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/*
* Copyright (C) 2013 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.
*/
#include "third_party/blink/renderer/platform/geometry/float_rounded_rect.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "third_party/blink/renderer/platform/geometry/float_quad.h"
#include "third_party/blink/renderer/platform/geometry/layout_rect.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
namespace blink {
#define TEST_INTERCEPTS(roundedRect, yCoordinate, expectedMinXIntercept, \
expectedMaxXIntercept) \
{ \
float min_x_intercept; \
float max_x_intercept; \
EXPECT_TRUE(roundedRect.XInterceptsAtY(yCoordinate, min_x_intercept, \
max_x_intercept)); \
EXPECT_FLOAT_EQ(expectedMinXIntercept, min_x_intercept); \
EXPECT_FLOAT_EQ(expectedMaxXIntercept, max_x_intercept); \
}
TEST(FloatRoundedRectTest, zeroRadii) {
FloatRoundedRect r = FloatRoundedRect(1, 2, 3, 4);
EXPECT_EQ(FloatRect(1, 2, 3, 4), r.Rect());
EXPECT_EQ(FloatSize(), r.GetRadii().TopLeft());
EXPECT_EQ(FloatSize(), r.GetRadii().TopRight());
EXPECT_EQ(FloatSize(), r.GetRadii().BottomLeft());
EXPECT_EQ(FloatSize(), r.GetRadii().BottomRight());
EXPECT_TRUE(r.GetRadii().IsZero());
EXPECT_FALSE(r.IsRounded());
EXPECT_FALSE(r.IsEmpty());
EXPECT_EQ(FloatRect(1, 2, 0, 0), r.TopLeftCorner());
EXPECT_EQ(FloatRect(4, 2, 0, 0), r.TopRightCorner());
EXPECT_EQ(FloatRect(4, 6, 0, 0), r.BottomRightCorner());
EXPECT_EQ(FloatRect(1, 6, 0, 0), r.BottomLeftCorner());
TEST_INTERCEPTS(r, 2, r.Rect().X(), r.Rect().MaxX());
TEST_INTERCEPTS(r, 4, r.Rect().X(), r.Rect().MaxX());
TEST_INTERCEPTS(r, 6, r.Rect().X(), r.Rect().MaxX());
float min_x_intercept;
float max_x_intercept;
EXPECT_FALSE(r.XInterceptsAtY(1, min_x_intercept, max_x_intercept));
EXPECT_FALSE(r.XInterceptsAtY(7, min_x_intercept, max_x_intercept));
// The FloatRoundedRect::expandRadii() function doesn't change radii
// FloatSizes that are <= zero. Same as RoundedRect::expandRadii().
r.ExpandRadii(20);
r.ShrinkRadii(10);
EXPECT_TRUE(r.GetRadii().IsZero());
}
TEST(FloatRoundedRectTest, circle) {
FloatSize corner_radii(50, 50);
FloatRoundedRect r(FloatRect(0, 0, 100, 100), corner_radii, corner_radii,
corner_radii, corner_radii);
EXPECT_EQ(FloatRect(0, 0, 100, 100), r.Rect());
EXPECT_EQ(corner_radii, r.GetRadii().TopLeft());
EXPECT_EQ(corner_radii, r.GetRadii().TopRight());
EXPECT_EQ(corner_radii, r.GetRadii().BottomLeft());
EXPECT_EQ(corner_radii, r.GetRadii().BottomRight());
EXPECT_FALSE(r.GetRadii().IsZero());
EXPECT_TRUE(r.IsRounded());
EXPECT_FALSE(r.IsEmpty());
EXPECT_EQ(FloatRect(0, 0, 50, 50), r.TopLeftCorner());
EXPECT_EQ(FloatRect(50, 0, 50, 50), r.TopRightCorner());
EXPECT_EQ(FloatRect(0, 50, 50, 50), r.BottomLeftCorner());
EXPECT_EQ(FloatRect(50, 50, 50, 50), r.BottomRightCorner());
TEST_INTERCEPTS(r, 0, 50, 50);
TEST_INTERCEPTS(r, 25, 6.69873, 93.3013);
TEST_INTERCEPTS(r, 50, 0, 100);
TEST_INTERCEPTS(r, 75, 6.69873, 93.3013);
TEST_INTERCEPTS(r, 100, 50, 50);
float min_x_intercept;
float max_x_intercept;
EXPECT_FALSE(r.XInterceptsAtY(-1, min_x_intercept, max_x_intercept));
EXPECT_FALSE(r.XInterceptsAtY(101, min_x_intercept, max_x_intercept));
}
/*
* FloatRoundedRect geometry for this test. Corner radii are in parens, x and y
* intercepts for the elliptical corners are noted. The rectangle itself is at
* 0,0 with width and height 100.
