зеркало из https://github.com/mozilla/gecko-dev.git
577 строки
22 KiB
C++
577 строки
22 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 "mozilla/MotionPathUtils.h"
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#include "gfxPlatform.h"
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#include "mozilla/dom/SVGPathData.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Matrix.h"
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#include "mozilla/layers/LayersMessages.h"
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#include "mozilla/RefPtr.h"
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#include "nsIFrame.h"
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#include "nsStyleTransformMatrix.h"
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#include <math.h>
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namespace mozilla {
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using nsStyleTransformMatrix::TransformReferenceBox;
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RayReferenceData::RayReferenceData(const nsIFrame* aFrame) {
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// We use GetContainingBlock() for now. TYLin said this function is buggy in
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// modern CSS layout, but is ok for most cases.
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// FIXME: Bug 1581237: This is still not clear that which box we should use
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// for calculating the path length. We may need to update this.
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// https://github.com/w3c/fxtf-drafts/issues/369
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// FIXME: Bug 1579294: SVG layout may get a |container| with empty mRect
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// (e.g. nsSVGOuterSVGAnonChildFrame), which makes the path length zero.
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const nsIFrame* container = aFrame->GetContainingBlock();
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if (!container) {
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// If there is no parent frame, it's impossible to calculate the path
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// length, so does the path.
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return;
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}
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// The initial position is (0, 0) in |aFrame|, and we have to transform it
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// into the space of |container|, so use GetOffsetsTo() to get the delta
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// value.
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// FIXME: Bug 1559232: The initial position will be adjusted after
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// supporting `offset-position`.
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mInitialPosition = CSSPoint::FromAppUnits(aFrame->GetOffsetTo(container));
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// FIXME: We need a better definition for containing box in the spec. For now,
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// we use border box for calculation.
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// https://github.com/w3c/fxtf-drafts/issues/369
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mContainingBlockRect =
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CSSRect::FromAppUnits(container->GetRectRelativeToSelf());
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}
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// The distance is measured between the initial position and the intersection of
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// the ray with the box
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// https://drafts.fxtf.org/motion-1/#size-sides
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static CSSCoord ComputeSides(const CSSPoint& aInitialPosition,
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const CSSSize& aContainerSize,
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const StyleAngle& aAngle) {
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// Given an acute angle |theta| (i.e. |t|) of a right-angled triangle, the
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// hypotenuse |h| is the side that connects the two acute angles. The side
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// |b| adjacent to |theta| is the side of the triangle that connects |theta|
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// to the right angle.
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//
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// e.g. if the angle |t| is 0 ~ 90 degrees, and b * tan(theta) <= b',
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// h = b / cos(t):
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// b*tan(t)
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// (0, 0) #--------*-----*--# (aContainerSize.width, 0)
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// | | / |
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// | | / |
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// | b h |
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// | |t/ |
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// | |/ |
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// (aInitialPosition) *---b'---* (aContainerSize.width, aInitialPosition.y)
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// | | |
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// | | |
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// | | |
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// | | |
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// | | |
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// #-----------------# (aContainerSize.width,
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// (0, aContainerSize.height) aContainerSize.height)
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double theta = aAngle.ToRadians();
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double sint = std::sin(theta);
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double cost = std::cos(theta);
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double b = cost >= 0 ? aInitialPosition.y
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: aContainerSize.height - aInitialPosition.y;
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double bPrime = sint >= 0 ? aContainerSize.width - aInitialPosition.x
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: aInitialPosition.x;
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sint = std::fabs(sint);
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cost = std::fabs(cost);
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// If |b * tan(theta)| is larger than |bPrime|, the intersection is
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// on the other side, and |b'| is the opposite side of angle |theta| in this
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// case.
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//
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// e.g. If b * tan(theta) > b', h = b' / sin(theta):
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// *----*
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// | |
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// | /|
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// b /t|
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// |t/ |
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// |/ |
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// *-b'-*
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if (b * sint > bPrime * cost) {
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return bPrime / sint;
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}
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return b / cost;
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}
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static CSSCoord ComputeRayPathLength(const StyleRaySize aRaySizeType,
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const StyleAngle& aAngle,
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const RayReferenceData& aRayData) {
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if (aRaySizeType == StyleRaySize::Sides) {
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// If the initial position is not within the box, the distance is 0.
