#ifndef RenderSVGPath_h
#define RenderSVGPath_h
#if ENABLE(SVG)
#include "AffineTransform.h"
#include "FloatRect.h"
#include "RenderSVGModelObject.h"
#include "SVGMarkerLayoutInfo.h"
namespace WebCore {
class FloatPoint;
class RenderSVGContainer;
class SVGStyledTransformableElement;
class RenderSVGPath : public RenderSVGModelObject {
public:
explicit RenderSVGPath(SVGStyledTransformableElement*);
virtual ~RenderSVGPath();
const Path& path() const { return m_path; }
void setNeedsPathUpdate() { m_needsPathUpdate = true; }
virtual void setNeedsBoundariesUpdate() { m_needsBoundariesUpdate = true; }
virtual void setNeedsTransformUpdate() { m_needsTransformUpdate = true; }
private:
bool fillContains(const FloatPoint&, bool requiresFill = true, WindRule fillRule = RULE_NONZERO);
bool strokeContains(const FloatPoint&, bool requiresStroke = true);
virtual FloatRect objectBoundingBox() const { return m_fillBoundingBox; }
virtual FloatRect strokeBoundingBox() const { return m_strokeAndMarkerBoundingBox; }
virtual FloatRect repaintRectInLocalCoordinates() const { return m_repaintBoundingBox; }
virtual const AffineTransform& localToParentTransform() const { return m_localTransform; }
virtual bool isSVGPath() const { return true; }
virtual const char* renderName() const { return "RenderSVGPath"; }
virtual void layout();
virtual void paint(PaintInfo&, int parentX, int parentY);
virtual void addFocusRingRects(Vector<IntRect>&, int tx, int ty);
virtual bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction);
FloatRect calculateMarkerBoundsIfNeeded();
void updateCachedBoundaries();
private:
virtual AffineTransform localTransform() const { return m_localTransform; }
void fillAndStrokePath(GraphicsContext*);
bool m_needsBoundariesUpdate : 1;
bool m_needsPathUpdate : 1;
bool m_needsTransformUpdate : 1;
mutable Path m_path;
FloatRect m_fillBoundingBox;
FloatRect m_strokeAndMarkerBoundingBox;
FloatRect m_repaintBoundingBox;
SVGMarkerLayoutInfo m_markerLayoutInfo;
AffineTransform m_localTransform;
};
inline RenderSVGPath* toRenderSVGPath(RenderObject* object)
{
ASSERT(!object || object->isSVGPath());
return static_cast<RenderSVGPath*>(object);
}
inline const RenderSVGPath* toRenderSVGPath(const RenderObject* object)
{
ASSERT(!object || object->isSVGPath());
return static_cast<const RenderSVGPath*>(object);
}
void toRenderSVGPath(const RenderSVGPath*);
}
#endif // ENABLE(SVG)
#endif