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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
commit | 6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch) | |
tree | a68f146d7fa01f0134297619fbe7e33db084e0aa /dom/svg/SVGPathSegUtils.cpp | |
parent | Initial commit. (diff) | |
download | thunderbird-upstream.tar.xz thunderbird-upstream.zip |
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/svg/SVGPathSegUtils.cpp')
-rw-r--r-- | dom/svg/SVGPathSegUtils.cpp | 810 |
1 files changed, 810 insertions, 0 deletions
diff --git a/dom/svg/SVGPathSegUtils.cpp b/dom/svg/SVGPathSegUtils.cpp new file mode 100644 index 0000000000..5300bd65b4 --- /dev/null +++ b/dom/svg/SVGPathSegUtils.cpp @@ -0,0 +1,810 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +/* 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/. */ + +#include "SVGPathSegUtils.h" + +#include "mozilla/ArrayUtils.h" // MOZ_ARRAY_LENGTH +#include "mozilla/ServoStyleConsts.h" // StylePathCommand +#include "gfx2DGlue.h" +#include "SVGPathDataParser.h" +#include "nsMathUtils.h" +#include "nsTextFormatter.h" + +using namespace mozilla::dom::SVGPathSeg_Binding; +using namespace mozilla::gfx; + +namespace mozilla { + +static const float PATH_SEG_LENGTH_TOLERANCE = 0.0000001f; +static const uint32_t MAX_RECURSION = 10; + +/* static */ +void SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue) { + // Adding new seg type? Is the formatting below acceptable for the new types? + static_assert( + NS_SVG_PATH_SEG_LAST_VALID_TYPE == PATHSEG_CURVETO_QUADRATIC_SMOOTH_REL, + "Update GetValueAsString for the new value."); + static_assert(NS_SVG_PATH_SEG_MAX_ARGS == 7, + "Add another case to the switch below."); + + uint32_t type = DecodeType(aSeg[0]); + char16_t typeAsChar = GetPathSegTypeAsLetter(type); + + // Special case arcs: + if (IsArcType(type)) { + bool largeArcFlag = aSeg[4] != 0.0f; + bool sweepFlag = aSeg[5] != 0.0f; + nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g %d,%d %g,%g", typeAsChar, + aSeg[1], aSeg[2], aSeg[3], largeArcFlag, + sweepFlag, aSeg[6], aSeg[7]); + } else { + switch (ArgCountForType(type)) { + case 0: + aValue = typeAsChar; + break; + + case 1: + nsTextFormatter::ssprintf(aValue, u"%c%g", typeAsChar, aSeg[1]); + break; + + case 2: + nsTextFormatter::ssprintf(aValue, u"%c%g,%g", typeAsChar, aSeg[1], + aSeg[2]); + break; + + case 4: + nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g", typeAsChar, aSeg[1], + aSeg[2], aSeg[3], aSeg[4]); + break; + + case 6: + nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g %g,%g", typeAsChar, + aSeg[1], aSeg[2], aSeg[3], aSeg[4], aSeg[5], + aSeg[6]); + break; + + default: + MOZ_ASSERT(false, "Unknown segment type"); + aValue = u"<unknown-segment-type>"; + return; + } + } +} + +static float CalcDistanceBetweenPoints(const Point& aP1, const Point& aP2) { + return NS_hypot(aP2.x - aP1.x, aP2.y - aP1.y); +} + +static void SplitQuadraticBezier(const Point* aCurve, Point* aLeft, + Point* aRight) { + aLeft[0].x = aCurve[0].x; + aLeft[0].y = aCurve[0].y; + aRight[2].x = aCurve[2].x; + aRight[2].y = aCurve[2].y; + aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; + aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; + aRight[1].x = (aCurve[1].x + aCurve[2].x) / 2; + aRight[1].y = (aCurve[1].y + aCurve[2].y) / 2; + aLeft[2].x = aRight[0].x = (aLeft[1].x + aRight[1].x) / 2; + aLeft[2].y = aRight[0].y = (aLeft[1].y + aRight[1].y) / 2; +} + +static void SplitCubicBezier(const Point* aCurve, Point* aLeft, Point* aRight) { + Point tmp; + tmp.x = (aCurve[1].x + aCurve[2].x) / 4; + tmp.y = (aCurve[1].y + aCurve[2].y) / 4; + aLeft[0].x = aCurve[0].x; + aLeft[0].y = aCurve[0].y; + aRight[3].x = aCurve[3].x; + aRight[3].y = aCurve[3].y; + aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; + aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; + aRight[2].x = (aCurve[2].x + aCurve[3].x) / 2; + aRight[2].y = (aCurve[2].y + aCurve[3].y) / 2; + aLeft[2].x = aLeft[1].x / 2 + tmp.x; + aLeft[2].y = aLeft[1].y / 2 + tmp.y; + aRight[1].x = aRight[2].x / 2 + tmp.x; + aRight[1].y = aRight[2].y / 2 + tmp.y; + aLeft[3].x = aRight[0].x = (aLeft[2].x + aRight[1].x) / 2; + aLeft[3].y = aRight[0].y = (aLeft[2].y + aRight[1].y) / 2; +} + +static float CalcBezLengthHelper(const Point* aCurve, uint32_t aNumPts, + uint32_t aRecursionCount, + void (*aSplit)(const Point*, Point*, Point*)) { + Point left[4]; + Point right[4]; + float length = 0, dist; + for (uint32_t i = 0; i < aNumPts - 1; i++) { + length += CalcDistanceBetweenPoints(aCurve[i], aCurve[i + 1]); + } + dist = CalcDistanceBetweenPoints(aCurve[0], aCurve[aNumPts - 1]); + if (length - dist > PATH_SEG_LENGTH_TOLERANCE && + aRecursionCount < MAX_RECURSION) { + aSplit(aCurve, left, right); + ++aRecursionCount; + return CalcBezLengthHelper(left, aNumPts, aRecursionCount, aSplit) + + CalcBezLengthHelper(right, aNumPts, aRecursionCount, aSplit); + } + return length; +} + +static inline float CalcLengthOfCubicBezier(const Point& aPos, + const Point& aCP1, + const Point& aCP2, + const Point& aTo) { + Point curve[4] = {aPos, aCP1, aCP2, aTo}; + return CalcBezLengthHelper(curve, 4, 0, SplitCubicBezier); +} + +static inline float CalcLengthOfQuadraticBezier(const Point& aPos, + const Point& aCP, + const Point& aTo) { + Point curve[3] = {aPos, aCP, aTo}; + return CalcBezLengthHelper(curve, 3, 0, SplitQuadraticBezier); +} + +static void TraverseClosePath(const float* aArgs, + SVGPathTraversalState& aState) { + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += CalcDistanceBetweenPoints(aState.pos, aState.start); + aState.cp1 = aState.cp2 = aState.start; + } + aState.pos = aState.start; +} + +static void TraverseMovetoAbs(const float* aArgs, + SVGPathTraversalState& aState) { + aState.start = aState.pos = Point(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + // aState.length is unchanged, since move commands don't affect path length. + aState.cp1 = aState.cp2 = aState.start; + } +} + +static void TraverseMovetoRel(const float* aArgs, + SVGPathTraversalState& aState) { + aState.start = aState.pos += Point(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + // aState.length is unchanged, since move commands don't affect path length. + aState.cp1 = aState.cp2 = aState.start; + } +} + +static void TraverseLinetoAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += CalcDistanceBetweenPoints(aState.pos, to); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseLinetoRel(const float* aArgs, + SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += CalcDistanceBetweenPoints(aState.pos, to); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseLinetoHorizontalAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[0], aState.pos.y); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(to.x - aState.pos.x); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseLinetoHorizontalRel(const float* aArgs, + SVGPathTraversalState& aState) { + aState.pos.x += aArgs[0]; + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(aArgs[0]); + aState.cp1 = aState.cp2 = aState.pos; + } +} + +static void TraverseLinetoVerticalAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aState.pos.x, aArgs[0]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(to.y - aState.pos.y); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseLinetoVerticalRel(const float* aArgs, + SVGPathTraversalState& aState) { + aState.pos.y += aArgs[0]; + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(aArgs[0]); + aState.cp1 = aState.cp2 = aState.pos; + } +} + +static void TraverseCurvetoCubicAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[4], aArgs[5]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1(aArgs[0], aArgs[1]); + Point cp2(aArgs[2], aArgs[3]); + aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoCubicSmoothAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[2], aArgs[3]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1 = aState.pos - (aState.cp2 - aState.pos); + Point cp2(aArgs[0], aArgs[1]); + aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoCubicRel(const float* aArgs, + SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[4], aArgs[5]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1 = aState.pos + Point(aArgs[0], aArgs[1]); + Point cp2 = aState.pos + Point(aArgs[2], aArgs[3]); + aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoCubicSmoothRel(const float* aArgs, + SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[2], aArgs[3]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1 = aState.pos - (aState.cp2 - aState.pos); + Point cp2 = aState.pos + Point(aArgs[0], aArgs[1]); + aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoQuadraticAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[2], aArgs[3]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp(aArgs[0], aArgs[1]); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoQuadraticSmoothAbs(const float* aArgs, + SVGPathTraversalState& aState) { + Point to(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp = aState.pos - (aState.cp1 - aState.pos); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoQuadraticRel(const float* aArgs, + SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[2], aArgs[3]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp = aState.pos + Point(aArgs[0], aArgs[1]); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseCurvetoQuadraticSmoothRel(const float* aArgs, + SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[0], aArgs[1]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp = aState.pos - (aState.cp1 - aState.pos); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseArcAbs(const float* aArgs, SVGPathTraversalState& aState) { + Point to(aArgs[5], aArgs[6]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + float dist = 0; + Point radii(aArgs[0], aArgs[1]); + if (radii.x == 0.0f || radii.y == 0.0f) { + dist = CalcDistanceBetweenPoints(aState.pos, to); + } else { + Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)}; + SVGArcConverter converter(aState.pos, to, radii, aArgs[2], aArgs[3] != 0, + aArgs[4] != 0); + while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) { + dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier); + bez[0] = bez[3]; + } + } + aState.length += dist; + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +static void TraverseArcRel(const float* aArgs, SVGPathTraversalState& aState) { + Point to = aState.pos + Point(aArgs[5], aArgs[6]); + if (aState.ShouldUpdateLengthAndControlPoints()) { + float dist = 0; + Point radii(aArgs[0], aArgs[1]); + if (radii.x == 0.0f || radii.y == 0.0f) { + dist = CalcDistanceBetweenPoints(aState.pos, to); + } else { + Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)}; + SVGArcConverter converter(aState.pos, to, radii, aArgs[2], aArgs[3] != 0, + aArgs[4] != 0); + while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) { + dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier); + bez[0] = bez[3]; + } + } + aState.length += dist; + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; +} + +using TraverseFunc = void (*)(const