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if (!aRayData.mContainingBlockRect.Contains(aRayData.mInitialPosition)) {
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return 0.0;
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}
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return ComputeSides(aRayData.mInitialPosition,
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aRayData.mContainingBlockRect.Size(), aAngle);
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}
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// left: the length between the initial point and the left side.
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// right: the length between the initial point and the right side.
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// top: the length between the initial point and the top side.
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// bottom: the lenght between the initial point and the bottom side.
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CSSCoord left = std::abs(aRayData.mInitialPosition.x);
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CSSCoord right = std::abs(aRayData.mContainingBlockRect.width -
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aRayData.mInitialPosition.x);
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CSSCoord top = std::abs(aRayData.mInitialPosition.y);
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CSSCoord bottom = std::abs(aRayData.mContainingBlockRect.height -
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aRayData.mInitialPosition.y);
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switch (aRaySizeType) {
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case StyleRaySize::ClosestSide:
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return std::min({left, right, top, bottom});
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case StyleRaySize::FarthestSide:
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return std::max({left, right, top, bottom});
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case StyleRaySize::ClosestCorner:
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case StyleRaySize::FarthestCorner: {
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CSSCoord h = 0;
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CSSCoord v = 0;
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if (aRaySizeType == StyleRaySize::ClosestCorner) {
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h = std::min(left, right);
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v = std::min(top, bottom);
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} else {
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h = std::max(left, right);
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v = std::max(top, bottom);
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}
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return sqrt(h.value * h.value + v.value * v.value);
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}
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default:
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MOZ_ASSERT_UNREACHABLE("Unsupported ray size");
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}
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return 0.0;
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}
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static void ApplyRotationAndMoveRayToXAxis(
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const StyleOffsetRotate& aOffsetRotate, const StyleAngle& aRayAngle,
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AutoTArray<gfx::Point, 4>& aVertices) {
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const StyleAngle directionAngle = aRayAngle - StyleAngle{90.0f};
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// Get the final rotation which includes the direction angle and
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// offset-rotate.
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const StyleAngle rotateAngle =
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(aOffsetRotate.auto_ ? directionAngle : StyleAngle{0.0f}) +
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aOffsetRotate.angle;
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// This is the rotation to rotate ray to positive x-axis (i.e. 90deg).
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const StyleAngle rayToXAxis = StyleAngle{90.0} - aRayAngle;
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gfx::Matrix m;
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m.PreRotate((rotateAngle + rayToXAxis).ToRadians());
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for (gfx::Point& p : aVertices) {
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p = m.TransformPoint(p);
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}
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}
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class RayPointComparator {
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public:
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bool Equals(const gfx::Point& a, const gfx::Point& b) const {
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return std::fabs(a.y) == std::fabs(b.y);
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}
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bool LessThan(const gfx::Point& a, const gfx::Point& b) const {
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return std::fabs(a.y) > std::fabs(b.y);
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}
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};
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// Note: the calculation of contain doesn't take other transform-like properties
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// into account. The spec doesn't mention the co-operation for this, so for now,
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// we assume we only need to take motion-path into account.
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static CSSCoord ComputeRayUsedDistance(const RayFunction& aRay,
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const LengthPercentage& aDistance,
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const StyleOffsetRotate& aRotate,
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const StylePositionOrAuto& aAnchor,
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const CSSPoint& aTransformOrigin,
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TransformReferenceBox& aRefBox,
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const CSSCoord& aPathLength) {
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CSSCoord usedDistance = aDistance.ResolveToCSSPixels(aPathLength);
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if (!aRay.contain) {
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return usedDistance;
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}
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// We have to simulate the 4 vertices to check if any of them is outside the
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// path circle. Here, we create a 2D Cartesian coordinate system and its
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// origin is at the anchor point of the box. And then apply the rotation on
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// these 4 vertices, calculate the range of |usedDistance| which makes the box
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// entirely contained within the path.
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// Note:
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// "Contained within the path" means the rectangle is inside a circle whose
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// radius is |aPathLength|.
