text: /*
   * Copyright (C) 1999 Antti Koivisto (koivisto@kde.org)
   * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights
   * reserved.
   *
   * 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 "third_party/blink/renderer/core/style/shadow_data.h"
  
  #include "third_party/blink/renderer/platform/animation/animation_utilities.h"
  #include "third_party/blink/renderer/platform/graphics/color_blend.h"
  #include "third_party/blink/renderer/platform/graphics/skia/skia_utils.h"
  
  namespace blink {
  
  bool ShadowData::operator==(const ShadowData& o) const {
    return location_ == o.location_ && blur_ == o.blur_ && spread_ == o.spread_ &&
           style_ == o.style_ && color_ == o.color_;
  }
  
  ShadowData ShadowData::NeutralValue() {
    return ShadowData(FloatPoint(0, 0), 0, 0, kNormal,
                      StyleColor(Color::kTransparent));
  }
  
  FloatRectOutsets ShadowData::RectOutsets() const {
    // 3 * sigma is how Skia computes the box blur extent.
    // See also https://crbug.com/624175.
    // TODO(fmalita): since the blur extent must reflect rasterization bounds,
    // its value should be queried from Skia (pending API availability).
    float blur_and_spread = ceil(3 * BlurRadiusToStdDev(Blur())) + Spread();
    return FloatRectOutsets(
        blur_and_spread - Y() /* top */, blur_and_spread + X() /* right */,
        blur_and_spread + Y() /* bottom */, blur_and_spread - X() /* left */);
  }
  
  }  // namespace blink
  