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452 lines
14 KiB
C++
452 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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/ArrayUtils.h" // MOZ_ARRAY_LENGTH
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#include "SVGPathSegUtils.h"
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#include "gfx2DGlue.h"
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#include "nsSVGPathDataParser.h"
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#include "nsTextFormatter.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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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 */ void
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SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue)
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{
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// Adding new seg type? Is the formatting below acceptable for the new types?
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static_assert(NS_SVG_PATH_SEG_LAST_VALID_TYPE ==
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PATHSEG_CURVETO_QUADRATIC_SMOOTH_REL,
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"Update GetValueAsString for the new value.");
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static_assert(NS_SVG_PATH_SEG_MAX_ARGS == 7,
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"Add another case to the switch below.");
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uint32_t type = DecodeType(aSeg[0]);
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char16_t typeAsChar = GetPathSegTypeAsLetter(type);
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// Special case arcs:
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if (IsArcType(type)) {
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bool largeArcFlag = aSeg[4] != 0.0f;
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bool sweepFlag = aSeg[5] != 0.0f;
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nsTextFormatter::ssprintf(aValue,
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MOZ_UTF16("%c%g,%g %g %d,%d %g,%g"),
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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, MOZ_UTF16("%c%g"),
|
|
typeAsChar, aSeg[1]);
|
|
break;
|
|
|
|
case 2:
|
|
nsTextFormatter::ssprintf(aValue, MOZ_UTF16("%c%g,%g"),
|
|
typeAsChar, aSeg[1], aSeg[2]);
|
|
break;
|
|
|
|
case 4:
|
|
nsTextFormatter::ssprintf(aValue, MOZ_UTF16("%c%g,%g %g,%g"),
|
|
typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4]);
|
|
break;
|
|
|
|
case 6:
|
|
nsTextFormatter::ssprintf(aValue,
|
|
MOZ_UTF16("%c%g,%g %g,%g %g,%g"),
|
|
typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4],
|
|
aSeg[5], aSeg[6]);
|
|
break;
|
|
|
|
default:
|
|
NS_ABORT_IF_FALSE(false, "Unknown segment type");
|
|
aValue = MOZ_UTF16("<unknown-segment-type>");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// nsTextFormatter::ssprintf is one of the nsTextFormatter methods that
|
|
// randomly appends '\0' to its output string, which means that the length
|
|
// of the output string is one too long. We need to manually remove that '\0'
|
|
// until nsTextFormatter is fixed.
|
|
//
|
|
if (aValue[aValue.Length() - 1] == char16_t('\0')) {
|
|
aValue.SetLength(aValue.Length() - 1);
|
|
}
|
|
}
|
|
|
|
|
|
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 += 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 += 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 += 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 += 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]);
|
|
Point bez[4] = { aState.pos, Point(0, 0), Point(0, 0), Point(0, 0) };
|
|
nsSVGArcConverter 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]);
|
|
Point bez[4] = { aState.pos, Point(0, 0), Point(0, 0), Point(0, 0) };
|
|
nsSVGArcConverter 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;
|
|
}
|
|
|
|
|
|
typedef void (*TraverseFunc)(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);
|
|
}
|