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use kurbo::{Arc, BezPath, Insets, PathEl, Point, Rect, Shape as _, Vec2};
use std::{f64::consts::FRAC_PI_2, f64::consts::PI};
use super::non_uniform_radii::NonUniformRoundedRectRadii;
use super::{Corner, CssBoxKind, Direction, Edge, add_insets, get_corner_insets};
/// There are several nested boxes at play here:
/// We have 4 boxes, 4 corners, and clockwise/anticlockwise for a total of 16 different options
///
/// ```a
/// *--------------------------------------------------------* <--- CssBox::OutlineBox
/// | Outline |
/// | *----------------------------------------------* | <--- CssBox::BorderBox
/// | | Border | |
/// | | *------------------------------------* | | <--- CssBox::PaddingBox
/// | | | Padding | | |
/// | | | *--------------------------* | | | <--- CssBox::ContentBox
/// | | | | Content | | | |
/// | | | | | | | |
/// | | | | | | | |
/// | | | | | | | |
/// | | | *--------------------------* | | |
/// | | | | | |
/// | | *------------------------------------* | |
/// | | | |
/// | *----------------------------------------------* |
/// | |
/// *--------------------------------------------------------*
/// ```
///
#[derive(Debug, Clone)]
pub struct CssBox {
pub border_box: Rect,
pub padding_box: Rect,
pub content_box: Rect,
pub outline_box: Rect,
pub padding_width: Insets,
pub border_width: Insets,
pub outline_width: f64,
pub border_radii: NonUniformRoundedRectRadii,
}
impl CssBox {
pub fn new(
border_box: Rect,
border: Insets,
padding: Insets,
outline_width: f64,
mut border_radii: NonUniformRoundedRectRadii,
) -> Self {
let padding_box = border_box - border;
let content_box = padding_box - padding;
let outline_box = border_box.inset(outline_width);
// Correct the border radii if they are too big if two border radii would intersect, then we need to shrink
// ALL border radii by the same factor such that they do not
let top_overlap_factor =
border_box.width() / (border_radii.top_left.x + border_radii.top_right.x);
let bottom_overlap_factor =
border_box.width() / (border_radii.bottom_left.x + border_radii.bottom_right.x);
let left_overlap_factor =
border_box.height() / (border_radii.top_left.y + border_radii.bottom_left.y);
let right_overlap_factor =
border_box.height() / (border_radii.top_right.y + border_radii.bottom_right.y);
let min_factor = top_overlap_factor
.min(bottom_overlap_factor)
.min(left_overlap_factor)
.min(right_overlap_factor)
.min(1.0);
if min_factor < 1.0 {
border_radii *= min_factor
}
Self {
padding_box,
border_box,
content_box,
outline_box,
outline_width,
padding_width: padding,
border_width: border,
border_radii,
}
}
/// Construct a BezPath representing one edge of a box's border.
/// Takes into account border-radius and the possibility that the edges
/// are different colors.
///
/// Will construct the border by:
/// - drawing an inner arc
/// - jumping to an outer arc
/// - jumping to the next outer arc (completing the edge with the previous)
/// - drawing an inner arc
pub fn border_edge_shape(&self, edge: Edge) -> BezPath {
use {Corner::*, CssBoxKind::*, Direction::*, Edge::*};
let mut path = BezPath::new();
let (c0, c1) = match edge {
Top => (TopLeft, TopRight),
Right => (TopRight, BottomRight),
Bottom => (BottomRight, BottomLeft),
Left => (BottomLeft, TopLeft),
};
// 1. First corner
// if the radius is bigger than the border, we need to draw the inner arc to fill in the gap
if self.is_sharp(c0, BorderBox) {
path.move_to(self.corner(c0, PaddingBox));
path.line_to(self.corner(c0, BorderBox));
} else {
match self.corner_needs_infill(c0) {
true => {
path.insert_arc(self.partial_corner_arc(c0, PaddingBox, edge, Anticlockwise))
}
false => path.move_to(self.corner(c0, PaddingBox)),
}
path.insert_arc(self.partial_corner_arc(c0, BorderBox, edge, Clockwise));
}
// 2. Second corner
if self.is_sharp(c1, BorderBox) {
path.line_to(self.corner(c1, BorderBox));
path.line_to(self.corner(c1, PaddingBox));
} else {
path.insert_arc(self.partial_corner_arc(c1, BorderBox, edge, Clockwise));
match self.corner_needs_infill(c1) {
true => {
path.insert_arc(self.partial_corner_arc(c1, PaddingBox, edge, Anticlockwise))
}
false => path.line_to(self.corner(c1, PaddingBox)),
}
}
path
}
/// Whether any corner of this box has a non-zero border radius.
