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/*
* Copyright (C) 2006, 2008, 2011 Apple Inc. All rights reserved.
* Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#include "core/layout/HitTestLocation.h"
#include "platform/geometry/FloatRoundedRect.h"
namespace blink {
HitTestLocation::HitTestLocation()
: m_isRectBased(false), m_isRectilinear(true) {}
HitTestLocation::HitTestLocation(const LayoutPoint& point)
: m_point(point),
m_boundingBox(rectForPoint(point, 0, 0, 0, 0)),
m_transformedPoint(point),
m_transformedRect(m_boundingBox),
m_isRectBased(false),
m_isRectilinear(true) {}
HitTestLocation::HitTestLocation(const FloatPoint& point)
: m_point(flooredLayoutPoint(point)),
m_boundingBox(rectForPoint(m_point, 0, 0, 0, 0)),
m_transformedPoint(point),
m_transformedRect(m_boundingBox),
m_isRectBased(false),
m_isRectilinear(true) {}
HitTestLocation::HitTestLocation(const FloatPoint& point, const FloatQuad& quad)
: m_transformedPoint(point), m_transformedRect(quad), m_isRectBased(true) {
m_point = flooredLayoutPoint(point);
m_boundingBox = enclosingIntRect(quad.boundingBox());
m_isRectilinear = quad.isRectilinear();
}
HitTestLocation::HitTestLocation(const LayoutPoint& centerPoint,
unsigned topPadding,
unsigned rightPadding,
unsigned bottomPadding,
unsigned leftPadding)
: m_point(centerPoint),
m_boundingBox(rectForPoint(centerPoint,
topPadding,
rightPadding,
bottomPadding,
leftPadding)),
m_transformedPoint(centerPoint),
m_isRectBased(topPadding || rightPadding || bottomPadding || leftPadding),
m_isRectilinear(true) {
m_transformedRect = FloatQuad(m_boundingBox);
}
HitTestLocation::HitTestLocation(const HitTestLocation& other,
const LayoutSize& offset)
: m_point(other.m_point),
m_boundingBox(other.m_boundingBox),
m_transformedPoint(other.m_transformedPoint),
m_transformedRect(other.m_transformedRect),
m_isRectBased(other.m_isRectBased),
m_isRectilinear(other.m_isRectilinear) {
move(offset);
}
HitTestLocation::HitTestLocation(const HitTestLocation& other)
: m_point(other.m_point),
m_boundingBox(other.m_boundingBox),
m_transformedPoint(other.m_transformedPoint),
m_transformedRect(other.m_transformedRect),
m_isRectBased(other.m_isRectBased),
m_isRectilinear(other.m_isRectilinear) {}
HitTestLocation::~HitTestLocation() {}
HitTestLocation& HitTestLocation::operator=(const HitTestLocation& other) {
m_point = other.m_point;
m_boundingBox = other.m_boundingBox;
m_transformedPoint = other.m_transformedPoint;
m_transformedRect = other.m_transformedRect;
m_isRectBased = other.m_isRectBased;
m_isRectilinear = other.m_isRectilinear;
return *this;
}
void HitTestLocation::move(const LayoutSize& offset) {
m_point.move(offset);
m_transformedPoint.move(offset);
m_transformedRect.move(offset);
m_boundingBox = enclosingIntRect(m_transformedRect.boundingBox());
}
template <typename RectType>
bool HitTestLocation::intersectsRect(const RectType& rect,
const RectType& boundingBox) const {
// FIXME: When the hit test is not rect based we should use
// rect.contains(m_point).
// That does change some corner case tests though.
// First check if rect even intersects our bounding box.
if (!rect.intersects(boundingBox))
return false;
// If the transformed rect is rectilinear the bounding box intersection was
// accurate.
if (m_isRectilinear)
return true;
// If rect fully contains our bounding box, we are also sure of an
// intersection.
if (rect.contains(boundingBox))
return true;
// Otherwise we need to do a slower quad based intersection test.
return m_transformedRect.intersectsRect(FloatRect(rect));
}
bool HitTestLocation::intersects(const LayoutRect& rect) const {
return intersectsRect(rect, LayoutRect(m_boundingBox));
}
bool HitTestLocation::intersects(const FloatRect& rect) const {
return intersectsRect(rect, FloatRect(m_boundingBox));
}
bool HitTestLocation::intersects(const FloatRoundedRect& rect) const {
return rect.intersectsQuad(m_transformedRect);
}
bool HitTestLocation::containsPoint(const FloatPoint& point) const {
return m_transformedRect.containsPoint(point);
}
IntRect HitTestLocation::rectForPoint(const LayoutPoint& point,
unsigned topPadding,
unsigned rightPadding,
unsigned bottomPadding,
unsigned leftPadding) {
IntPoint actualPoint(flooredIntPoint(point));
actualPoint -= IntSize(leftPadding, topPadding);
IntSize actualPadding(leftPadding + rightPadding, topPadding + bottomPadding);
// As IntRect is left inclusive and right exclusive (seeing
// IntRect::contains(x, y)), adding "1".
// FIXME: Remove this once non-rect based hit-detection stops using
// IntRect:intersects.
actualPadding += IntSize(1, 1);
return IntRect(actualPoint, actualPadding);
}
} // namespace blink