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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+"use strict";
+
+// This is a UA widget. It runs in per-origin UA widget scope,
+// to be loaded by UAWidgetsChild.jsm.
+
+this.TextRecognitionWidget = class {
+ /**
+ * @param {ShadowRoot} shadowRoot
+ * @param {Record<string, string | boolean | number>} _prefs
+ */
+ constructor(shadowRoot, _prefs) {
+ /** @type {ShadowRoot} */
+ this.shadowRoot = shadowRoot;
+ /** @type {HTMLElement} */
+ this.element = shadowRoot.host;
+ /** @type {Document} */
+ this.document = this.element.ownerDocument;
+ /** @type {Window} */
+ this.window = this.document.defaultView;
+ /** @type {ResizeObserver} */
+ this.resizeObserver = null;
+ /** @type {Map<HTMLSpanElement, DOMRect} */
+ this.spanRects = new Map();
+ /** @type {boolean} */
+ this.isInitialized = false;
+ /** @type {null | number} */
+ this.lastCanvasStyleWidth = null;
+ }
+
+ /*
+ * Callback called by UAWidgets right after constructor.
+ */
+ onsetup() {
+ this.resizeObserver = new this.window.ResizeObserver(() => {
+ this.positionSpans();
+ });
+ this.resizeObserver.observe(this.element);
+ }
+
+ positionSpans() {
+ if (!this.shadowRoot.firstChild) {
+ return;
+ }
+ this.lazilyInitialize();
+
+ /** @type {HTMLDivElement} */
+ const div = this.shadowRoot.firstChild;
+ const canvas = div.querySelector("canvas");
+ const spans = div.querySelectorAll("span");
+
+ // TODO Bug 1770438 - The <img> element does not currently let child elements be
+ // sized relative to the size of the containing <img> element. It would be better
+ // to teach the <img> element how to do this. For the prototype, do the more expensive
+ // operation of getting the bounding client rect, and handle the positioning manually.
+ const imgRect = this.element.getBoundingClientRect();
+ div.style.width = imgRect.width + "px";
+ div.style.height = imgRect.height + "px";
+ canvas.style.width = imgRect.width + "px";
+ canvas.style.height = imgRect.height + "px";
+
+ // The ctx is only available when redrawing the canvas. This is operation is only
+ // done when necessary, as it can be expensive.
+ /** @type {null | CanvasRenderingContext2D} */
+ let ctx = null;
+
+ if (
+ // The canvas hasn't been drawn to yet.
+ this.lastCanvasStyleWidth === null ||
+ // Only redraw when the image has grown 25% larger. This percentage was chosen
+ // as it visually seemed to work well, with the canvas never appearing blurry
+ // when manually testing it.
+ imgRect.width > this.lastCanvasStyleWidth * 1.25
+ ) {
+ const dpr = this.window.devicePixelRatio;
+ canvas.width = imgRect.width * dpr;
+ canvas.height = imgRect.height * dpr;
+ this.lastCanvasStyleWidth = imgRect.width;
+
+ ctx = canvas.getContext("2d");
+ ctx.scale(dpr, dpr);
+ ctx.fillStyle = "#00000088";
+ ctx.fillRect(0, 0, imgRect.width, imgRect.height);
+
+ ctx.beginPath();
+ }
+
+ for (const span of spans) {
+ let spanRect = this.spanRects.get(span);
+ if (!spanRect) {
+ // This only needs to happen once.
+ spanRect = span.getBoundingClientRect();
+ this.spanRects.set(span, spanRect);
+ }
+
+ const points = span.dataset.points.split(",").map(p => Number(p));
+ // Use the points in the string, e.g.
+ // "0.0275349,0.14537,0.0275349,0.244662,0.176966,0.244565,0.176966,0.145273"
+ // 0 1 2 3 4 5 6 7
+ // ^ bottomleft ^ topleft ^ topright ^ bottomright
+ let [
+ bottomLeftX,
+ bottomLeftY,
+ topLeftX,
+ topLeftY,
+ topRightX,
+ topRightY,
+ bottomRightX,
+ bottomRightY,
+ ] = points;
+
+ // Invert the Y.
