зеркало из https://github.com/mozilla/gecko-dev.git
486 строки
15 KiB
C++
486 строки
15 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "SVGPathSegUtils.h"
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#include "mozilla/ArrayUtils.h" // MOZ_ARRAY_LENGTH
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#include "mozilla/ServoStyleConsts.h" // StylePathCommand
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#include "gfx2DGlue.h"
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#include "SVGPathDataParser.h"
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#include "nsMathUtils.h"
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#include "nsTextFormatter.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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static const float PATH_SEG_LENGTH_TOLERANCE = 0.0000001f;
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static const uint32_t MAX_RECURSION = 10;
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static float CalcDistanceBetweenPoints(const Point& aP1, const Point& aP2) {
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return NS_hypot(aP2.x - aP1.x, aP2.y - aP1.y);
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}
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static void SplitQuadraticBezier(const Point* aCurve, Point* aLeft,
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Point* aRight) {
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aLeft[0].x = aCurve[0].x;
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aLeft[0].y = aCurve[0].y;
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aRight[2].x = aCurve[2].x;
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aRight[2].y = aCurve[2].y;
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aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2;
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aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2;
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aRight[1].x = (aCurve[1].x + aCurve[2].x) / 2;
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aRight[1].y = (aCurve[1].y + aCurve[2].y) / 2;
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aLeft[2].x = aRight[0].x = (aLeft[1].x + aRight[1].x) / 2;
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aLeft[2].y = aRight[0].y = (aLeft[1].y + aRight[1].y) / 2;
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}
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static void SplitCubicBezier(const Point* aCurve, Point* aLeft, Point* aRight) {
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Point tmp;
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tmp.x = (aCurve[1].x + aCurve[2].x) / 4;
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tmp.y = (aCurve[1].y + aCurve[2].y) / 4;
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aLeft[0].x = aCurve[0].x;
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aLeft[0].y = aCurve[0].y;
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aRight[3].x = aCurve[3].x;
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aRight[3].y = aCurve[3].y;
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aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2;
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aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2;
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aRight[2].x = (aCurve[2].x + aCurve[3].x) / 2;
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aRight[2].y = (aCurve[2].y + aCurve[3].y) / 2;
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aLeft[2].x = aLeft[1].x / 2 + tmp.x;
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aLeft[2].y = aLeft[1].y / 2 + tmp.y;
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aRight[1].x = aRight[2].x / 2 + tmp.x;
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aRight[1].y = aRight[2].y / 2 + tmp.y;
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aLeft[3].x = aRight[0].x = (aLeft[2].x + aRight[1].x) / 2;
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aLeft[3].y = aRight[0].y = (aLeft[2].y + aRight[1].y) / 2;
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}
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static float CalcBezLengthHelper(const Point* aCurve, uint32_t aNumPts,
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uint32_t aRecursionCount,
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void (*aSplit)(const Point*, Point*, Point*)) {
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Point left[4];
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Point right[4];
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float length = 0, dist;
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for (uint32_t i = 0; i < aNumPts - 1; i++) {
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length += CalcDistanceBetweenPoints(aCurve[i], aCurve[i + 1]);
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}
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dist = CalcDistanceBetweenPoints(aCurve[0], aCurve[aNumPts - 1]);
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if (length - dist > PATH_SEG_LENGTH_TOLERANCE &&
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aRecursionCount < MAX_RECURSION) {
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aSplit(aCurve, left, right);
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++aRecursionCount;
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return CalcBezLengthHelper(left, aNumPts, aRecursionCount, aSplit) +
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CalcBezLengthHelper(right, aNumPts, aRecursionCount, aSplit);
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}
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return length;
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}
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static inline float CalcLengthOfCubicBezier(const Point& aPos,
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const Point& aCP1,
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const Point& aCP2,
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const Point& aTo) {
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Point curve[4] = {aPos, aCP1, aCP2, aTo};
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return CalcBezLengthHelper(curve, 4, 0, SplitCubicBezier);
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}
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static inline float CalcLengthOfQuadraticBezier(const Point& aPos,
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const Point& aCP,
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const Point& aTo) {
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Point curve[3] = {aPos, aCP, aTo};
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return CalcBezLengthHelper(curve, 3, 0, SplitQuadraticBezier);
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}
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// Basically, this is just a variant version of the above TraverseXXX functions.
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// We just put those function inside this and use StylePathCommand instead.
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// This function and the above ones should be dropped by Bug 1388931.
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/* static */
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void SVGPathSegUtils::TraversePathSegment(const StylePathCommand& aCommand,
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SVGPathTraversalState& aState) {
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switch (aCommand.tag) {
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case StylePathCommand::Tag::Close:
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += CalcDistanceBetweenPoints(aState.pos, aState.start);
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aState.cp1 = aState.cp2 = aState.start;
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}
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aState.pos = aState.start;
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break;
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case StylePathCommand::Tag::Move: {
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const Point& p = aCommand.move.point.ToGfxPoint();
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aState.start = aState.pos =
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aCommand.move.by_to == StyleByTo::To ? p : aState.pos + p;
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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// aState.length is unchanged, since move commands don't affect path=
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// length.