float*, SVGPathTraversalState&); + +static TraverseFunc gTraverseFuncTable[NS_SVG_PATH_SEG_TYPE_COUNT] = { + nullptr, // 0 == PATHSEG_UNKNOWN + TraverseClosePath, + TraverseMovetoAbs, + TraverseMovetoRel, + TraverseLinetoAbs, + TraverseLinetoRel, + TraverseCurvetoCubicAbs, + TraverseCurvetoCubicRel, + TraverseCurvetoQuadraticAbs, + TraverseCurvetoQuadraticRel, + TraverseArcAbs, + TraverseArcRel, + TraverseLinetoHorizontalAbs, + TraverseLinetoHorizontalRel, + TraverseLinetoVerticalAbs, + TraverseLinetoVerticalRel, + TraverseCurvetoCubicSmoothAbs, + TraverseCurvetoCubicSmoothRel, + TraverseCurvetoQuadraticSmoothAbs, + TraverseCurvetoQuadraticSmoothRel}; + +/* static */ +void SVGPathSegUtils::TraversePathSegment(const float* aData, + SVGPathTraversalState& aState) { + static_assert( + MOZ_ARRAY_LENGTH(gTraverseFuncTable) == NS_SVG_PATH_SEG_TYPE_COUNT, + "gTraverseFuncTable is out of date"); + uint32_t type = DecodeType(aData[0]); + gTraverseFuncTable[type](aData + 1, aState); +} + +// Basically, this is just a variant version of the above TraverseXXX functions. +// We just put those function inside this and use StylePathCommand instead. +// This function and the above ones should be dropped by Bug 1388931. +/* static */ +void SVGPathSegUtils::TraversePathSegment(const StylePathCommand& aCommand, + SVGPathTraversalState& aState) { + switch (aCommand.tag) { + case StylePathCommand::Tag::ClosePath: + TraverseClosePath(nullptr, aState); + break; + case StylePathCommand::Tag::MoveTo: { + const Point& p = aCommand.move_to.point.ConvertsToGfxPoint(); + aState.start = aState.pos = + aCommand.move_to.absolute == StyleIsAbsolute::Yes ? p + : aState.pos + p; + if (aState.ShouldUpdateLengthAndControlPoints()) { + // aState.length is unchanged, since move commands don't affect path= + // length. + aState.cp1 = aState.cp2 = aState.start; + } + break; + } + case StylePathCommand::Tag::LineTo: { + Point to = aCommand.line_to.absolute == StyleIsAbsolute::Yes + ? aCommand.line_to.point.ConvertsToGfxPoint() + : aState.pos + aCommand.line_to.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += CalcDistanceBetweenPoints(aState.pos, to); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::CurveTo: { + const bool isRelative = aCommand.curve_to.absolute == StyleIsAbsolute::No; + Point to = isRelative + ? aState.pos + aCommand.curve_to.point.ConvertsToGfxPoint() + : aCommand.curve_to.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1 = aCommand.curve_to.control1.ConvertsToGfxPoint(); + Point cp2 = aCommand.curve_to.control2.ConvertsToGfxPoint(); + if (isRelative) { + cp1 += aState.pos; + cp2 += aState.pos; + } + aState.length += + (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::QuadBezierCurveTo: { + const bool isRelative = aCommand.curve_to.absolute == StyleIsAbsolute::No; + Point to = + isRelative + ? aState.pos + + aCommand.quad_bezier_curve_to.point.ConvertsToGfxPoint() + : aCommand.quad_bezier_curve_to.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp = + isRelative + ? aState.pos + aCommand.quad_bezier_curve_to.control1 + .ConvertsToGfxPoint() + : aCommand.quad_bezier_curve_to.control1.ConvertsToGfxPoint(); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::EllipticalArc: { + Point to = + aCommand.elliptical_arc.absolute == StyleIsAbsolute::Yes + ? aCommand.elliptical_arc.point.ConvertsToGfxPoint() + : aState.pos + aCommand.elliptical_arc.