+ topLeftY = 1 - topLeftY;
+ topRightY = 1 - topRightY;
+ bottomLeftY = 1 - bottomLeftY;
+ bottomRightY = 1 - bottomRightY;
+
+ // Create a projection matrix to position the <span> relative to the bounds.
+ // prettier-ignore
+ const mat4 = projectPoints(
+ spanRect.width, spanRect.height,
+ imgRect.width * topLeftX, imgRect.height * topLeftY,
+ imgRect.width * topRightX, imgRect.height * topRightY,
+ imgRect.width * bottomLeftX, imgRect.height * bottomLeftY,
+ imgRect.width * bottomRightX, imgRect.height * bottomRightY
+ );
+
+ span.style.transform = "matrix3d(" + mat4.join(", ") + ")";
+
+ if (ctx) {
+ const inset = 3;
+ ctx.moveTo(
+ imgRect.width * bottomLeftX + inset,
+ imgRect.height * bottomLeftY - inset
+ );
+ ctx.lineTo(
+ imgRect.width * topLeftX + inset,
+ imgRect.height * topLeftY + inset
+ );
+ ctx.lineTo(
+ imgRect.width * topRightX - inset,
+ imgRect.height * topRightY + inset
+ );
+ ctx.lineTo(
+ imgRect.width * bottomRightX - inset,
+ imgRect.height * bottomRightY - inset
+ );
+ ctx.closePath();
+ }
+ }
+
+ if (ctx) {
+ // This composite operation will cut out the quads. The color is arbitrary.
+ ctx.globalCompositeOperation = "destination-out";
+ ctx.fillStyle = "#ffffff";
+ ctx.fill();
+
+ // Creating a round line will grow the selection slightly, and round the corners.
+ ctx.lineWidth = 10;
+ ctx.lineJoin = "round";
+ ctx.strokeStyle = "#ffffff";
+ ctx.stroke();
+ }
+ }
+
+ teardown() {
+ this.shadowRoot.firstChild.remove();
+ this.resizeObserver.disconnect();
+ this.spanRects.clear();
+ }
+
+ lazilyInitialize() {
+ if (this.isInitialized) {
+ return;
+ }
+ this.isInitialized = true;
+
+ const parser = new this.window.DOMParser();
+ let parserDoc = parser.parseFromString(
+ `<div class="textrecognition" xmlns="http://www.w3.org/1999/xhtml" role="none">
+ <link rel="stylesheet" href="chrome://global/skin/media/textrecognition.css" />
+ <canvas />
+ <!-- The spans will be reattached here -->
+ </div>`,
+ "application/xml"
+ );
+ if (
+ this.shadowRoot.children.length !== 1 ||
+ this.shadowRoot.firstChild.tagName !== "DIV"
+ ) {
+ throw new Error(
+ "Expected the shadowRoot to have a single div as the root element."
+ );
+ }
+
+ const spansDiv = this.shadowRoot.firstChild;
+ // Example layout of spansDiv:
+ // <div>
+ // <span data-points="0.0275349,0.14537,0.0275349,0.244662,0.176966,0.244565,0.176966,0.145273">
+ // Text that has been recognized
+ // </span>
+ // ...
+ // </div>
+ spansDiv.remove();
+
+ this.shadowRoot.importNodeAndAppendChildAt(
+ this.shadowRoot,
+ parserDoc.documentElement,
+ true /* deep */
+ );
+
+ this.shadowRoot.importNodeAndAppendChildAt(
+ this.shadowRoot.firstChild,
+ spansDiv,
+ true /* deep */
+ );
+ }
+};
+
+/**
+ * A three dimensional vector.
+ *
+ * @typedef {[number, number, number]} Vec3
+ */
+
+/**
+ * A 3x3 matrix.
+ *
+ * @typedef {[number, number, number,
+ * number, number, number,
+ * number, number, number]} Matrix3
+ */
+
+/**
+ * A 4x4 matrix.
+ *
+ * @typedef {[number, number, number, number,
+ * number, number, number, number,
+ * number, number, number, number,
+ * number, number, number, number]} Matrix4
+ */
+
+/**
+ * Compute the adjugate matrix.