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CSSPoint usedAnchor = aTransformOrigin;
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CSSSize size =
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CSSPixel::FromAppUnits(nsSize(aRefBox.Width(), aRefBox.Height()));
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if (!aAnchor.IsAuto()) {
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const StylePosition& anchor = aAnchor.AsPosition();
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usedAnchor.x = anchor.horizontal.ResolveToCSSPixels(size.width);
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usedAnchor.y = anchor.vertical.ResolveToCSSPixels(size.height);
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}
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AutoTArray<gfx::Point, 4> vertices = {
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{-usedAnchor.x, -usedAnchor.y},
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{size.width - usedAnchor.x, -usedAnchor.y},
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{size.width - usedAnchor.x, size.height - usedAnchor.y},
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{-usedAnchor.x, size.height - usedAnchor.y}};
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ApplyRotationAndMoveRayToXAxis(aRotate, aRay.angle, vertices);
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// We have to check if all 4 vertices are inside the circle with radius |r|.
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// Assume the position of the vertex is (x, y), and the box is moved by
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// |usedDistance| along the path:
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//
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// (usedDistance + x)^2 + y^2 <= r^2
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// ==> (usedDistance + x)^2 <= r^2 - y^2 = d
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// ==> -x - sqrt(d) <= used distance <= -x + sqrt(d)
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//
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// Note: |usedDistance| is added into |x| because we convert the ray function
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// to 90deg, x-axis):
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float upperMin = std::numeric_limits<float>::max();
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float lowerMax = std::numeric_limits<float>::min();
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bool shouldIncreasePathLength = false;
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for (const gfx::Point& p : vertices) {
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float d = aPathLength.value * aPathLength.value - p.y * p.y;
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if (d < 0) {
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// Impossible to make the box inside the path circle. Need to increase
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// the path length.
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shouldIncreasePathLength = true;
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break;
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}
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float sqrtD = sqrt(d);
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upperMin = std::min(upperMin, -p.x + sqrtD);
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lowerMax = std::max(lowerMax, -p.x - sqrtD);
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}
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if (!shouldIncreasePathLength) {
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return std::max(lowerMax, std::min(upperMin, (float)usedDistance));
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}
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// Sort by the absolute value of y, so the first vertex of the each pair of
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// vertices we check has a larger y value. (i.e. |yi| is always larger than or
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// equal to |yj|.)
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vertices.Sort(RayPointComparator());
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// Assume we set |usedDistance| to |-vertices[0].x|, so the current radius is
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// fabs(vertices[0].y). This is a possible solution.
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double radius = std::fabs(vertices[0].y);
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usedDistance = -vertices[0].x;
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const double epsilon = 1e-5;
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for (size_t i = 0; i < 3; ++i) {
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for (size_t j = i + 1; j < 4; ++j) {
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double xi = vertices[i].x;
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double yi = vertices[i].y;
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double xj = vertices[j].x;
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double yj = vertices[j].y;
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double dx = xi - xj;
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// Check if any path that enclosed vertices[i] would also enclose
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// vertices[j].
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//
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// For example, the initial setup:
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// * (0, yi)
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// |
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// r
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// | * (xj - xi, yj)
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// xi | dx
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// ----*-----------*----------*---
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// (anchor point) | (0, 0)
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//
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// Assuming (0, yi) is on the path and (xj - xi, yj) is inside the path
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// circle, we should use the inequality to check this:
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// (xj - xi)^2 + yj^2 <= yi^2
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//
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// After the first iterations, the updated inequality is:
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// (dx + d)^2 + yj^2 <= yi^2 + d^2
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// ==> dx^2 + 2dx*d + yj^2 <= yi^2
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// ==> dx^2 + yj^2 <= yi^2 - 2dx*d <= yi^2
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// , |d| is the difference (or offset) between the old |usedDistance| and
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// new |usedDistance|.
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//
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// Note: `2dx * d` must be positive because
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// 1. if |xj| is larger than |xi|, only negative |d| could be used to get
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// a new path length which encloses both vertices.
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// 2. if |xj| is smaller than |xi|, only positive |d| could be used to get
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// a new path length which encloses both vertices.
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if (dx * dx + yj * yj <= yi * yi + epsilon) {
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continue;
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}
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// We have to find a new usedDistance which let both vertices[i] and
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// vertices[j] be on the path.