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aState.cp1 = aState.cp2 = aState.start;
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}
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break;
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}
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case StylePathCommand::Tag::Line: {
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Point to = aCommand.line.by_to == StyleByTo::To
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? aCommand.line.point.ToGfxPoint()
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: aState.pos + aCommand.line.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += CalcDistanceBetweenPoints(aState.pos, to);
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aState.cp1 = aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::CubicCurve: {
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const bool isRelative = aCommand.cubic_curve.by_to == StyleByTo::By;
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Point to = isRelative
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? aState.pos + aCommand.cubic_curve.point.ToGfxPoint()
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: aCommand.cubic_curve.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp1 = aCommand.cubic_curve.control1.ToGfxPoint();
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Point cp2 = aCommand.cubic_curve.control2.ToGfxPoint();
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if (isRelative) {
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cp1 += aState.pos;
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cp2 += aState.pos;
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}
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aState.length +=
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(float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.cp1 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::QuadCurve: {
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const bool isRelative = aCommand.quad_curve.by_to == StyleByTo::By;
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Point to = isRelative
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? aState.pos + aCommand.quad_curve.point.ToGfxPoint()
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: aCommand.quad_curve.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp = isRelative
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? aState.pos + aCommand.quad_curve.control1.ToGfxPoint()
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: aCommand.quad_curve.control1.ToGfxPoint();
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aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::Arc: {
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const auto& arc = aCommand.arc;
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Point to = arc.by_to == StyleByTo::To
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? arc.point.ToGfxPoint()
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: aState.pos + arc.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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float dist = 0;
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Point radii = arc.radii.ToGfxPoint();
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if (radii.x == 0.0f || radii.y == 0.0f) {
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dist = CalcDistanceBetweenPoints(aState.pos, to);
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} else {
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Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)};
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const bool largeArcFlag = arc.arc_size == StyleArcSize::Large;
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const bool sweepFlag = arc.arc_sweep == StyleArcSweep::Cw;
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SVGArcConverter converter(aState.pos, to, radii, arc.rotate,
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largeArcFlag, sweepFlag);
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while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) {
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dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier);
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bez[0] = bez[3];
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}
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}
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aState.length += dist;
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aState.cp1 = aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::HLine: {
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Point to(aCommand.h_line.by_to == StyleByTo::To
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? aCommand.h_line.x
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: aState.pos.x + aCommand.h_line.x,
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aState.pos.y);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += std::fabs(to.x - aState.pos.x);
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aState.cp1 = aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::VLine: {
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Point to(aState.pos.x, aCommand.v_line.by_to == StyleByTo::To
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? aCommand.v_line.y
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: aState.pos.y + aCommand.v_line.y);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += std::fabs(to.y - aState.pos.y);
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aState.cp1 = aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::SmoothCubic: {
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const bool isRelative = aCommand.smooth_cubic.by_to == StyleByTo::By;
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Point to = isRelative
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? aState.pos + aCommand.smooth_cubic.point.ToGfxPoint()
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: aCommand.smooth_cubic.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp1 = aState.pos - (aState.cp2 - aState.pos);
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Point cp2 = isRelative ? aState.pos +
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aCommand.smooth_cubic.control2.ToGfxPoint()
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: aCommand.smooth_cubic.control2.ToGfxPoint();
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aState.length +=
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(float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.cp1 = to;
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}
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aState.pos = to;
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break;
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}
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case StylePathCommand::Tag::SmoothQuad: {
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Point to = aCommand.smooth_quad.by_to == StyleByTo::To
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? aCommand.smooth_quad.point.ToGfxPoint()
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: aState.pos + aCommand.smooth_quad.point.ToGfxPoint();
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp = aState.pos - (aState.cp1 - aState.pos);
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aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.cp2 = to;
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}
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aState.pos = to;
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break;
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}
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}
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}
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// Possible directions of an edge that doesn't immediately disqualify the path
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// as a rectangle.
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enum class EdgeDir {
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LEFT,
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RIGHT,
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UP,
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DOWN,
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// NONE represents (almost) zero-length edges, they should be ignored.
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NONE,
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};
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Maybe<EdgeDir> GetDirection(Point v) {
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if (!std::isfinite(v.x.value) || !std::isfinite(v.y.value)) {
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return Nothing();
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}
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bool x = fabs(v.x) > 0.001;
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bool y = fabs(v.y) > 0.001;
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if (x && y) {
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return Nothing();
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}
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if (!x && !y) {
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return Some(EdgeDir::NONE);
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}
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if (x) {
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return Some(v.x > 0.0 ? EdgeDir::RIGHT : EdgeDir::LEFT);
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}
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return Some(v.y > 0.0 ? EdgeDir::DOWN : EdgeDir::UP);
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}
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EdgeDir OppositeDirection(EdgeDir dir) {
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switch (dir) {
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case EdgeDir::LEFT:
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return EdgeDir::RIGHT;
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case EdgeDir::RIGHT:
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return EdgeDir::LEFT;
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case EdgeDir::UP:
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return EdgeDir::DOWN;
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case EdgeDir::DOWN:
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return EdgeDir::UP;
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default:
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return EdgeDir::NONE;
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}
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}
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struct IsRectHelper {
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Point min;
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Point max;
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EdgeDir currentDir;
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// Index of the next corner.