pub fn has_border_radius(&self) -> bool {
let r = &self.border_radii;
[r.top_left, r.top_right, r.bottom_right, r.bottom_left]
.iter()
.any(|radius| radius.x > 0.0 || radius.y > 0.0)
}
/// Construct a new [`CssBox`] representing a "slice" of this box's border,
/// running from `start_frac` to `end_frac` of the border width (measured as
/// a fraction from the outer border-box edge inwards).
///
/// The returned box's border region is exactly the requested slice, so
/// [`CssBox::border_edge_shape`] can then be used to render it. This is used
/// to draw the two lines of a `double` border.
pub fn border_slice(&self, start_frac: f64, end_frac: f64) -> CssBox {
use Corner::*;
let scale_insets = |frac: f64| Insets {
x0: self.border_width.x0 * frac,
y0: self.border_width.y0 * frac,
x1: self.border_width.x1 * frac,
y1: self.border_width.y1 * frac,
};
let start_insets = scale_insets(start_frac);
let slice_border = scale_insets(end_frac - start_frac);
// Move the outer edge of the box inwards to the start of the slice.
let slice_border_box = self.border_box - start_insets;
// Border radii shrink as we move inwards through the border, matching the
// model used when computing inner (padding/content) box radii.
let reduce = |radius: Vec2, corner: Corner| {
let inset = get_corner_insets(start_insets, corner);
Vec2 {
x: (radius.x - inset.x).max(0.0),
y: (radius.y - inset.y).max(0.0),
}
};
let slice_radii = NonUniformRoundedRectRadii {
top_left: reduce(self.border_radii.top_left, TopLeft),
top_right: reduce(self.border_radii.top_right, TopRight),
bottom_right: reduce(self.border_radii.bottom_right, BottomRight),
bottom_left: reduce(self.border_radii.bottom_left, BottomLeft),
};
CssBox::new(
slice_border_box,
slice_border,
Insets::ZERO,
0.0,
slice_radii,
)
}
/// Construct a bezpath drawing the outline
pub fn outline(&self) -> BezPath {
let mut path = BezPath::new();
// TODO: this has been known to produce quirky outputs with hugely rounded edges
self.shape(&mut path, CssBoxKind::OutlineBox, Direction::Clockwise);
path.move_to(self.corner(Corner::TopLeft, CssBoxKind::BorderBox));
self.shape(&mut path, CssBoxKind::BorderBox, Direction::Anticlockwise);
path.move_to(self.corner(Corner::TopLeft, CssBoxKind::BorderBox));
path
}
/// Construct a bezpath drawing the frame border
pub fn border_box_path(&self) -> BezPath {
let mut path = BezPath::new();
self.shape(&mut path, CssBoxKind::BorderBox, Direction::Clockwise);
path
}
/// Construct a bezpath drawing the frame padding
pub fn padding_box_path(&self) -> BezPath {
let mut path = BezPath::new();
self.shape(&mut path, CssBoxKind::PaddingBox, Direction::Clockwise);
path
}
/// Construct a bezpath drawing the frame content
pub fn content_box_path(&self) -> BezPath {
let mut path = BezPath::new();
self.shape(&mut path, CssBoxKind::ContentBox, Direction::Clockwise);
path
}
/// Whether the border box is a full ellipse (which includes a circle): every
/// corner radius equals half the box in that axis, i.e. `border-radius: 50%`.
