#include "config.h"
#include "FloatRect.h"
#include "FloatConversion.h"
#include "IntRect.h"
#include <algorithm>
#include <math.h>
#include <wtf/MathExtras.h>
using std::max;
using std::min;
namespace WebCore {
FloatRect::FloatRect(const IntRect& r) : m_location(r.location()), m_size(r.size())
{
}
FloatRect FloatRect::narrowPrecision(double x, double y, double width, double height)
{
return FloatRect(narrowPrecisionToFloat(x), narrowPrecisionToFloat(y), narrowPrecisionToFloat(width), narrowPrecisionToFloat(height));
}
bool FloatRect::intersects(const FloatRect& other) const
{
return !isEmpty() && !other.isEmpty()
&& x() < other.maxX() && other.x() < maxX()
&& y() < other.maxY() && other.y() < maxY();
}
bool FloatRect::contains(const FloatRect& other) const
{
return x() <= other.x() && maxX() >= other.maxX()
&& y() <= other.y() && maxY() >= other.maxY();
}
void FloatRect::intersect(const FloatRect& other)
{
float l = max(x(), other.x());
float t = max(y(), other.y());
float r = min(maxX(), other.maxX());
float b = min(maxY(), other.maxY());
if (l >= r || t >= b) {
l = 0;
t = 0;
r = 0;
b = 0;
}
setLocationAndSizeFromEdges(l, t, r, b);
}
void FloatRect::unite(const FloatRect& other)
{
if (other.isEmpty())
return;
if (isEmpty()) {
*this = other;
return;
}
float l = min(x(), other.x());
float t = min(y(), other.y());
float r = max(maxX(), other.maxX());
float b = max(maxY(), other.maxY());
setLocationAndSizeFromEdges(l, t, r, b);
}
void FloatRect::uniteIfNonZero(const FloatRect& other)
{
if (!other.width() && !other.height())
return;
if (!width() && !height()) {
*this = other;
return;
}
float left = min(x(), other.x());
float top = min(y(), other.y());
float right = max(maxX(), other.maxX());
float bottom = max(maxY(), other.maxY());
setLocationAndSizeFromEdges(left, top, right, bottom);
}
void FloatRect::scale(float sx, float sy)
{
m_location.setX(x() * sx);
m_location.setY(y() * sy);
m_size.setWidth(width() * sx);
m_size.setHeight(height() * sy);
}
void FloatRect::fitToPoints(const FloatPoint& p0, const FloatPoint& p1)
{
float left = min(p0.x(), p1.x());
float top = min(p0.y(), p1.y());
float right = max(p0.x(), p1.x());
float bottom = max(p0.y(), p1.y());
setLocationAndSizeFromEdges(left, top, right, bottom);
}
namespace {
template <typename T>
T min3(const T& v1, const T& v2, const T& v3)
{
return min(min(v1, v2), v3);
}
template <typename T>
T max3(const T& v1, const T& v2, const T& v3)
{
return max(max(v1, v2), v3);
}
template <typename T>
T min4(const T& v1, const T& v2, const T& v3, const T& v4)
{
return min(min(v1, v2), min(v3, v4));
}
template <typename T>
T max4(const T& v1, const T& v2, const T& v3, const T& v4)
{
return max(max(v1, v2), max(v3, v4));
}
}
void FloatRect::fitToPoints(const FloatPoint& p0, const FloatPoint& p1, const FloatPoint& p2)
{
float left = min3(p0.x(), p1.x(), p2.x());
float top = min3(p0.y(), p1.y(), p2.y());
float right = max3(p0.x(), p1.x(), p2.x());
float bottom = max3(p0.y(), p1.y(), p2.y());
setLocationAndSizeFromEdges(left, top, right, bottom);
}
void FloatRect::fitToPoints(const FloatPoint& p0, const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& p3)
{
float left = min4(p0.x(), p1.x(), p2.x(), p3.x());
float top = min4(p0.y(), p1.y(), p2.y(), p3.y());
float right = max4(p0.x(), p1.x(), p2.x(), p3.x());
float bottom = max4(p0.y(), p1.y(), p2.y(), p3.y());
setLocationAndSizeFromEdges(left, top, right, bottom);
}
static inline int safeFloatToInt(float x)
{
static const int s_intMax = std::numeric_limits<int>::max();
static const int s_intMin = std::numeric_limits<int>::min();
if (x >= static_cast<float>(s_intMax))
return s_intMax;
if (x < static_cast<float>(s_intMin))
return s_intMin;
return static_cast<int>(x);
}
IntRect enclosingIntRect(const FloatRect& rect)
{
float left = floorf(rect.x());
float top = floorf(rect.y());
float width = ceilf(rect.maxX()) - left;
float height = ceilf(rect.maxY()) - top;
return IntRect(safeFloatToInt(left), safeFloatToInt(top),
safeFloatToInt(width), safeFloatToInt(height));
}
FloatRect mapRect(const FloatRect& r, const FloatRect& srcRect, const FloatRect& destRect)
{
if (srcRect.width() == 0 || srcRect.height() == 0)
return FloatRect();
float widthScale = destRect.width() / srcRect.width();
float heightScale = destRect.height() / srcRect.height();
return FloatRect(destRect.x() + (r.x() - srcRect.x()) * widthScale,
destRect.y() + (r.y() - srcRect.y()) * heightScale,
r.width() * widthScale, r.height() * heightScale);
}
}