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29 #include "core/rendering/svg/RenderSVGEllipse.h"
31 #include "core/svg/SVGCircleElement.h"
32 #include "core/svg/SVGEllipseElement.h"
33 #include "platform/graphics/GraphicsContext.h"
37 RenderSVGEllipse::RenderSVGEllipse(SVGGraphicsElement* node)
38 : RenderSVGShape(node)
39 , m_usePathFallback(false)
43 RenderSVGEllipse::~RenderSVGEllipse()
47 void RenderSVGEllipse::updateShapeFromElement()
49 // Before creating a new object we need to clear the cached bounding box
50 // to avoid using garbage.
51 m_fillBoundingBox = FloatRect();
52 m_strokeBoundingBox = FloatRect();
53 m_center = FloatPoint();
54 m_radii = FloatSize();
56 calculateRadiiAndCenter();
58 // Spec: "A negative value is an error. A value of zero disables rendering of the element."
59 if (m_radii.width() < 0 || m_radii.height() < 0)
62 if (!m_radii.isEmpty()) {
63 // Fallback to RenderSVGShape if shape has a non-scaling stroke.
64 if (hasNonScalingStroke()) {
65 RenderSVGShape::updateShapeFromElement();
66 m_usePathFallback = true;
69 m_usePathFallback = false;
72 m_fillBoundingBox = FloatRect(m_center.x() - m_radii.width(), m_center.y() - m_radii.height(), 2 * m_radii.width(), 2 * m_radii.height());
73 m_strokeBoundingBox = m_fillBoundingBox;
74 if (style()->svgStyle().hasStroke())
75 m_strokeBoundingBox.inflate(strokeWidth() / 2);
78 void RenderSVGEllipse::calculateRadiiAndCenter()
81 if (isSVGCircleElement(*element())) {
82 SVGCircleElement& circle = toSVGCircleElement(*element());
84 SVGLengthContext lengthContext(&circle);
85 float radius = circle.r()->currentValue()->value(lengthContext);
86 m_radii = FloatSize(radius, radius);
87 m_center = FloatPoint(circle.cx()->currentValue()->value(lengthContext), circle.cy()->currentValue()->value(lengthContext));
91 SVGEllipseElement& ellipse = toSVGEllipseElement(*element());
93 SVGLengthContext lengthContext(&ellipse);
94 m_radii = FloatSize(ellipse.rx()->currentValue()->value(lengthContext), ellipse.ry()->currentValue()->value(lengthContext));
95 m_center = FloatPoint(ellipse.cx()->currentValue()->value(lengthContext), ellipse.cy()->currentValue()->value(lengthContext));
98 void RenderSVGEllipse::fillShape(GraphicsContext* context) const
100 if (m_usePathFallback) {
101 RenderSVGShape::fillShape(context);
104 context->fillEllipse(m_fillBoundingBox);
107 void RenderSVGEllipse::strokeShape(GraphicsContext* context) const
109 if (!style()->svgStyle().hasVisibleStroke())
111 if (m_usePathFallback) {
112 RenderSVGShape::strokeShape(context);
115 context->strokeEllipse(m_fillBoundingBox);
118 bool RenderSVGEllipse::shapeDependentStrokeContains(const FloatPoint& point)
120 // The optimized contains code below does not support non-smooth strokes so we need
121 // to fall back to RenderSVGShape::shapeDependentStrokeContains in these cases.
122 if (m_usePathFallback || !hasSmoothStroke()) {
124 RenderSVGShape::updateShapeFromElement();
125 return RenderSVGShape::shapeDependentStrokeContains(point);
128 float halfStrokeWidth = strokeWidth() / 2;
129 FloatPoint center = FloatPoint(m_center.x() - point.x(), m_center.y() - point.y());
131 // This works by checking if the point satisfies the ellipse equation,
132 // (x/rX)^2 + (y/rY)^2 <= 1, for the outer but not the inner stroke.
133 float xrXOuter = center.x() / (m_radii.width() + halfStrokeWidth);
134 float yrYOuter = center.y() / (m_radii.height() + halfStrokeWidth);
135 if (xrXOuter * xrXOuter + yrYOuter * yrYOuter > 1.0)
138 float xrXInner = center.x() / (m_radii.width() - halfStrokeWidth);
139 float yrYInner = center.y() / (m_radii.height() - halfStrokeWidth);
140 return xrXInner * xrXInner + yrYInner * yrYInner >= 1.0;
143 bool RenderSVGEllipse::shapeDependentFillContains(const FloatPoint& point, const WindRule fillRule) const
145 if (m_usePathFallback)
146 return RenderSVGShape::shapeDependentFillContains(point, fillRule);
148 FloatPoint center = FloatPoint(m_center.x() - point.x(), m_center.y() - point.y());
150 // This works by checking if the point satisfies the ellipse equation.
151 // (x/rX)^2 + (y/rY)^2 <= 1
152 float xrX = center.x() / m_radii.width();
153 float yrY = center.y() / m_radii.height();
154 return xrX * xrX + yrY * yrY <= 1.0;