/// Such a border is a single continuous curve with no straight edges; it is best
/// drawn as a stroked ellipse rather than a filled two-contour annulus
/// (see `draw_border`), which otherwise leaves seam notches on a thin ring where
/// the quarter-arcs meet. Circles are already covered by the stroked-rounded-rect
/// path (see [`Self::is_uniform_corner_border`]); this catches the true ellipses
/// (unequal axes) that a rounded rect can't represent.
pub fn is_elliptical_border(&self) -> bool {
let (rx, ry) = (
self.border_box.width() / 2.0,
self.border_box.height() / 2.0,
);
let is_half = |c: Vec2| (c.x - rx).abs() < 0.01 && (c.y - ry).abs() < 0.01;
let radii = &self.border_radii;
is_half(radii.top_left)
&& is_half(radii.top_right)
&& is_half(radii.bottom_right)
&& is_half(radii.bottom_left)
}
/// Whether every corner has an equal x and y radius, i.e. each corner is a
/// circular (not elliptical) arc. Corners may still differ from one another, so
/// this also covers plain rectangles (radius 0) and ordinary rounded rectangles,
/// not just circles. Such a border can be drawn as a single stroked
/// `kurbo::RoundedRect` rather than the filled per-edge annulus in
/// `draw_border` — simpler and faster, since it avoids building and filling a
/// separate path per edge. (`draw_border` additionally requires uniform border
/// width/color and each radius to be 0 or ≥ the border width for the stroke to
/// reproduce the CSS shape exactly.)
pub fn is_uniform_corner_border(&self) -> bool {
let is_circular = |c: Vec2| (c.x - c.y).abs() < 0.01;
let radii = &self.border_radii;
is_circular(radii.top_left)
&& is_circular(radii.top_right)
&& is_circular(radii.bottom_right)
&& is_circular(radii.bottom_left)
}
fn shape(&self, path: &mut BezPath, line: CssBoxKind, direction: Direction) {
use Corner::*;
let route = match direction {
Direction::Clockwise => [TopLeft, TopRight, BottomRight, BottomLeft],
Direction::Anticlockwise => [TopLeft, BottomLeft, BottomRight, TopRight],
};
for corner in route {
if self.is_sharp(corner, line) {
path.insert_point(self.corner(corner, line));
} else {
path.insert_arc(self.corner_arc(corner, line, direction));
}
}
}
/// Construct a bezpath drawing the frame
pub fn shadow_clip(&self, shadow_rect: Rect) -> BezPath {
let mut path = BezPath::new();
self.shadow_clip_shape(&mut path, shadow_rect);
path
}
fn shadow_clip_shape(&self, path: &mut BezPath, shadow_rect: Rect) {
use Corner::*;
for corner in [TopLeft, TopRight, BottomRight, BottomLeft] {
path.insert_point(self.shadow_clip_corner(corner, shadow_rect));
}
if self.is_sharp(TopLeft, CssBoxKind::BorderBox) {
path.move_to(self.corner(TopLeft, CssBoxKind::BorderBox));
} else {
const TOLERANCE: f64 = 0.1;
let arc = self.corner_arc(TopLeft, CssBoxKind::BorderBox, Direction::Anticlockwise);
let elements = arc.path_elements(TOLERANCE);
path.extend(elements);
}
for corner in [/*TopLeft, */ BottomLeft, BottomRight, TopRight] {
if self.is_sharp(corner, CssBoxKind::BorderBox) {
path.insert_point(self.corner(corner, CssBoxKind::BorderBox));
} else {
path.insert_arc(self.corner_arc(
corner,
CssBoxKind::BorderBox,
Direction::Anticlockwise,
));
}
}
}
fn corner(&self, corner: Corner, css_box: CssBoxKind) -> Point {
let Rect { x0, y0, x1, y1 } = match css_box {
CssBoxKind::OutlineBox => self.outline_box,
CssBoxKind::BorderBox => self.border_box,
CssBoxKind::PaddingBox => self.padding_box,
CssBoxKind::ContentBox => self.content_box,
};
match corner {
Corner::TopLeft => Point { x: x0, y: y0 },
Corner::TopRight => Point { x: x1, y: y0 },
Corner::BottomLeft => Point { x: x0, y: y1 },
Corner::BottomRight => Point { x: x1, y: y1 },
}
}
fn shadow_clip_corner(&self, corner: Corner, shadow_rect: Rect) -> Point {
let (x, y) = match corner {
Corner::TopLeft => (shadow_rect.x0, shadow_rect.y0),
Corner::TopRight => (shadow_rect.x1, shadow_rect.y0),
Corner::BottomRight => (shadow_rect.x1, shadow_rect.y1),
Corner::BottomLeft => (shadow_rect.x0, shadow_rect.y1),
};
Point { x, y }
}
/// Check if the corner width is smaller than the radius.
