/* * Copyright (C) 2016 Apple Inc. 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 APPLE INC. ``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 APPLE INC. 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 "config.h" #include "FloatRect.h" #if PLATFORM(WIN) #include "FloatPoint.h" #include <d2d1.h> namespace WebCore { static bool isInfiniteRect(const D2D1_RECT_F& rect) { if (!std::isinf(rect.top) && rect.top != -std::numeric_limits<float>::max()) return false; if (!std::isinf(rect.left) && rect.left != -std::numeric_limits<float>::max()) return false; if (!std::isinf(rect.bottom) && rect.bottom != std::numeric_limits<float>::max()) return false; if (!std::isinf(rect.right) && rect.right != std::numeric_limits<float>::max()) return false; return true; } FloatRect::FloatRect(const D2D1_RECT_F& r) { // Infinite Rect case: if (isInfiniteRect(r)) { *this = infiniteRect(); return; } m_location = FloatPoint(r.left, r.top); m_size = FloatSize(r.right - r.left, r.bottom - r.top); } FloatRect::operator D2D1_RECT_F() const { return D2D1::RectF(x(), y(), maxX(), maxY()); } } #endif // PLATFORM(WIN)