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uint32_t idx;
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EdgeDir dirs[4];
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bool Edge(Point from, Point to) {
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auto edge = to - from;
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auto maybeDir = GetDirection(edge);
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if (maybeDir.isNothing()) {
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return false;
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}
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EdgeDir dir = maybeDir.value();
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if (dir == EdgeDir::NONE) {
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// zero-length edges aren't an issue.
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return true;
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}
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if (dir != currentDir) {
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// The edge forms a corner with the previous edge.
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if (idx >= 4) {
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// We are at the 5th corner, can't be a rectangle.
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return false;
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}
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if (dir == OppositeDirection(currentDir)) {
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// Can turn left or right but not a full 180 degrees.
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return false;
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}
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dirs[idx] = dir;
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idx += 1;
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currentDir = dir;
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}
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min.x = fmin(min.x, to.x);
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min.y = fmin(min.y, to.y);
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max.x = fmax(max.x, to.x);
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max.y = fmax(max.y, to.y);
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return true;
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}
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bool EndSubpath() {
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if (idx != 4) {
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return false;
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}
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if (dirs[0] != OppositeDirection(dirs[2]) ||
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dirs[1] != OppositeDirection(dirs[3])) {
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return false;
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}
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return true;
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}
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};
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bool ApproxEqual(gfx::Point a, gfx::Point b) {
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auto v = b - a;
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return fabs(v.x) < 0.001 && fabs(v.y) < 0.001;
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}
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Maybe<gfx::Rect> SVGPathToAxisAlignedRect(Span<const StylePathCommand> aPath) {
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Point pathStart(0.0, 0.0);
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Point segStart(0.0, 0.0);
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IsRectHelper helper = {
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Point(0.0, 0.0),
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Point(0.0, 0.0),
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EdgeDir::NONE,
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0,
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{EdgeDir::NONE, EdgeDir::NONE, EdgeDir::NONE, EdgeDir::NONE},
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};
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for (const StylePathCommand& cmd : aPath) {
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switch (cmd.tag) {
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case StylePathCommand::Tag::Move: {
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Point to = cmd.move.point.ToGfxPoint();
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if (helper.idx != 0) {
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// This is overly strict since empty moveto sequences such as "M 10 12
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// M 3 2 M 0 0" render nothing, but I expect it won't make us miss a
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// lot of rect-shaped paths in practice and lets us avoidhandling
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// special caps for empty sub-paths like "M 0 0 L 0 0" and "M 1 2 Z".
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return Nothing();
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}
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if (!ApproxEqual(pathStart, segStart)) {
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// If we were only interested in filling we could auto-close here
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// by calling helper.Edge like in the ClosePath case and detect some
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// unclosed paths as rectangles.
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//
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// For example:
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// - "M 1 0 L 0 0 L 0 1 L 1 1 L 1 0" are both rects for filling and
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// stroking.
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// - "M 1 0 L 0 0 L 0 1 L 1 1" fills a rect but the stroke is shaped
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// like a C.
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return Nothing();
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}
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if (helper.idx != 0 && !helper.EndSubpath()) {
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return Nothing();
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}
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if (cmd.move.by_to == StyleByTo::By) {
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to = segStart + to;
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}
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pathStart = to;
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segStart = to;
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if (helper.idx == 0) {
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helper.min = to;
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helper.max = to;
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}
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break;
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}
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case StylePathCommand::Tag::Close: {
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if (!helper.Edge(segStart, pathStart)) {
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return Nothing();
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}
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if (!helper.EndSubpath()) {
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return Nothing();
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}
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pathStart = segStart;
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break;
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}
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case StylePathCommand::Tag::Line: {
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Point to = cmd.line.point.ToGfxPoint();
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if (cmd.line.by_to == StyleByTo::By) {
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to = segStart + to;
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}
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if (!helper.Edge(segStart, to)) {
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return Nothing();
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}
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segStart = to;
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break;
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}
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case StylePathCommand::Tag::HLine: {
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Point to = gfx::Point(cmd.h_line.x, segStart.y);
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if (cmd.h_line.by_to == StyleByTo::By) {
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to.x += segStart.x;
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}
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if (!helper.Edge(segStart, to)) {
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return Nothing();
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}
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segStart = to;
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break;
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}
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case StylePathCommand::Tag::VLine: {
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Point to = gfx::Point(segStart.x, cmd.v_line.y);
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if (cmd.h_line.by_to == StyleByTo::By) {
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to.y += segStart.y;
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}
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if (!helper.Edge(segStart, to)) {
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return Nothing();
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}
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segStart = to;
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break;
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}
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default:
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return Nothing();
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}
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}
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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
|