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/*
* Copyright (C) 2006, 2007 Eric Seidel <eric@webkit.org>
*
* 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 APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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 PathTraversalState_h
#define PathTraversalState_h
#include "platform/PlatformExport.h"
#include "platform/geometry/FloatPoint.h"
namespace WebCore {
class PLATFORM_EXPORT PathTraversalState {
public:
enum PathTraversalAction {
TraversalTotalLength,
TraversalPointAtLength,
TraversalSegmentAtLength,
TraversalNormalAngleAtLength
};
PathTraversalState(PathTraversalAction);
float closeSubpath();
float moveTo(const FloatPoint&);
float lineTo(const FloatPoint&);
float quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd);
float cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd);
void processSegment();
public:
PathTraversalAction m_action;
bool m_success;
FloatPoint m_current;
FloatPoint m_start;
FloatPoint m_control1;
FloatPoint m_control2;
float m_totalLength;
unsigned m_segmentIndex;
float m_desiredLength;
// For normal calculations
FloatPoint m_previous;
float m_normalAngle; // degrees
};
}
#endif