#ifndef Path_h
#define Path_h
#if PLATFORM(CG)
typedef struct CGPath PlatformPath;
#elif PLATFORM(QT)
class QPainterPath;
typedef QPainterPath PlatformPath;
#elif PLATFORM(WX) && USE(WXGC)
class wxGraphicsPath;
typedef wxGraphicsPath PlatformPath;
#elif PLATFORM(CAIRO)
namespace WebCore {
struct CairoPath;
}
typedef WebCore::CairoPath PlatformPath;
#else
typedef void PlatformPath;
#endif
namespace WebCore {
class AffineTransform;
class FloatPoint;
class FloatSize;
class FloatRect;
class String;
enum WindRule {
RULE_NONZERO = 0,
RULE_EVENODD = 1
};
enum PathElementType {
PathElementMoveToPoint,
PathElementAddLineToPoint,
PathElementAddQuadCurveToPoint,
PathElementAddCurveToPoint,
PathElementCloseSubpath
};
struct PathElement {
PathElementType type;
FloatPoint* points;
};
typedef void (*PathApplierFunction) (void* info, const PathElement*);
class Path {
public:
Path();
~Path();
Path(const Path&);
Path& operator=(const Path&);
bool contains(const FloatPoint&, WindRule rule = RULE_NONZERO) const;
FloatRect boundingRect() const;
float length();
FloatPoint pointAtLength(float length, bool& ok);
float normalAngleAtLength(float length, bool& ok);
void clear();
bool isEmpty() const;
void moveTo(const FloatPoint&);
void addLineTo(const FloatPoint&);
void addQuadCurveTo(const FloatPoint& controlPoint, const FloatPoint& point);
void addBezierCurveTo(const FloatPoint& controlPoint1, const FloatPoint& controlPoint2, const FloatPoint&);
void addArcTo(const FloatPoint&, const FloatPoint&, float radius);
void closeSubpath();
void addArc(const FloatPoint&, float radius, float startAngle, float endAngle, bool anticlockwise);
void addRect(const FloatRect&);
void addEllipse(const FloatRect&);
void translate(const FloatSize&);
void setWindingRule(WindRule rule) { m_rule = rule; }
WindRule windingRule() const { return m_rule; }
String debugString() const;
PlatformPath* platformPath() const { return m_path; }
static Path createRoundedRectangle(const FloatRect&, const FloatSize& roundingRadii);
static Path createRoundedRectangle(const FloatRect&, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius);
static Path createRectangle(const FloatRect&);
static Path createEllipse(const FloatPoint& center, float rx, float ry);
static Path createCircle(const FloatPoint& center, float r);
static Path createLine(const FloatPoint&, const FloatPoint&);
void apply(void* info, PathApplierFunction) const;
void transform(const AffineTransform&);
private:
PlatformPath* m_path;
WindRule m_rule;
};
}
#endif