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// (usedDistance + xi)^2 + yi^2 = (usedDistance + xj)^2 + yj^2
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// = radius^2
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// ==> usedDistance = (xj^2 + yj^2 - xi^2 - yi^2) / 2(xi-xj)
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//
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// Note: it's impossible to have a "divide by zero" problem here.
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// If |dx| is zero, the if-condition above should always be true and so
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// we skip the calculation.
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double newUsedDistance =
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(xj * xj + yj * yj - xi * xi - yi * yi) / dx / 2.0;
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// Then, move vertices[i] and vertices[j] by |newUsedDistance|.
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xi += newUsedDistance; // or xj += newUsedDistance; if we use |xj| to get
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// |newRadius|.
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double newRadius = sqrt(xi * xi + yi * yi);
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if (newRadius > radius) {
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// We have to increase the path length to make sure both vertices[i] and
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// vertices[j] are contained by this new path length.
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radius = newRadius;
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usedDistance = (float)newUsedDistance;
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}
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}
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}
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return usedDistance;
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}
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/* static */
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CSSPoint MotionPathUtils::ComputeAnchorPointAdjustment(const nsIFrame& aFrame) {
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if (!aFrame.HasAnyStateBits(NS_FRAME_SVG_LAYOUT)) {
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return {};
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}
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auto transformBox = aFrame.StyleDisplay()->mTransformBox;
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if (transformBox == StyleGeometryBox::ViewBox ||
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transformBox == StyleGeometryBox::BorderBox) {
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return {};
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}
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if (aFrame.IsFrameOfType(nsIFrame::eSVGContainer)) {
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nsRect boxRect = nsLayoutUtils::ComputeGeometryBox(
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const_cast<nsIFrame*>(&aFrame), StyleGeometryBox::FillBox);
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return CSSPoint::FromAppUnits(boxRect.TopLeft());
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}
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return CSSPoint::FromAppUnits(aFrame.GetPosition());
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}
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/* static */
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Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath(
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const OffsetPathData& aPath, const LengthPercentage& aDistance,
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const StyleOffsetRotate& aRotate, const StylePositionOrAuto& aAnchor,
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const CSSPoint& aTransformOrigin, TransformReferenceBox& aRefBox,
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const CSSPoint& aAnchorPointAdjustment) {
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if (aPath.IsNone()) {
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return Nothing();
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}
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// Compute the point and angle for creating the equivalent translate and
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// rotate.
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double directionAngle = 0.0;
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gfx::Point point;
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if (aPath.IsPath()) {
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const auto& path = aPath.AsPath();
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if (!path.mGfxPath) {
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// Empty gfx::Path means it is path('') (i.e. empty path string).
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return Nothing();
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}
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// Per the spec, we have to convert offset distance to pixels, with 100%
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// being converted to total length. So here |gfxPath| is built with CSS
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// pixel, and we calculate |pathLength| and |computedDistance| with CSS
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// pixel as well.
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gfx::Float pathLength = path.mGfxPath->ComputeLength();
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gfx::Float usedDistance =
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aDistance.ResolveToCSSPixels(CSSCoord(pathLength));
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if (path.mIsClosedIntervals) {
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// Per the spec, let used offset distance be equal to offset distance
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// modulus the total length of the path. If the total length of the path
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// is 0, used offset distance is also 0.
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usedDistance = pathLength > 0.0 ? fmod(usedDistance, pathLength) : 0.0;
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// We make sure |usedDistance| is 0.0 or a positive value.
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// https://github.com/w3c/fxtf-drafts/issues/339
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if (usedDistance < 0.0) {
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usedDistance += pathLength;
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}
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} else {
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// Per the spec, for unclosed interval, let used offset distance be equal
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// to offset distance clamped by 0 and the total length of the path.
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usedDistance = clamped(usedDistance, 0.0f, pathLength);
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}
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gfx::Point tangent;
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point = path.mGfxPath->ComputePointAtLength(usedDistance, &tangent);
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directionAngle = (double)atan2(tangent.y, tangent.x); // In Radian.
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} else if (aPath.IsRay()) {
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const auto& ray = aPath.AsRay();
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MOZ_ASSERT(ray.mRay);
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CSSCoord pathLength =
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ComputeRayPathLength(ray.mRay->size, ray.mRay->angle, ray.mData);
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CSSCoord usedDistance =
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ComputeRayUsedDistance(*ray.mRay, aDistance, aRotate, aAnchor,
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aTransformOrigin, aRefBox, pathLength);
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// 0deg pointing up and positive angles representing clockwise rotation.
