From 5f8de423f190bbb79a62f804151bc24824fa32d8 Mon Sep 17 00:00:00 2001 From: "Matt A. Tobin" Date: Fri, 2 Feb 2018 04:16:08 -0500 Subject: Add m-esr52 at 52.6.0 --- dom/svg/SVGPathSegUtils.cpp | 452 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 452 insertions(+) create mode 100644 dom/svg/SVGPathSegUtils.cpp (limited to 'dom/svg/SVGPathSegUtils.cpp') diff --git a/dom/svg/SVGPathSegUtils.cpp b/dom/svg/SVGPathSegUtils.cpp new file mode 100644 index 000000000..97d34a650 --- /dev/null +++ b/dom/svg/SVGPathSegUtils.cpp @@ -0,0 +1,452 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "mozilla/ArrayUtils.h" // MOZ_ARRAY_LENGTH + +#include "SVGPathSegUtils.h" + +#include "gfx2DGlue.h" +#include "nsSVGPathDataParser.h" +#include "nsTextFormatter.h" + +using namespace mozilla; +using namespace mozilla::gfx; + +static const float PATH_SEG_LENGTH_TOLERANCE = 0.0000001f; +static const uint32_t MAX_RECURSION = 10; + + +/* static */ void +SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue) +{ + // Adding new seg type? Is the formatting below acceptable for the new types? + static_assert(NS_SVG_PATH_SEG_LAST_VALID_TYPE == + PATHSEG_CURVETO_QUADRATIC_SMOOTH_REL, + "Update GetValueAsString for the new value."); + static_assert(NS_SVG_PATH_SEG_MAX_ARGS == 7, + "Add another case to the switch below."); + + uint32_t type = DecodeType(aSeg[0]); + char16_t typeAsChar = GetPathSegTypeAsLetter(type); + + // Special case arcs: + if (IsArcType(type)) { + bool largeArcFlag = aSeg[4] != 0.0f; + bool sweepFlag = aSeg[5] != 0.0f; + nsTextFormatter::ssprintf(aValue, + u"%c%g,%g %g %d,%d %g,%g", + typeAsChar, aSeg[1], aSeg[2], aSeg[3], + largeArcFlag, sweepFlag, aSeg[6], aSeg[7]); + } else { + + switch (ArgCountForType(type)) { + case 0: + aValue = typeAsChar; + break; + + case 1: + nsTextFormatter::ssprintf(aValue, u"%c%g", + typeAsChar, aSeg[1]); + break; + + case 2: + nsTextFormatter::ssprintf(aValue, u"%c%g,%g", + typeAsChar, aSeg[1], aSeg[2]); + break; + + case 4: + nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g", + typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4]); + break; + + case 6: + nsTextFormatter::ssprintf(aValue, + u"%c%g,%g %g,%g %g,%g", + typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4], + aSeg[5], aSeg[6]); + break; + + default: + MOZ_ASSERT(false, "Unknown segment type"); + aValue = u""; + 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); +} -- cgit v1.2.3