/// If it is, we need to fill in the gap with an arc
fn corner_needs_infill(&self, corner: Corner) -> bool {
match corner {
Corner::TopLeft => {
self.border_radii.top_left.x > self.border_width.x0
&& self.border_radii.top_left.y > self.border_width.y0
}
Corner::TopRight => {
self.border_radii.top_right.x > self.border_width.x1
&& self.border_radii.top_right.y > self.border_width.y0
}
Corner::BottomRight => {
self.border_radii.bottom_right.x > self.border_width.x1
&& self.border_radii.bottom_right.y > self.border_width.y1
}
Corner::BottomLeft => {
self.border_radii.bottom_left.x > self.border_width.x0
&& self.border_radii.bottom_left.y > self.border_width.y1
}
}
}
/// Get the complete arc for a corner, skipping the need for splitting the arc into pieces
fn corner_arc(&self, corner: Corner, css_box: CssBoxKind, direction: Direction) -> Arc {
let (center, radii) = self.ellipse(corner, css_box);
// Sweep clockwise for outer arcs, counter clockwise for inner arcs
let sweep_direction = match direction {
Direction::Anticlockwise => -1.0,
Direction::Clockwise => 1.0,
};
let offset = match corner {
Corner::TopLeft => -FRAC_PI_2,
Corner::TopRight => 0.0,
Corner::BottomRight => FRAC_PI_2,
Corner::BottomLeft => PI,
};
let offset = match direction {
Direction::Clockwise => offset,
Direction::Anticlockwise => offset + FRAC_PI_2,
};
Arc::new(
center,
radii,
// Note that we apply a fixed offset to get us in the unit circle coordinate system
// vello chooses the x axis as the start of the arc, so we need to offset by 3pi/2
offset + PI + FRAC_PI_2,
FRAC_PI_2 * sweep_direction,
0.0,
)
}
/// Get the arc for a half of a corner.
/// This handles the case where adjacent border sides have different colors and thus
/// the corner between the side changes color in the middle. We draw these as separate shapes
/// and thus need to to get the arc up to the "middle point".