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directionAngle =
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StyleAngle{ray.mRay->angle.ToDegrees() - 90.0f}.ToRadians();
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point.x = usedDistance * cos(directionAngle);
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point.y = usedDistance * sin(directionAngle);
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} else {
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MOZ_ASSERT_UNREACHABLE("Unsupported offset-path value");
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return Nothing();
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}
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// If |rotate.auto_| is true, the element should be rotated by the angle of
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// the direction (i.e. directional tangent vector) of the offset-path, and the
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// computed value of <angle> is added to this.
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// Otherwise, the element has a constant clockwise rotation transformation
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// applied to it by the specified rotation angle. (i.e. Don't need to
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// consider the direction of the path.)
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gfx::Float angle = static_cast<gfx::Float>(
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(aRotate.auto_ ? directionAngle : 0.0) + aRotate.angle.ToRadians());
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// Compute the offset for motion path translate.
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// Bug 1559232: the translate parameters will be adjusted more after we
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// support offset-position.
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// Per the spec, the default offset-anchor is `auto`, so initialize the anchor
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// point to transform-origin.
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CSSPoint anchorPoint(aTransformOrigin);
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gfx::Point shift;
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if (!aAnchor.IsAuto()) {
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const auto& pos = aAnchor.AsPosition();
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anchorPoint = nsStyleTransformMatrix::Convert2DPosition(
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pos.horizontal, pos.vertical, aRefBox);
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// We need this value to shift the origin from transform-origin to
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// offset-anchor (and vice versa).
|
|
// See nsStyleTransformMatrix::ReadTransform for more details.
|
|
shift = (anchorPoint - aTransformOrigin).ToUnknownPoint();
|
|
}
|
|
|
|
anchorPoint += aAnchorPointAdjustment;
|
|
|
|
return Some(ResolvedMotionPathData{point - anchorPoint.ToUnknownPoint(),
|
|
angle, shift});
|
|
}
|
|
|
|
static OffsetPathData GenerateOffsetPathData(const nsIFrame* aFrame) {
|
|
const StyleOffsetPath& path = aFrame->StyleDisplay()->mOffsetPath;
|
|
switch (path.tag) {
|
|
case StyleOffsetPath::Tag::Path: {
|
|
const StyleSVGPathData& pathData = path.AsPath();
|
|
RefPtr<gfx::Path> gfxPath =
|
|
aFrame->GetProperty(nsIFrame::OffsetPathCache());
|
|
MOZ_ASSERT(
|
|
gfxPath || pathData._0.IsEmpty(),
|
|
"Should have a valid cached gfx::Path or an empty path string");
|
|
return OffsetPathData::Path(pathData, gfxPath.forget());
|
|
}
|
|
case StyleOffsetPath::Tag::Ray:
|
|
return OffsetPathData::Ray(path.AsRay(), RayReferenceData(aFrame));
|
|
case StyleOffsetPath::Tag::None:
|
|
return OffsetPathData::None();
|
|
default:
|
|
MOZ_ASSERT_UNREACHABLE("Unknown offset-path");
|
|
return OffsetPathData::None();
|
|
}
|
|
}
|
|
|
|
/* static*/
|
|
Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath(
|
|
const nsIFrame* aFrame, TransformReferenceBox& aRefBox) {
|
|
MOZ_ASSERT(aFrame);
|
|
|
|
const nsStyleDisplay* display = aFrame->StyleDisplay();
|
|
|
|
// FIXME: It's possible to refactor the calculation of transform-origin, so we
|
|
// could calculate from the caller, and reuse the value in nsDisplayList.cpp.
