mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-25 22:01:30 +00:00
226b57059c
Differential Revision: https://phabricator.services.mozilla.com/D88718
412 lines
14 KiB
C++
412 lines
14 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 "gfx2DGlue.h"
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#include "SVGPathDataParser.h"
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#include "nsTextFormatter.h"
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using namespace mozilla::dom::SVGPathSeg_Binding;
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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 */
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void SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue) {
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// Adding new seg type? Is the formatting below acceptable for the new types?
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static_assert(
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NS_SVG_PATH_SEG_LAST_VALID_TYPE == 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, u"%c%g,%g %g %d,%d %g,%g", typeAsChar,
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aSeg[1], aSeg[2], aSeg[3], largeArcFlag,
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sweepFlag, aSeg[6], aSeg[7]);
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} else {
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switch (ArgCountForType(type)) {
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case 0:
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aValue = typeAsChar;
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break;
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case 1:
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nsTextFormatter::ssprintf(aValue, u"%c%g", typeAsChar, aSeg[1]);
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break;
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case 2:
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nsTextFormatter::ssprintf(aValue, u"%c%g,%g", typeAsChar, aSeg[1],
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aSeg[2]);
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break;
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case 4:
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nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g", typeAsChar, aSeg[1],
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aSeg[2], aSeg[3], aSeg[4]);
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break;
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case 6:
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nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g %g,%g", typeAsChar,
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aSeg[1], aSeg[2], aSeg[3], aSeg[4], aSeg[5],
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aSeg[6]);
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break;
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default:
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MOZ_ASSERT(false, "Unknown segment type");
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aValue = u"<unknown-segment-type>";
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return;
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}
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}
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}
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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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static void TraverseClosePath(const float* aArgs,
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SVGPathTraversalState& aState) {
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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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}
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static void TraverseMovetoAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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aState.start = aState.pos = Point(aArgs[0], aArgs[1]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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// aState.length is unchanged, since move commands don't affect path length.
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aState.cp1 = aState.cp2 = aState.start;
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}
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}
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static void TraverseMovetoRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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aState.start = aState.pos += Point(aArgs[0], aArgs[1]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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// aState.length is unchanged, since move commands don't affect path length.
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aState.cp1 = aState.cp2 = aState.start;
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}
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}
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static void TraverseLinetoAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[0], aArgs[1]);
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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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}
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static void TraverseLinetoRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[0], aArgs[1]);
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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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}
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static void TraverseLinetoHorizontalAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[0], 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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}
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static void TraverseLinetoHorizontalRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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aState.pos.x += aArgs[0];
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += std::fabs(aArgs[0]);
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aState.cp1 = aState.cp2 = aState.pos;
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}
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}
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static void TraverseLinetoVerticalAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aState.pos.x, aArgs[0]);
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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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}
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static void TraverseLinetoVerticalRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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aState.pos.y += aArgs[0];
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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aState.length += std::fabs(aArgs[0]);
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aState.cp1 = aState.cp2 = aState.pos;
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}
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}
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static void TraverseCurvetoCubicAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[4], aArgs[5]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp1(aArgs[0], aArgs[1]);
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Point cp2(aArgs[2], aArgs[3]);
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aState.length += (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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}
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static void TraverseCurvetoCubicSmoothAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[2], aArgs[3]);
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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(aArgs[0], aArgs[1]);
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aState.length += (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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}
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static void TraverseCurvetoCubicRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[4], aArgs[5]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp1 = aState.pos + Point(aArgs[0], aArgs[1]);
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Point cp2 = aState.pos + Point(aArgs[2], aArgs[3]);
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aState.length += (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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}
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static void TraverseCurvetoCubicSmoothRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[2], aArgs[3]);
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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 = aState.pos + Point(aArgs[0], aArgs[1]);
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aState.length += (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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}
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static void TraverseCurvetoQuadraticAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[2], aArgs[3]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp(aArgs[0], aArgs[1]);
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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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}
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static void TraverseCurvetoQuadraticSmoothAbs(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to(aArgs[0], aArgs[1]);
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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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}
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static void TraverseCurvetoQuadraticRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[2], aArgs[3]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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Point cp = aState.pos + Point(aArgs[0], aArgs[1]);
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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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}
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static void TraverseCurvetoQuadraticSmoothRel(const float* aArgs,
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SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[0], aArgs[1]);
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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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}
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static void TraverseArcAbs(const float* aArgs, SVGPathTraversalState& aState) {
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Point to(aArgs[5], aArgs[6]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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float dist = 0;
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Point radii(aArgs[0], aArgs[1]);
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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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SVGArcConverter converter(aState.pos, to, radii, aArgs[2], aArgs[3] != 0,
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aArgs[4] != 0);
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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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}
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static void TraverseArcRel(const float* aArgs, SVGPathTraversalState& aState) {
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Point to = aState.pos + Point(aArgs[5], aArgs[6]);
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if (aState.ShouldUpdateLengthAndControlPoints()) {
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float dist = 0;
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Point radii(aArgs[0], aArgs[1]);
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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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SVGArcConverter converter(aState.pos, to, radii, aArgs[2], aArgs[3] != 0,
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aArgs[4] != 0);
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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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}
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using TraverseFunc = void (*)(const float*, SVGPathTraversalState&);
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static TraverseFunc gTraverseFuncTable[NS_SVG_PATH_SEG_TYPE_COUNT] = {
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nullptr, // 0 == PATHSEG_UNKNOWN
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TraverseClosePath,
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TraverseMovetoAbs,
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TraverseMovetoRel,
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TraverseLinetoAbs,
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TraverseLinetoRel,
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TraverseCurvetoCubicAbs,
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TraverseCurvetoCubicRel,
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TraverseCurvetoQuadraticAbs,
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TraverseCurvetoQuadraticRel,
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TraverseArcAbs,
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TraverseArcRel,
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TraverseLinetoHorizontalAbs,
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TraverseLinetoHorizontalRel,
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TraverseLinetoVerticalAbs,
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TraverseLinetoVerticalRel,
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TraverseCurvetoCubicSmoothAbs,
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TraverseCurvetoCubicSmoothRel,
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TraverseCurvetoQuadraticSmoothAbs,
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TraverseCurvetoQuadraticSmoothRel};
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/* static */
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void SVGPathSegUtils::TraversePathSegment(const float* aData,
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SVGPathTraversalState& aState) {
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static_assert(
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MOZ_ARRAY_LENGTH(gTraverseFuncTable) == NS_SVG_PATH_SEG_TYPE_COUNT,
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"gTraverseFuncTable is out of date");
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uint32_t type = DecodeType(aData[0]);
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gTraverseFuncTable[type](aData + 1, aState);
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}
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} // namespace mozilla
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