+ * https://en.wikipedia.org/wiki/Adjugate_matrix
+ *
+ * @param {Matrix3} m
+ * @returns {Matrix3}
+ */
+function computeAdjugate(m) {
+ // prettier-ignore
+ return [
+ m[4] * m[8] - m[5] * m[7],
+ m[2] * m[7] - m[1] * m[8],
+ m[1] * m[5] - m[2] * m[4],
+ m[5] * m[6] - m[3] * m[8],
+ m[0] * m[8] - m[2] * m[6],
+ m[2] * m[3] - m[0] * m[5],
+ m[3] * m[7] - m[4] * m[6],
+ m[1] * m[6] - m[0] * m[7],
+ m[0] * m[4] - m[1] * m[3],
+ ];
+}
+
+/**
+ * @param {Matrix3} a
+ * @param {Matrix3} b
+ * @returns {Matrix3}
+ */
+function multiplyMat3(a, b) {
+ let out = [];
+ for (let i = 0; i < 3; i++) {
+ for (let j = 0; j < 3; j++) {
+ let sum = 0;
+ for (let k = 0; k < 3; k++) {
+ sum += a[3 * i + k] * b[3 * k + j];
+ }
+ out[3 * i + j] = sum;
+ }
+ }
+ return out;
+}
+
+/**
+ * @param {Matrix3} m
+ * @param {Vec3} v
+ * @returns {Vec3}
+ */
+function multiplyMat3Vec3(m, v) {
+ // prettier-ignore
+ return [
+ m[0] * v[0] + m[1] * v[1] + m[2] * v[2],
+ m[3] * v[0] + m[4] * v[1] + m[5] * v[2],
+ m[6] * v[0] + m[7] * v[1] + m[8] * v[2],
+ ];
+}
+
+/**
+ * @returns {Matrix3}
+ */
+function basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4) {
+ /** @type {Matrix3} */
+ let mat3 = [x1, x2, x3, y1, y2, y3, 1, 1, 1];
+ let vec3 = multiplyMat3Vec3(computeAdjugate(mat3), [x4, y4, 1]);
+ // prettier-ignore
+ return multiplyMat3(
+ mat3,
+ [
+ vec3[0], 0, 0,
+ 0, vec3[1], 0,
+ 0, 0, vec3[2]
+ ]
+ );
+}
+
+/**
+ * @type {(...Matrix4) => Matrix3}
+ */
+// prettier-ignore
+function general2DProjection(
+ x1s, y1s, x1d, y1d,
+ x2s, y2s, x2d, y2d,
+ x3s, y3s, x3d, y3d,
+ x4s, y4s, x4d, y4d
+) {
+ let s = basisToPoints(x1s, y1s, x2s, y2s, x3s, y3s, x4s, y4s);
+ let d = basisToPoints(x1d, y1d, x2d, y2d, x3d, y3d, x4d, y4d);
+ return multiplyMat3(d, computeAdjugate(s));
+}
+
+/**
+ * Given a width and height, compute a projection matrix to points 1-4.
+ *
+ * The points (x1,y1) through (x4, y4) use the following ordering:
+ *
+ * w
+ * ┌─────┐ project 1 ─────── 2
+ * h │ │ --> │ /
+ * └─────┘ │ /
+ * 3 ──── 4
+ *
+ * @returns {Matrix4}
+ */
+function projectPoints(w, h, x1, y1, x2, y2, x3, y3, x4, y4) {
+ // prettier-ignore
+ const mat3 = general2DProjection(
+ 0, 0, x1, y1,
+ w, 0, x2, y2,
+ 0, h, x3, y3,
+ w, h, x4, y4
+ );
+
+ for (let i = 0; i < 9; i++) {
+ mat3[i] = mat3[i] / mat3[8];
+ }
+
+ // prettier-ignore
+ return [
+ mat3[0], mat3[3], 0, mat3[6],
+ mat3[1], mat3[4], 0, mat3[7],
+ 0, 0, 1, 0,
+ mat3[2], mat3[5], 0, mat3[8],
+ ];
+}