|
|
CSSPoint transformOrigin = nsStyleTransformMatrix::Convert2DPosition(
|
|
display->mTransformOrigin.horizontal, display->mTransformOrigin.vertical,
|
|
aRefBox);
|
|
|
|
return ResolveMotionPath(GenerateOffsetPathData(aFrame),
|
|
display->mOffsetDistance, display->mOffsetRotate,
|
|
display->mOffsetAnchor, transformOrigin, aRefBox,
|
|
ComputeAnchorPointAdjustment(*aFrame));
|
|
}
|
|
|
|
static OffsetPathData GenerateOffsetPathData(
|
|
const StyleOffsetPath& aPath, const RayReferenceData& aRayReferenceData,
|
|
gfx::Path* aCachedMotionPath) {
|
|
switch (aPath.tag) {
|
|
case StyleOffsetPath::Tag::Path: {
|
|
const StyleSVGPathData& pathData = aPath.AsPath();
|
|
// If aCachedMotionPath is valid, we have a fixed path.
|
|
// This means we have pre-built it already and no need to update.
|
|
RefPtr<gfx::Path> path = aCachedMotionPath;
|
|
if (!path) {
|
|
RefPtr<gfx::PathBuilder> builder =
|
|
MotionPathUtils::GetCompositorPathBuilder();
|
|
path = MotionPathUtils::BuildPath(pathData, builder);
|
|
}
|
|
return OffsetPathData::Path(pathData, path.forget());
|
|
}
|
|
case StyleOffsetPath::Tag::Ray:
|
|
return OffsetPathData::Ray(aPath.AsRay(), aRayReferenceData);
|
|
case StyleOffsetPath::Tag::None:
|
|
default:
|
|
return OffsetPathData::None();
|
|
}
|
|
}
|
|
|
|
/* static */
|
|
Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath(
|
|
const StyleOffsetPath* aPath, const StyleLengthPercentage* aDistance,
|
|
const StyleOffsetRotate* aRotate, const StylePositionOrAuto* aAnchor,
|
|
const Maybe<layers::MotionPathData>& aMotionPathData,
|
|
TransformReferenceBox& aRefBox, gfx::Path* aCachedMotionPath) {
|
|
if (!aPath) {
|
|
return Nothing();
|
|
}
|
|
|
|
MOZ_ASSERT(aMotionPathData);
|
|
|
|
auto zeroOffsetDistance = LengthPercentage::Zero();
|
|
auto autoOffsetRotate = StyleOffsetRotate{true, StyleAngle::Zero()};
|
|
auto autoOffsetAnchor = StylePositionOrAuto::Auto();
|
|
return ResolveMotionPath(
|
|
GenerateOffsetPathData(*aPath, aMotionPathData->rayReferenceData(),
|
|
aCachedMotionPath),
|
|
aDistance ? *aDistance : zeroOffsetDistance,
|
|
aRotate ? *aRotate : autoOffsetRotate,
|
|
aAnchor ? *aAnchor : autoOffsetAnchor, aMotionPathData->origin(), aRefBox,
|
|
aMotionPathData->anchorAdjustment());
|
|
}
|
|
|
|
/* static */
|
|
StyleSVGPathData MotionPathUtils::NormalizeSVGPathData(
|
|
const StyleSVGPathData& aPath) {
|
|
StyleSVGPathData n;
|
|
Servo_SVGPathData_Normalize(&aPath, &n);
|
|
return n;
|
|
}
|
|
|
|
/* static */
|
|
already_AddRefed<gfx::Path> MotionPathUtils::BuildPath(
|
|
const StyleSVGPathData& aPath, gfx::PathBuilder* aPathBuilder) {
|
|
if (!aPathBuilder) {
|
|
return nullptr;
|
|
}
|
|
|
|
const Span<const StylePathCommand>& path = aPath._0.AsSpan();
|
|
return SVGPathData::BuildPath(path, aPathBuilder, StyleStrokeLinecap::Butt,
|
|
0.0);
|
|
}
|
|
|
|
/* static */
|
|
already_AddRefed<gfx::PathBuilder> MotionPathUtils::GetCompositorPathBuilder() {
|
|
// FIXME: Perhaps we need a PathBuilder which is independent on the backend.
|
|
RefPtr<gfx::PathBuilder> builder =
|
|
gfxPlatform::Initialized()
|
|
? gfxPlatform::GetPlatform()
|
|
->ScreenReferenceDrawTarget()
|
|
->CreatePathBuilder(gfx::FillRule::FILL_WINDING)
|
|
: gfx::Factory::CreateSimplePathBuilder();
|
|
return builder.forget();
|
|
}
|
|
|
|
} // namespace mozilla
|