2 3 0 (cw) or 0 3 2 1 (ccw) int c = aDrawClockwise ? ((i + 1) % 4) : ((4 - i) % 4);
// i+2 and i+3 respectively. These are used to index into the corner // multiplier table, and were deduced by calculating out the long form // of each corner and finding a pattern in the signs and values. int i2 = (i + 2) % 4; int i3 = (i + 3) % 4;
bool SnapLineToDevicePixelsForStroking(Point& aP1, Point& aP2, const DrawTarget& aDrawTarget, Float aLineWidth) {
Matrix mat = aDrawTarget.GetTransform(); if (mat.HasNonTranslation()) { returnfalse;
} if (aP1.x != aP2.x && aP1.y != aP2.y) { returnfalse; // not a horizontal or vertical line
}
Point p1 = aP1 + mat.GetTranslation(); // into device space
Point p2 = aP2 + mat.GetTranslation();
p1.Round();
p2.Round();
p1 -= mat.GetTranslation(); // back into user space
p2 -= mat.GetTranslation();
aP1 = p1;
aP2 = p2;
bool lineWidthIsOdd = (int(aLineWidth) % 2) == 1; if (lineWidthIsOdd) { if (aP1.x == aP2.x) { // snap vertical line, adding 0.5 to align it to be mid-pixel:
aP1 += Point(0.5, 0);
aP2 += Point(0.5, 0);
} else { // snap horizontal line, adding 0.5 to align it to be mid-pixel:
aP1 += Point(0, 0.5);
aP2 += Point(0, 0.5);
}
} returntrue;
}
// The logic for this comes from _cairo_stroke_style_max_distance_from_path
Margin MaxStrokeExtents(const StrokeOptions& aStrokeOptions, const Matrix& aTransform) { double styleExpansionFactor = 0.5f;
if (aStrokeOptions.mLineCap == CapStyle::SQUARE) {
styleExpansionFactor = M_SQRT1_2;
}
// Even if the stroke only partially covers a pixel, it must still render to // full pixels. Round up to compensate for this.
dx = ceil(dx);
dy = ceil(dy);
return Margin(dy, dx, dy, dx);
}
} // namespace gfx
} // namespace mozilla
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