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + const auto& arc = aCommand.elliptical_arc; + float dist = 0; + Point radii(arc.rx, arc.ry); + if (radii.x == 0.0f || radii.y == 0.0f) { + dist = CalcDistanceBetweenPoints(aState.pos, to); + } else { + Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)}; + SVGArcConverter converter(aState.pos, to, radii, arc.angle, + arc.large_arc_flag._0, arc.sweep_flag._0); + while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) { + dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier); + bez[0] = bez[3]; + } + } + aState.length += dist; + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::HorizontalLineTo: { + Point to(aCommand.horizontal_line_to.absolute == StyleIsAbsolute::Yes + ? aCommand.horizontal_line_to.x + : aState.pos.x + aCommand.horizontal_line_to.x, + aState.pos.y); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(to.x - aState.pos.x); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::VerticalLineTo: { + Point to(aState.pos.x, + aCommand.vertical_line_to.absolute == StyleIsAbsolute::Yes + ? aCommand.vertical_line_to.y + : aState.pos.y + aCommand.vertical_line_to.y); + if (aState.ShouldUpdateLengthAndControlPoints()) { + aState.length += std::fabs(to.y - aState.pos.y); + aState.cp1 = aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::SmoothCurveTo: { + const bool isRelative = + aCommand.smooth_curve_to.absolute == StyleIsAbsolute::No; + Point to = + isRelative + ? aState.pos + aCommand.smooth_curve_to.point.ConvertsToGfxPoint() + : aCommand.smooth_curve_to.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp1 = aState.pos - (aState.cp2 - aState.pos); + Point cp2 = + isRelative + ? aState.pos + + aCommand.smooth_curve_to.control2.ConvertsToGfxPoint() + : aCommand.smooth_curve_to.control2.ConvertsToGfxPoint(); + aState.length += + (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); + aState.cp2 = cp2; + aState.cp1 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::SmoothQuadBezierCurveTo: { + Point to = aCommand.smooth_curve_to.absolute == StyleIsAbsolute::Yes + ? aCommand.smooth_curve_to.point.ConvertsToGfxPoint() + : aState.pos + + aCommand.smooth_curve_to.point.ConvertsToGfxPoint(); + if (aState.ShouldUpdateLengthAndControlPoints()) { + Point cp = aState.pos - (aState.cp1 - aState.pos); + aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); + aState.cp1 = cp; + aState.cp2 = to; + } + aState.pos = to; + break; + } + case StylePathCommand::Tag::Unknown: + MOZ_ASSERT_UNREACHABLE("Unacceptable path segment type"); + } +} + +// Possible directions of an edge that doesn't immediately disqualify the path +// as a rectangle. +enum class EdgeDir { + LEFT, + RIGHT, + UP, + DOWN, + // NONE represents (almost) zero-length edges, they should be ignored. + NONE, +}; + +Maybe<EdgeDir> GetDirection(Point v) { + if (!std::isfinite(v.x.value) || !std::isfinite(v.y.value)) { + return Nothing(); + } + + bool x = fabs(v.x) > 0.001; + bool y = fabs(v.y) > 0.001; + if (x && y) { + return Nothing(); + } + + if (!x && !y) { + return Some(EdgeDir::NONE); + } + + if (x) { + return Some(v.x > 0.0 ? EdgeDir::RIGHT : EdgeDir::LEFT); + } + + return Some(v.y > 0.0 ? EdgeDir::DOWN : EdgeDir::UP); +} + +EdgeDir OppositeDirection(EdgeDir dir) { + switch (dir) { + case EdgeDir::LEFT: + return EdgeDir::RIGHT; + case EdgeDir::RIGHT: + return EdgeDir::LEFT; + case EdgeDir::UP: + return EdgeDir::DOWN; + case EdgeDir::DOWN: + return EdgeDir::UP; + default: + return EdgeDir::NONE; + } +} + +struct IsRectHelper { + Point min; + Point max; + EdgeDir currentDir; + // Index of the next corner. + uint32_t idx; + EdgeDir dirs[4]; + + bool Edge(Point from, Point to) { + auto edge = to - from; + + auto maybeDir = GetDirection(edge); + if (maybeDir.isNothing()) { + return false; + } + + EdgeDir dir = maybeDir.value(); + + if (dir == EdgeDir::NONE) { + // zero-length edges aren't an issue. + return true; + } + + if (dir != currentDir) { + // The edge forms a corner with the previous