///
/// The angle at which the color changes depends on the ratio of the border widths and radii of the corner
fn partial_corner_arc(
&self,
corner: Corner,
css_box: CssBoxKind,
edge: Edge,
direction: Direction,
) -> Arc {
use Corner::*;
use CssBoxKind::*;
use Edge::*;
let (center, radii) = self.ellipse(corner, css_box);
// We solve a tiny system of equations to find the start angle
// This is fixed to a single coordinate system, so we need to adjust the start angle
let theta = self.start_angle(corner, radii);
// Sweep clockwise for outer arcs, counter clockwise for inner arcs
let sweep_direction = match direction {
Direction::Anticlockwise => -1.0,
Direction::Clockwise => 1.0,
};
// Easier to reason about if we think about just offsetting the turns from the start
let offset = match edge {
Top => 0.0,
Right => FRAC_PI_2,
Bottom => PI,
Left => PI + FRAC_PI_2,
};
// On left/right gets theta, on top/bottom gets pi/2 - theta
let theta = match edge {
Top | Bottom => FRAC_PI_2 - theta,
Right | Left => theta,
};
// Depededning on the edge, we need to adjust the start angle
// We still sweep the same, but the theta split is different since we're cutting in half
// I imagine you could mnake this simpler using a bit more math
let start = match (edge, corner, css_box) {
// Top Edge
(Top, TopLeft, PaddingBox) => 0.0,
(Top, TopLeft, BorderBox) => -theta,
(Top, TopRight, BorderBox) => 0.0,
(Top, TopRight, PaddingBox) => theta,
// Right Edge
(Right, TopRight, PaddingBox) => 0.0,
(Right, TopRight, BorderBox) => -theta,
(Right, BottomRight, BorderBox) => 0.0,
(Right, BottomRight, PaddingBox) => theta,
// Bottom Edge
(Bottom, BottomRight, PaddingBox) => 0.0,
(Bottom, BottomRight, BorderBox) => -theta,
(Bottom, BottomLeft, BorderBox) => 0.0,
(Bottom, BottomLeft, PaddingBox) => theta,
// Left Edge
(Left, BottomLeft, PaddingBox) => 0.0,
(Left, BottomLeft, BorderBox) => -theta,
(Left, TopLeft, BorderBox) => 0.0,
(Left, TopLeft, PaddingBox) => theta,
_ => unreachable!("Invalid edge/corner combination"),
};
Arc::new(
center,
radii,
// Note that we apply a fixed offset to get us in the unit circle coordinate system
// vello chooses the x axis as the start of the arc, so we need to offset by 3pi/2
start + offset + PI + FRAC_PI_2,
theta * sweep_direction,
0.0,
)
}
/// Check if a corner is sharp (IE the absolute radius is 0)
fn is_sharp(&self, corner: Corner, side: CssBoxKind) -> bool {
use Corner::*;
use CssBoxKind::*;
let corner_radii = match corner {
TopLeft => self.border_radii.top_left,
TopRight => self.border_radii.top_right,
BottomLeft => self.border_radii.bottom_left,
BottomRight => self.border_radii.bottom_right,
};
let is_sharp = (corner_radii.x == 0.0) | (corner_radii.y == 0.0);
if is_sharp {
return true;
}
let css_box: Insets = match side {
OutlineBox => return false,
BorderBox => return false,
PaddingBox => self.border_width,
ContentBox => add_insets(self.border_width, self.padding_width),
};
match corner {
TopLeft => (corner_radii.x <= css_box.x0) | (corner_radii.y <= css_box.y0),
TopRight => (corner_radii.x <= css_box.x1) | (corner_radii.y <= css_box.y0),
BottomLeft => (corner_radii.x <= css_box.x0) | (corner_radii.y <= css_box.y1),
BottomRight => (corner_radii.x <= css_box.x1) | (corner_radii.y <= css_box.y1),
}
}
/// The `(center, radii)` of the ellipse that a given corner traces along the
/// given box edge.
///
/// The radii are returned as an axis-aligned `(x, y)` pair, matching the CSS
/// `border-radius` horizontal/vertical radii. We deliberately do *not* return
/// a [`kurbo::Ellipse`]: `Ellipse::radii()` canonicalises the ellipse via an
/// SVD, which swaps the axes and introduces a `π/2` rotation whenever the
/// vertical radius exceeds the horizontal one (`ry > rx`). Callers here build
/// [`kurbo::Arc`]s with a fixed `x_rotation` of `0`, so that swap would draw
/// the corner with its axes transposed. Returning the raw radii avoids the
/// round-trip entirely.
fn ellipse(&self, corner: Corner, side: CssBoxKind) -> (Point, Vec2) {
use {Corner::*, CssBoxKind::*};
let CssBox {
border_box,
padding_width,
border_width,
border_radii,
..
