221 lines
9.0 KiB
C++
221 lines
9.0 KiB
C++
/*
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* Copyright (C) 2013 Adobe Systems Incorporated. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above
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* copyright notice, this list of conditions and the following
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* disclaimer.
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* 2. Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following
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* disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "config.h"
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#include "FloatRoundedRect.h"
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#include <algorithm>
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#include <wtf/text/TextStream.h>
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namespace WebCore {
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FloatRoundedRect::FloatRoundedRect(const RoundedRect& rect)
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: m_rect(rect.rect())
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, m_radii(rect.radii())
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{
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}
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FloatRoundedRect::FloatRoundedRect(float x, float y, float width, float height)
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: m_rect(x, y, width, height)
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{
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}
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FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const Radii& radii)
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: m_rect(rect)
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, m_radii(radii)
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{
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}
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FloatRoundedRect::FloatRoundedRect(const FloatRect& rect, const FloatSize& topLeft, const FloatSize& topRight, const FloatSize& bottomLeft, const FloatSize& bottomRight)
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: m_rect(rect)
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, m_radii(topLeft, topRight, bottomLeft, bottomRight)
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{
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}
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bool FloatRoundedRect::Radii::isZero() const
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{
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return m_topLeft.isZero() && m_topRight.isZero() && m_bottomLeft.isZero() && m_bottomRight.isZero();
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}
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bool FloatRoundedRect::Radii::isUniformCornerRadius() const
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{
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return WTF::areEssentiallyEqual(m_topLeft.width(), m_topLeft.height())
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&& areEssentiallyEqual(m_topLeft, m_topRight)
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&& areEssentiallyEqual(m_topLeft, m_bottomLeft)
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&& areEssentiallyEqual(m_topLeft, m_bottomRight);
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}
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void FloatRoundedRect::Radii::scale(float factor)
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{
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scale(factor, factor);
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}
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void FloatRoundedRect::Radii::scale(float horizontalFactor, float verticalFactor)
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{
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if (horizontalFactor == 1 && verticalFactor == 1)
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return;
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// If either radius on a corner becomes zero, reset both radii on that corner.
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m_topLeft.scale(horizontalFactor, verticalFactor);
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if (!m_topLeft.width() || !m_topLeft.height())
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m_topLeft = FloatSize();
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m_topRight.scale(horizontalFactor, verticalFactor);
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if (!m_topRight.width() || !m_topRight.height())
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m_topRight = FloatSize();
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m_bottomLeft.scale(horizontalFactor, verticalFactor);
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if (!m_bottomLeft.width() || !m_bottomLeft.height())
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m_bottomLeft = FloatSize();
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m_bottomRight.scale(horizontalFactor, verticalFactor);
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if (!m_bottomRight.width() || !m_bottomRight.height())
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m_bottomRight = FloatSize();
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}
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void FloatRoundedRect::Radii::expand(float topWidth, float bottomWidth, float leftWidth, float rightWidth)
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{
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if (m_topLeft.width() > 0 && m_topLeft.height() > 0) {
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m_topLeft.setWidth(std::max<float>(0, m_topLeft.width() + leftWidth));
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m_topLeft.setHeight(std::max<float>(0, m_topLeft.height() + topWidth));
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}
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if (m_topRight.width() > 0 && m_topRight.height() > 0) {
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m_topRight.setWidth(std::max<float>(0, m_topRight.width() + rightWidth));
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m_topRight.setHeight(std::max<float>(0, m_topRight.height() + topWidth));
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}
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if (m_bottomLeft.width() > 0 && m_bottomLeft.height() > 0) {
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m_bottomLeft.setWidth(std::max<float>(0, m_bottomLeft.width() + leftWidth));
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m_bottomLeft.setHeight(std::max<float>(0, m_bottomLeft.height() + bottomWidth));
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}
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if (m_bottomRight.width() > 0 && m_bottomRight.height() > 0) {
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m_bottomRight.setWidth(std::max<float>(0, m_bottomRight.width() + rightWidth));
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m_bottomRight.setHeight(std::max<float>(0, m_bottomRight.height() + bottomWidth));
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}
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}
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static inline float cornerRectIntercept(float y, const FloatRect& cornerRect)
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{
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ASSERT(cornerRect.height() > 0);
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return cornerRect.width() * sqrt(1 - (y * y) / (cornerRect.height() * cornerRect.height()));
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}
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bool FloatRoundedRect::xInterceptsAtY(float y, float& minXIntercept, float& maxXIntercept) const
