From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- toolkit/content/widgets/textrecognition.js | 366 +++++++++++++++++++++++++++++ 1 file changed, 366 insertions(+) create mode 100644 toolkit/content/widgets/textrecognition.js (limited to 'toolkit/content/widgets/textrecognition.js') diff --git a/toolkit/content/widgets/textrecognition.js b/toolkit/content/widgets/textrecognition.js new file mode 100644 index 0000000000..887d576770 --- /dev/null +++ b/toolkit/content/widgets/textrecognition.js @@ -0,0 +1,366 @@ +/* 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} _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 { + 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 element does not currently let child elements be + // sized relative to the size of the containing element. It would be better + // to teach the 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 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( + `
+ + + +
`, + "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: + //
+ // + // Text that has been recognized + // + // ... + //
+ 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], + ]; +} -- cgit v1.2.3