} = self;
let corner_radii = match corner {
TopLeft => border_radii.top_left,
TopRight => border_radii.top_right,
BottomLeft => border_radii.bottom_left,
BottomRight => border_radii.bottom_right,
};
let center = match corner {
TopLeft => corner_radii,
TopRight => Vec2 {
x: border_box.width() - corner_radii.x,
y: corner_radii.y,
},
BottomLeft => Vec2 {
x: corner_radii.x,
y: border_box.height() - corner_radii.y,
},
BottomRight => Vec2 {
x: border_box.width() - corner_radii.x,
y: border_box.height() - corner_radii.y,
},
};
let radii: Vec2 = match side {
BorderBox => corner_radii,
OutlineBox => corner_radii + Vec2::new(self.outline_width, self.outline_width),
PaddingBox => corner_radii - get_corner_insets(*border_width, corner),
ContentBox => {
corner_radii - get_corner_insets(add_insets(*border_width, *padding_width), corner)
}
};
(border_box.origin() + center, radii)
}
fn start_angle(&self, corner: Corner, radii: Vec2) -> f64 {
let corner_insets = get_corner_insets(self.border_width, corner);
start_angle(corner_insets.y, corner_insets.x, radii)
}
}
/// Makes it easier to insert objects into a bezpath without having to do checks
/// Mostly because I consider the vello api slightly defficient
trait BuildBezpath {
const TOLERANCE: f64;
fn insert_arc(&mut self, arc: Arc);
fn insert_point(&mut self, point: Point);
}
impl BuildBezpath for BezPath {
/// Vello uses an inner tolerance for creating segments
/// We're just reusing the value here
const TOLERANCE: f64 = 0.1;
fn insert_arc(&mut self, arc: Arc) {
let mut elements = arc.path_elements(Self::TOLERANCE);
match elements.next().unwrap() {
PathEl::MoveTo(a) if !self.elements().is_empty() => self.push(PathEl::LineTo(a)),
el => self.push(el),
}
self.extend(elements)
}
fn insert_point(&mut self, point: Point) {
if self.elements().is_empty() {
self.push(PathEl::MoveTo(point));
} else {
self.push(PathEl::LineTo(point));
}
}
}
/// Get the start angle of the arc based on the border width and the radii
fn start_angle(bt_width: f64, br_width: f64, radii: Vec2) -> f64 {
// slope of the border intersection split
let w = bt_width / br_width;
let x = radii.y / (w * radii.x);
/*
Any point on an ellipse is given by:
x = a cos(t)
y = b sin(t)
The equation of the border intersect is:
y = w (x - a) + b
where w is the ratio of the width to the height of the border
and b is the y intercept of the border
and x is the x intercept of the border
This formula is the result of solving the system of equations:
x = a cos(t)
y = b sin(t)
y = w (x - a) + b
b/(w*a) = (cos(t) - 1)/(sin(t) - 1)
Substituting s = tan(t/2) turns this into the quadratic
(k - 2) s² - 2k s + k = 0 where k = b/(w*a) = x
whose relevant root can be written (after rationalising to remove the
catastrophic cancellation / removable singularity the naive quadratic
formula has at k == 2) as:
s = √k / (√k + √2)
This form is well behaved for all k >= 0 (in particular around k == 2,
which occurs for perfectly ordinary elliptical corners, e.g. a 80px/30px
radius with 40px/10px border widths), always yielding t in [0, π/2).