edge. + if (idx >= 4) { + // We are at the 5th corner, can't be a rectangle. + return false; + } + + if (dir == OppositeDirection(currentDir)) { + // Can turn left or right but not a full 180 degrees. + return false; + } + + dirs[idx] = dir; + idx += 1; + currentDir = dir; + } + + min.x = fmin(min.x, to.x); + min.y = fmin(min.y, to.y); + max.x = fmax(max.x, to.x); + max.y = fmax(max.y, to.y); + + return true; + } + + bool EndSubpath() { + if (idx != 4) { + return false; + } + + if (dirs[0] != OppositeDirection(dirs[2]) || + dirs[1] != OppositeDirection(dirs[3])) { + return false; + } + + return true; + } +}; + +bool ApproxEqual(gfx::Point a, gfx::Point b) { + auto v = b - a; + return fabs(v.x) < 0.001 && fabs(v.y) < 0.001; +} + +Maybe<gfx::Rect> SVGPathToAxisAlignedRect(Span<const StylePathCommand> aPath) { + Point pathStart(0.0, 0.0); + Point segStart(0.0, 0.0); + IsRectHelper helper = { + Point(0.0, 0.0), + Point(0.0, 0.0), + EdgeDir::NONE, + 0, + {EdgeDir::NONE, EdgeDir::NONE, EdgeDir::NONE, EdgeDir::NONE}, + }; + + for (const StylePathCommand& cmd : aPath) { + switch (cmd.tag) { + case StylePathCommand::Tag::MoveTo: { + Point to = cmd.move_to.point.ConvertsToGfxPoint(); + if (helper.idx != 0) { + // This is overly strict since empty moveto sequences such as "M 10 12 + // M 3 2 M 0 0" render nothing, but I expect it won't make us miss a + // lot of rect-shaped paths in practice and lets us avoidhandling + // special caps for empty sub-paths like "M 0 0 L 0 0" and "M 1 2 Z". + return Nothing(); + } + + if (!ApproxEqual(pathStart, segStart)) { + // If we were only interested in filling we could auto-close here + // by calling helper.Edge like in the ClosePath case and detect some + // unclosed paths as rectangles. + // + // For example: + // - "M 1 0 L 0 0 L 0 1 L 1 1 L 1 0" are both rects for filling and + // stroking. + // - "M 1 0 L 0 0 L 0 1 L 1 1" fills a rect but the stroke is shaped + // like a C. + return Nothing(); + } + + if (helper.idx != 0 && !helper.EndSubpath()) { + return Nothing(); + } + + if (cmd.move_to.absolute == StyleIsAbsolute::No) { + to = segStart + to; + } + + pathStart = to; + segStart = to; + if (helper.idx == 0) { + helper.min = to; + helper.max = to; + } + + break; + } + case StylePathCommand::Tag::ClosePath: { + if (!helper.Edge(segStart, pathStart)) { + return Nothing(); + } + if (!helper.EndSubpath()) { + return Nothing(); + } + pathStart = segStart; + break; + } + case StylePathCommand::Tag::LineTo: { + Point to = cmd.line_to.point.ConvertsToGfxPoint(); + if (cmd.line_to.absolute == StyleIsAbsolute::No) { + to = segStart + to; + } + + if (!helper.Edge(segStart, to)) { + return Nothing(); + } + segStart = to; + break; + } + case StylePathCommand::Tag::HorizontalLineTo: { + Point to = gfx::Point(cmd.horizontal_line_to.x, segStart.y); + if (cmd.horizontal_line_to.absolute == StyleIsAbsolute::No) { + to.x += segStart.x; + } + + if (!helper.Edge(segStart, to)) { + return Nothing(); + } + segStart = to; + break; + } + case StylePathCommand::Tag::VerticalLineTo: { + Point to = gfx::Point(segStart.x, cmd.vertical_line_to.y); + if (cmd.horizontal_line_to.absolute == StyleIsAbsolute::No) { + to.y += segStart.y; + } + + if (!helper.Edge(segStart, to)) { + return Nothing(); + } + segStart = to; + break; + } + default: + return Nothing(); + } + } + + if (!ApproxEqual(pathStart, segStart)) { + // Same situation as with moveto regarding stroking not fullly closed path + // even though the fill is a rectangle. + return Nothing(); + } + + if (!helper.EndSubpath()) { + return Nothing(); + } + + auto size = (helper.max - helper.min); + return Some(Rect(helper.min, Size(size.x, size.y))); +} + +} // namespace mozilla |