*
* (10, 15) x=10 x=90 (10, 20)
* (--+---------+--)
* y=15 +--| |-+ y=20
* | |
* | |
* y=85 + -| |- + y=70
* (--+---------+--)
* (25, 15) x=25 x=80 (20, 30)
*/
TEST(FloatRoundedRectTest, ellipticalCorners) {
FloatRoundedRect::Radii corner_radii;
corner_radii.SetTopLeft(FloatSize(10, 15));
corner_radii.SetTopRight(FloatSize(10, 20));
corner_radii.SetBottomLeft(FloatSize(25, 15));
corner_radii.SetBottomRight(FloatSize(20, 30));
FloatRoundedRect r(FloatRect(0, 0, 100, 100), corner_radii);
EXPECT_EQ(r.GetRadii(),
FloatRoundedRect::Radii(FloatSize(10, 15), FloatSize(10, 20),
FloatSize(25, 15), FloatSize(20, 30)));
EXPECT_EQ(r, FloatRoundedRect(FloatRect(0, 0, 100, 100), corner_radii));
EXPECT_EQ(FloatRect(0, 0, 10, 15), r.TopLeftCorner());
EXPECT_EQ(FloatRect(90, 0, 10, 20), r.TopRightCorner());
EXPECT_EQ(FloatRect(0, 85, 25, 15), r.BottomLeftCorner());
EXPECT_EQ(FloatRect(80, 70, 20, 30), r.BottomRightCorner());
TEST_INTERCEPTS(r, 5, 2.5464401, 96.61438);
TEST_INTERCEPTS(r, 15, 0, 99.682457);
TEST_INTERCEPTS(r, 20, 0, 100);
TEST_INTERCEPTS(r, 50, 0, 100);
TEST_INTERCEPTS(r, 70, 0, 100);
TEST_INTERCEPTS(r, 85, 0, 97.320511);
TEST_INTERCEPTS(r, 95, 6.3661003, 91.05542);
float min_x_intercept;
float max_x_intercept;
EXPECT_FALSE(r.XInterceptsAtY(-1, min_x_intercept, max_x_intercept));
EXPECT_FALSE(r.XInterceptsAtY(101, min_x_intercept, max_x_intercept));
}
TEST(FloatRoundedRectTest, radiusCenterRect) {
FloatSize corner_rect(10, 10);
FloatRoundedRect r0(FloatRect(0, 0, 100, 50),
FloatRoundedRect::Radii(corner_rect, corner_rect,
corner_rect, corner_rect));
EXPECT_EQ(FloatRect(10, 10, 80, 30), r0.RadiusCenterRect());
// "Degenerate" cases all return an empty rectangle.
FloatRect collapsed_rect(0, 0, 100, 50);
collapsed_rect.Expand(FloatRectOutsets(-200, -200, -200, -200));
FloatRoundedRect r1(collapsed_rect);
EXPECT_TRUE(r1.RadiusCenterRect().IsEmpty());
FloatRoundedRect::Radii radii_with_too_large_corner(
FloatSize(55, 55), FloatSize(), FloatSize(), FloatSize());
FloatRoundedRect r2(FloatRect(0, 0, 100, 50), radii_with_too_large_corner);
EXPECT_TRUE(r2.RadiusCenterRect().IsEmpty());
}
TEST(FloatRoundedRectTest, IntersectsQuadIsInclusive) {
FloatRoundedRect::Radii corner_radii;
corner_radii.SetTopLeft(FloatSize(5, 5));
corner_radii.SetTopRight(FloatSize(5, 5));
corner_radii.SetBottomLeft(FloatSize(5, 5));
corner_radii.SetBottomRight(FloatSize(5, 5));
// A rect at (10, 10) with dimensions 20x20 and radii of size 5x5.
FloatRoundedRect r(FloatRect(10, 10, 20, 20), corner_radii);
// A quad fully inside the rounded rect should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(11, 11, 8, 8))));
// A quad fully outside the rounded rect should not intersect.
EXPECT_FALSE(r.IntersectsQuad(FloatQuad(FloatRect(0, 0, 1, 1))));
// A quad touching the top edge of the rounded rect should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(15, 9, 5, 1))));
// A quad touching the right edge of the rounded rect should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(30, 15, 1, 1))));
// A quad touching the bottom edge of the rounded rect should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(15, 30, 1, 1))));
// A quad touching the left edge of the rounded rect should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(9, 15, 1, 1))));
// A quad outside the top-left arc should not intersect.
EXPECT_FALSE(r.IntersectsQuad(FloatQuad(FloatRect(10, 10, 1, 1))));
// A quad inside the top-left arc should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(13, 13, 1, 1))));
// A quad outside the top-right arc should not intersect.
EXPECT_FALSE(r.IntersectsQuad(FloatQuad(FloatRect(29, 10, 1, 1))));
// A quad inside the top-right arc should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(26, 13, 1, 1))));
// A quad outside the bottom-right arc should not intersect.
EXPECT_FALSE(r.IntersectsQuad(FloatQuad(FloatRect(29, 29, 1, 1))));
// A quad inside the bottom-right arc should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(26, 26, 1, 1))));
// A quad outside the bottom-left arc should not intersect.
EXPECT_FALSE(r.IntersectsQuad(FloatQuad(FloatRect(10, 29, 1, 1))));
// A quad inside the bottom-left arc should intersect.
EXPECT_TRUE(r.IntersectsQuad(FloatQuad(FloatRect(13, 26, 1, 1))));
}
TEST(FloatRoundedRectTest, ToString) {
FloatSize corner_rect(1, 2);
FloatRoundedRect rounded_rect(
FloatRect(3, 5, 7, 11),
FloatRoundedRect::Radii(corner_rect, corner_rect, corner_rect,
corner_rect));
EXPECT_EQ("3,5 7x11 radii:(tl:1x2; tr:1x2; bl:1x2; br:1x2)",
rounded_rect.ToString());
FloatRoundedRect infinite((FloatRect(LayoutRect::InfiniteIntRect())));
EXPECT_EQ("InfiniteIntRect", infinite.ToString());
FloatRoundedRect rect_without_radii(FloatRect(1, 3, 5, 7));
EXPECT_EQ("1,3 5x7", rect_without_radii.ToString());
}
} // namespace blink