#pragma once
#include "AffineTransform.h"
#include "FloatRect.h"
#include "RenderSVGModelObject.h"
#include "SVGGraphicsElement.h"
#include "SVGMarkerData.h"
#include <memory>
#include <wtf/Vector.h>
namespace WebCore {
class FloatPoint;
class GraphicsContextStateSaver;
class RenderSVGContainer;
class RenderSVGPath;
class RenderSVGResource;
class SVGGraphicsElement;
class RenderSVGShape : public RenderSVGModelObject {
public:
RenderSVGShape(SVGGraphicsElement&, RenderStyle&&);
virtual ~RenderSVGShape();
SVGGraphicsElement& graphicsElement() const { return downcast<SVGGraphicsElement>(RenderSVGModelObject::element()); }
void setNeedsShapeUpdate() { m_needsShapeUpdate = true; }
void setNeedsBoundariesUpdate() final { m_needsBoundariesUpdate = true; }
bool needsBoundariesUpdate() final { return m_needsBoundariesUpdate; }
void setNeedsTransformUpdate() final { m_needsTransformUpdate = true; }
virtual void fillShape(GraphicsContext&) const;
virtual void strokeShape(GraphicsContext&) const;
virtual bool isRenderingDisabled() const = 0;
bool hasPath() const { return m_path.get(); }
Path& path() const
{
ASSERT(m_path);
return *m_path;
}
protected:
void element() const = delete;
virtual void updateShapeFromElement();
virtual bool isEmpty() const;
virtual bool shapeDependentStrokeContains(const FloatPoint&);
virtual bool shapeDependentFillContains(const FloatPoint&, const WindRule) const;
float strokeWidth() const;
bool hasSmoothStroke() const;
bool hasNonScalingStroke() const { return style().svgStyle().vectorEffect() == VE_NON_SCALING_STROKE; }
AffineTransform nonScalingStrokeTransform() const;
Path* nonScalingStrokePath(const Path*, const AffineTransform&) const;
FloatRect m_fillBoundingBox;
FloatRect m_strokeBoundingBox;
private:
bool fillContains(const FloatPoint&, bool requiresFill = true, const WindRule fillRule = RULE_NONZERO);
bool strokeContains(const FloatPoint&, bool requiresStroke = true);
FloatRect repaintRectInLocalCoordinates() const final { return m_repaintBoundingBox; }
FloatRect repaintRectInLocalCoordinatesExcludingSVGShadow() const final { return m_repaintBoundingBoxExcludingShadow; }
const AffineTransform& localToParentTransform() const final { return m_localTransform; }
AffineTransform localTransform() const final { return m_localTransform; }
bool isSVGShape() const final { return true; }
bool canHaveChildren() const final { return false; }
const char* renderName() const override { return "RenderSVGShape"; }
void layout() final;
void paint(PaintInfo&, const LayoutPoint&) final;
void addFocusRingRects(Vector<LayoutRect>&, const LayoutPoint& additionalOffset, const RenderLayerModelObject* paintContainer = 0) final;
bool nodeAtFloatPoint(const HitTestRequest&, HitTestResult&, const FloatPoint& pointInParent, HitTestAction) final;
FloatRect objectBoundingBox() const final { return m_fillBoundingBox; }
FloatRect strokeBoundingBox() const final { return m_strokeBoundingBox; }
FloatRect calculateObjectBoundingBox() const;
FloatRect calculateStrokeBoundingBox() const;
void updateRepaintBoundingBox();
bool setupNonScalingStrokeContext(AffineTransform&, GraphicsContextStateSaver&);
bool shouldGenerateMarkerPositions() const;
FloatRect markerRect(float strokeWidth) const;
void processMarkerPositions();
void fillShape(const RenderStyle&, GraphicsContext&);
void strokeShape(const RenderStyle&, GraphicsContext&);
void strokeShape(GraphicsContext&);
void fillStrokeMarkers(PaintInfo&);
void drawMarkers(PaintInfo&);
private:
FloatRect m_repaintBoundingBox;
FloatRect m_repaintBoundingBoxExcludingShadow;
AffineTransform m_localTransform;
std::unique_ptr<Path> m_path;
Vector<MarkerPosition> m_markerPositions;
bool m_needsBoundariesUpdate : 1;
bool m_needsShapeUpdate : 1;
bool m_needsTransformUpdate : 1;
};
}
SPECIALIZE_TYPE_TRAITS_RENDER_OBJECT(RenderSVGShape, isSVGShape())