#ifndef RenderPath_h
#define RenderPath_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 RenderPath : public RenderSVGModelObject {
public:
RenderPath(SVGStyledTransformableElement*);
const Path& path() const { return m_path; }
void setNeedsBoundariesUpdate() { m_needsBoundariesUpdate = true; }
void setNeedsPathUpdate() { m_needsPathUpdate = true; }
virtual void setNeedsTransformUpdate() { m_needsTransformUpdate = true; }
private:
bool fillContains(const FloatPoint&, bool requiresFill = true) const;
bool strokeContains(const FloatPoint&, bool requiresStroke = true) const;
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 isRenderPath() const { return true; }
virtual const char* renderName() const { return "RenderPath"; }
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);
virtual void styleWillChange(StyleDifference, const RenderStyle*);
FloatRect calculateMarkerBoundsIfNeeded();
void updateCachedBoundaries();
private:
virtual AffineTransform localTransform() const { return m_localTransform; }
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 RenderPath* toRenderPath(RenderObject* object)
{
ASSERT(!object || object->isRenderPath());
return static_cast<RenderPath*>(object);
}
inline const RenderPath* toRenderPath(const RenderObject* object)
{
ASSERT(!object || object->isRenderPath());
return static_cast<const RenderPath*>(object);
}
void toRenderPath(const RenderPath*);
}
#endif // ENABLE(SVG)
#endif