#ifndef RenderPath_h
#define RenderPath_h
#if ENABLE(SVG)
#include "TransformationMatrix.h"
#include "FloatRect.h"
#include "RenderObject.h"
namespace WebCore {
class FloatPoint;
class RenderSVGContainer;
class SVGStyledTransformableElement;
class RenderPath : public RenderObject {
public:
RenderPath(SVGStyledTransformableElement*);
bool fillContains(const FloatPoint&, bool requiresFill = true) const;
bool strokeContains(const FloatPoint&, bool requiresStroke = true) const;
virtual FloatRect relativeBBox(bool includeStroke = true) const;
const Path& path() const;
void setPath(const Path& newPath);
virtual bool isRenderPath() const { return true; }
virtual const char* renderName() const { return "RenderPath"; }
bool calculateLocalTransform();
virtual TransformationMatrix localTransform() const;
virtual void layout();
virtual IntRect clippedOverflowRectForRepaint(RenderBox* repaintContainer);
virtual bool requiresLayer() const { return false; }
virtual int lineHeight(bool b, bool isRootLineBox = false) const;
virtual int baselinePosition(bool b, bool isRootLineBox = false) const;
virtual void paint(PaintInfo&, int parentX, int parentY);
virtual void absoluteRects(Vector<IntRect>&, int tx, int ty, bool topLevel = true);
virtual void absoluteQuads(Vector<FloatQuad>&, bool topLevel = true);
virtual void addFocusRingRects(GraphicsContext*, int tx, int ty);
virtual bool nodeAtPoint(const HitTestRequest&, HitTestResult&, int x, int y, int tx, int ty, HitTestAction);
FloatRect drawMarkersIfNeeded(GraphicsContext*, const FloatRect&, const Path&) const;
private:
FloatPoint mapAbsolutePointToLocal(const FloatPoint&) const;
virtual IntRect outlineBoundsForRepaint(RenderBox* repaintContainer) const;
mutable Path m_path;
mutable FloatRect m_fillBBox;
mutable FloatRect m_strokeBbox;
FloatRect m_markerBounds;
TransformationMatrix m_localTransform;
IntRect m_absoluteBounds;
};
}
#endif // ENABLE(SVG)
#endif