*/
use std::f64::consts::SQRT_2;
let sqrt_x = x.sqrt();
let s = sqrt_x / (sqrt_x + SQRT_2);
s.atan() * 2.0
}
#[cfg(test)]
mod tests {
use super::*;
/// `start_angle` must return the angle `t` at which the border colour split
/// line crosses the corner ellipse, i.e. the solution of
/// `(cos t - 1) / (sin t - 1) == k` where `k = radii.y / (w * radii.x)`.
fn assert_solves(bt: f64, br: f64, radii: Vec2) {
let t = start_angle(bt, br, radii);
assert!(t.is_finite(), "start_angle returned {t} for {radii:?}");
assert!(
(0.0..=std::f64::consts::FRAC_PI_2).contains(&t),
"t={t} out of range"
);
let w = bt / br;
let k = radii.y / (w * radii.x);
let lhs = (t.cos() - 1.0) / (t.sin() - 1.0);
assert!(
(lhs - k).abs() < 1e-9,
"t={t} does not solve k={k} (got {lhs})"
);
}
/// Regression test for elliptical corners where the vertical radius exceeds
/// the horizontal one (`ry > rx`). `kurbo::Ellipse::radii()` canonicalises
/// such an ellipse by swapping its axes and adding a `π/2` rotation; when
/// that rotation was dropped the corner arcs were drawn transposed, skewing
/// the whole box. The straight portions of each edge must stay axis aligned:
/// the top/bottom edges horizontal and the left/right edges vertical.
#[test]
fn edges_stay_axis_aligned_for_tall_corners() {
let b = CssBox::new(
Rect::new(0.0, 0.0, 400.0, 200.0),
Insets::uniform(10.0),
Insets::ZERO,
0.0,
NonUniformRoundedRectRadii {
top_left: Vec2::new(60.0, 20.0),
top_right: Vec2::new(20.0, 50.0), // ry > rx
bottom_right: Vec2::new(50.0, 10.0),
bottom_left: Vec2::new(30.0, 40.0), // ry > rx
},
);
// The outer border box corner y (top) / x (right) etc. that the straight
// part of each edge should run along.
let checks = [
(Edge::Top, 0.0), // outer top edge at y == 0
(Edge::Bottom, 200.0), // outer bottom edge at y == 200
(Edge::Left, 0.0), // outer left edge at x == 0
(Edge::Right, 400.0), // outer right edge at x == 400
];
// Collect every point (endpoints and Bézier control points) of a path.
// A cubic Bézier lies within the convex hull of its control points, so
// checking these is enough to prove the whole path stays in the box.
let points = |path: &BezPath| -> Vec<Point> {
path.elements()
.iter()
.flat_map(|el| match *el {
PathEl::MoveTo(p) | PathEl::LineTo(p) => vec![p],
PathEl::QuadTo(a, b) => vec![a, b],
PathEl::CurveTo(a, b, c) => vec![a, b, c],
PathEl::ClosePath => vec![],
})
.collect()
};
for (edge, expected) in checks {
let path = b.border_edge_shape(edge);
let pts = points(&path);
// The transposed-axis bug pushed points well outside the border box.
for p in &pts {
assert!(
(-0.01..=400.01).contains(&p.x) && (-0.01..=200.01).contains(&p.y),
"{edge:?}: point {p:?} escaped the border box"
);
}
// And the outer straight run must actually reach the box edge.
let reaches = pts.iter().any(|p| match edge {
Edge::Top | Edge::Bottom => (p.y - expected).abs() < 0.01,
Edge::Left | Edge::Right => (p.x - expected).abs() < 0.01,
});
assert!(
reaches,
"{edge:?}: no point reached the outer edge {expected}"
);
}
}
#[test]
fn should_solve_properly() {
// 0.643501
assert!((start_angle(4.0, 1.0, Vec2 { x: 1.0, y: 2.0 }) - 0.643501).abs() < 1e-5);
}
/// Regression test: when `k == radii.y / (w * radii.x)` is exactly 2 the
/// old closed form evaluated `0 / 0` and produced `NaN`, corrupting the
/// corner arc. This happens for ordinary elliptical corners such as an
/// 80px/30px radius with 40px/10px border widths (inner/padding ellipse
/// radii 40/20, widths 30/0 ... => k == 2).
