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131 lines
4.3 KiB
131 lines
4.3 KiB
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef UI_GFX_GEOMETRY_QUAD_F_H_
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#define UI_GFX_GEOMETRY_QUAD_F_H_
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#include <stddef.h>
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#include <algorithm>
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#include <cmath>
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#include <iosfwd>
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#include <string>
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#include "base/logging.h"
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#include "ui/gfx/geometry/point_f.h"
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#include "ui/gfx/geometry/rect_f.h"
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#include "ui/gfx/gfx_export.h"
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namespace gfx {
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// A Quad is defined by four corners, allowing it to have edges that are not
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// axis-aligned, unlike a Rect.
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class GFX_EXPORT QuadF {
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public:
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constexpr QuadF() = default;
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constexpr QuadF(const PointF& p1,
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const PointF& p2,
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const PointF& p3,
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const PointF& p4)
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: p1_(p1), p2_(p2), p3_(p3), p4_(p4) {}
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constexpr explicit QuadF(const RectF& rect)
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: p1_(rect.x(), rect.y()),
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p2_(rect.right(), rect.y()),
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p3_(rect.right(), rect.bottom()),
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p4_(rect.x(), rect.bottom()) {}
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void operator=(const RectF& rect);
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void set_p1(const PointF& p) { p1_ = p; }
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void set_p2(const PointF& p) { p2_ = p; }
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void set_p3(const PointF& p) { p3_ = p; }
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void set_p4(const PointF& p) { p4_ = p; }
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constexpr const PointF& p1() const { return p1_; }
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constexpr const PointF& p2() const { return p2_; }
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constexpr const PointF& p3() const { return p3_; }
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constexpr const PointF& p4() const { return p4_; }
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// Returns true if the quad is an axis-aligned rectangle.
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bool IsRectilinear() const;
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// Returns true if the points of the quad are in counter-clockwise order. This
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// assumes that the quad is convex, and that no three points are collinear.
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bool IsCounterClockwise() const;
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// Returns true if the |point| is contained within the quad, or lies on on
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// edge of the quad. This assumes that the quad is convex.
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bool Contains(const gfx::PointF& point) const;
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// Returns a rectangle that bounds the four points of the quad. The points of
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// the quad may lie on the right/bottom edge of the resulting rectangle,
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// rather than being strictly inside it.
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RectF BoundingBox() const {
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float rl = std::min(std::min(p1_.x(), p2_.x()), std::min(p3_.x(), p4_.x()));
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float rr = std::max(std::max(p1_.x(), p2_.x()), std::max(p3_.x(), p4_.x()));
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float rt = std::min(std::min(p1_.y(), p2_.y()), std::min(p3_.y(), p4_.y()));
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float rb = std::max(std::max(p1_.y(), p2_.y()), std::max(p3_.y(), p4_.y()));
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return RectF(rl, rt, rr - rl, rb - rt);
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}
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// Realigns the corners in the quad by rotating them n corners to the right.
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void Realign(size_t times) {
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DCHECK_LE(times, 4u);
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for (size_t i = 0; i < times; ++i) {
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PointF temp = p1_;
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p1_ = p2_;
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p2_ = p3_;
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p3_ = p4_;
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p4_ = temp;
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}
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}
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// Add a vector to the quad, offseting each point in the quad by the vector.
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void operator+=(const Vector2dF& rhs);
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// Subtract a vector from the quad, offseting each point in the quad by the
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// inverse of the vector.
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void operator-=(const Vector2dF& rhs);
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// Scale each point in the quad by the |scale| factor.
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void Scale(float scale) { Scale(scale, scale); }
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// Scale each point in the quad by the scale factors along each axis.
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void Scale(float x_scale, float y_scale);
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// Returns a string representation of quad.
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std::string ToString() const;
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private:
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PointF p1_;
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PointF p2_;
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PointF p3_;
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PointF p4_;
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};
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inline bool operator==(const QuadF& lhs, const QuadF& rhs) {
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return
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lhs.p1() == rhs.p1() && lhs.p2() == rhs.p2() &&
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lhs.p3() == rhs.p3() && lhs.p4() == rhs.p4();
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}
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inline bool operator!=(const QuadF& lhs, const QuadF& rhs) {
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return !(lhs == rhs);
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}
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// Add a vector to a quad, offseting each point in the quad by the vector.
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GFX_EXPORT QuadF operator+(const QuadF& lhs, const Vector2dF& rhs);
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// Subtract a vector from a quad, offseting each point in the quad by the
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// inverse of the vector.
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GFX_EXPORT QuadF operator-(const QuadF& lhs, const Vector2dF& rhs);
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// This is declared here for use in gtest-based unit tests but is defined in
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// the //ui/gfx:test_support target. Depend on that to use this in your unit
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// test. This should not be used in production code - call ToString() instead.
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void PrintTo(const QuadF& quad, ::std::ostream* os);
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} // namespace gfx
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#endif // UI_GFX_GEOMETRY_QUAD_F_H_
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