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{
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if (y < rect().y() || y > rect().maxY())
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return false;
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if (!isRounded()) {
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minXIntercept = rect().x();
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maxXIntercept = rect().maxX();
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return true;
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}
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const FloatRect& topLeftRect = topLeftCorner();
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const FloatRect& bottomLeftRect = bottomLeftCorner();
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if (!topLeftRect.isEmpty() && y >= topLeftRect.y() && y < topLeftRect.maxY())
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minXIntercept = topLeftRect.maxX() - cornerRectIntercept(topLeftRect.maxY() - y, topLeftRect);
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else if (!bottomLeftRect.isEmpty() && y >= bottomLeftRect.y() && y <= bottomLeftRect.maxY())
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minXIntercept = bottomLeftRect.maxX() - cornerRectIntercept(y - bottomLeftRect.y(), bottomLeftRect);
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else
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minXIntercept = m_rect.x();
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const FloatRect& topRightRect = topRightCorner();
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const FloatRect& bottomRightRect = bottomRightCorner();
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if (!topRightRect.isEmpty() && y >= topRightRect.y() && y <= topRightRect.maxY())
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maxXIntercept = topRightRect.x() + cornerRectIntercept(topRightRect.maxY() - y, topRightRect);
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else if (!bottomRightRect.isEmpty() && y >= bottomRightRect.y() && y <= bottomRightRect.maxY())
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maxXIntercept = bottomRightRect.x() + cornerRectIntercept(y - bottomRightRect.y(), bottomRightRect);
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else
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maxXIntercept = m_rect.maxX();
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return true;
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}
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bool FloatRoundedRect::isRenderable() const
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{
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return m_radii.topLeft().width() >= 0 && m_radii.topLeft().height() >= 0
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&& m_radii.bottomLeft().width() >= 0 && m_radii.bottomLeft().height() >= 0
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&& m_radii.topRight().width() >= 0 && m_radii.topRight().height() >= 0
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&& m_radii.bottomRight().width() >= 0 && m_radii.bottomRight().height() >= 0
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&& m_radii.topLeft().width() + m_radii.topRight().width() <= m_rect.width()
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&& m_radii.bottomLeft().width() + m_radii.bottomRight().width() <= m_rect.width()
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&& m_radii.topLeft().height() + m_radii.bottomLeft().height() <= m_rect.height()
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&& m_radii.topRight().height() + m_radii.bottomRight().height() <= m_rect.height();
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}
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void FloatRoundedRect::inflateWithRadii(float size)
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{
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FloatRect old = m_rect;
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m_rect.inflate(size);
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// Considering the inflation factor of shorter size to scale the radii seems appropriate here
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float factor;
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if (m_rect.width() < m_rect.height())
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factor = old.width() ? m_rect.width() / old.width() : 0;
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else
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factor = old.height() ? m_rect.height() / old.height() : 0;
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m_radii.scale(factor);
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}
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void FloatRoundedRect::adjustRadii()
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{
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float maxRadiusWidth = std::max(m_radii.topLeft().width() + m_radii.topRight().width(), m_radii.bottomLeft().width() + m_radii.bottomRight().width());
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float maxRadiusHeight = std::max(m_radii.topLeft().height() + m_radii.bottomLeft().height(), m_radii.topRight().height() + m_radii.bottomRight().height());
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if (maxRadiusWidth <= 0 || maxRadiusHeight <= 0) {
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m_radii.scale(0.0f);
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return;
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}
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float widthRatio = m_rect.width() / maxRadiusWidth;
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float heightRatio = m_rect.height() / maxRadiusHeight;
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m_radii.scale(widthRatio < heightRatio ? widthRatio : heightRatio);
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}
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// This is conservative; it does not test intrusion into the corner rects.
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bool FloatRoundedRect::intersectionIsRectangular(const FloatRect& rect) const
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{
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return !(rect.intersects(topLeftCorner()) || rect.intersects(topRightCorner()) || rect.intersects(bottomLeftCorner()) || rect.intersects(bottomRightCorner()));
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}
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TextStream& operator<<(TextStream& ts, const FloatRoundedRect& roundedRect)
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{
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ts << roundedRect.rect().x() << " " << roundedRect.rect().y() << " " << roundedRect.rect().width() << " " << roundedRect.rect().height() << "\n";
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TextStream::IndentScope indentScope(ts);
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ts << indent << "topLeft=" << roundedRect.topLeftCorner().width() << " " << roundedRect.topLeftCorner().height() << "\n";
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ts << indent << "topRight=" << roundedRect.topRightCorner().width() << " " << roundedRect.topRightCorner().height() << "\n";
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ts << indent << "bottomLeft=" << roundedRect.bottomLeftCorner().width() << " " << roundedRect.bottomLeftCorner().height() << "\n";
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ts << indent << "bottomRight=" << roundedRect.bottomRightCorner().width() << " " << roundedRect.bottomRightCorner().height();
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return ts;
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}
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} // namespace WebCore
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