#[test]
fn handles_k_equal_two() {
// k = radii.y / (w * radii.x) = 40 / ((10/40) * 80) = 2.0
assert_solves(10.0, 40.0, Vec2 { x: 80.0, y: 40.0 });
}
#[test]
fn solves_a_range_of_elliptical_corners() {
for &(bt, br) in &[(1.0, 1.0), (1.0, 4.0), (4.0, 1.0), (3.0, 7.0)] {
for &(rx, ry) in &[(80.0, 30.0), (30.0, 80.0), (60.0, 60.0), (120.0, 20.0)] {
assert_solves(bt, br, Vec2 { x: rx, y: ry });
}
}
}
}
#[test]
fn detects_elliptical_border() {
let corners = |x: f64, y: f64| NonUniformRoundedRectRadii {
top_left: Vec2::new(x, y),
top_right: Vec2::new(x, y),
bottom_right: Vec2::new(x, y),
bottom_left: Vec2::new(x, y),
};
let css_box = |w: f64, h: f64, radii: NonUniformRoundedRectRadii| {
CssBox::new(
Rect::new(0.0, 0.0, w, h),
Insets::uniform(1.0),
Insets::ZERO,
0.0,
radii,
)
};
// Circle: square box, every radius == half the side.
assert!(css_box(44.0, 44.0, corners(22.0, 22.0)).is_elliptical_border());
// Ellipse: non-square box, radii == half each axis.
assert!(css_box(120.0, 64.0, corners(60.0, 32.0)).is_elliptical_border());
// Rounded rectangle: radius smaller than half → has straight edges.
assert!(!css_box(44.0, 44.0, corners(10.0, 10.0)).is_elliptical_border());
// Sharp rectangle: no rounding.
assert!(!css_box(44.0, 44.0, corners(0.0, 0.0)).is_elliptical_border());
}
#[test]
fn detects_uniform_corner_border() {
let corners = |x: f64, y: f64| NonUniformRoundedRectRadii {
top_left: Vec2::new(x, y),
top_right: Vec2::new(x, y),
bottom_right: Vec2::new(x, y),
bottom_left: Vec2::new(x, y),
};
let css_box = |w: f64, h: f64, radii: NonUniformRoundedRectRadii| {
CssBox::new(
Rect::new(0.0, 0.0, w, h),
Insets::uniform(1.0),
Insets::ZERO,
0.0,
radii,
)
};
// Sharp rectangle: no rounding, still trivially "uniform" (0 == 0).
assert!(css_box(44.0, 44.0, corners(0.0, 0.0)).is_uniform_corner_border());
// Ordinary rounded rectangle: each corner is a circular arc.
assert!(css_box(44.0, 44.0, corners(10.0, 10.0)).is_uniform_corner_border());
// Circle: square box, every radius == half the side.
assert!(css_box(44.0, 44.0, corners(22.0, 22.0)).is_uniform_corner_border());
// Ellipse: non-square box, radii == half each axis → corners aren't circular.
assert!(!css_box(120.0, 64.0, corners(60.0, 32.0)).is_uniform_corner_border());
// Per-corner elliptical radius (rx != ry) anywhere disqualifies the box, even
// if it isn't a full border-radius: 50% ellipse.
let mixed = NonUniformRoundedRectRadii {
top_left: Vec2::new(10.0, 5.0),
..corners(10.0, 10.0)
};
assert!(!css_box(44.0, 44.0, mixed).is_uniform_corner_border());
// Corners may differ in radius from each other, as long as each is circular.
let differing = NonUniformRoundedRectRadii {
top_left: Vec2::new(10.0, 10.0),
top_right: Vec2::new(5.0, 5.0),
bottom_right: Vec2::new(8.0, 8.0),
bottom_left: Vec2::new(2.0, 2.0),
};
assert!(css_box(44.0, 44.0, differing).is_uniform_corner_border());
}