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- /*
- * Copyright (c) 2020-2022, Andreas Kling <kling@serenityos.org>
- * Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <LibGfx/Vector2.h>
- #include <LibWeb/HTML/Canvas/CanvasPath.h>
- namespace Web::HTML {
- Gfx::AffineTransform CanvasPath::active_transform() const
- {
- if (m_canvas_state.has_value())
- return m_canvas_state->drawing_state().transform;
- return {};
- }
- void CanvasPath::close_path()
- {
- m_path.close();
- }
- void CanvasPath::move_to(float x, float y)
- {
- m_path.move_to(active_transform().map(Gfx::FloatPoint { x, y }));
- }
- void CanvasPath::line_to(float x, float y)
- {
- m_path.line_to(active_transform().map(Gfx::FloatPoint { x, y }));
- }
- void CanvasPath::quadratic_curve_to(float cx, float cy, float x, float y)
- {
- auto transform = active_transform();
- m_path.quadratic_bezier_curve_to(transform.map(Gfx::FloatPoint { cx, cy }), transform.map(Gfx::FloatPoint { x, y }));
- }
- void CanvasPath::bezier_curve_to(double cp1x, double cp1y, double cp2x, double cp2y, double x, double y)
- {
- auto transform = active_transform();
- m_path.cubic_bezier_curve_to(
- transform.map(Gfx::FloatPoint { cp1x, cp1y }), transform.map(Gfx::FloatPoint { cp2x, cp2y }), transform.map(Gfx::FloatPoint { x, y }));
- }
- WebIDL::ExceptionOr<void> CanvasPath::arc(float x, float y, float radius, float start_angle, float end_angle, bool counter_clockwise)
- {
- if (radius < 0)
- return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The radius provided ({}) is negative.", radius)));
- return ellipse(x, y, radius, radius, 0, start_angle, end_angle, counter_clockwise);
- }
- WebIDL::ExceptionOr<void> CanvasPath::ellipse(float x, float y, float radius_x, float radius_y, float rotation, float start_angle, float end_angle, bool counter_clockwise)
- {
- if (radius_x < 0)
- return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The major-axis radius provided ({}) is negative.", radius_x)));
- if (radius_y < 0)
- return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The minor-axis radius provided ({}) is negative.", radius_y)));
- if (constexpr float tau = M_PI * 2; (!counter_clockwise && (end_angle - start_angle) >= tau)
- || (counter_clockwise && (start_angle - end_angle) >= tau)) {
- start_angle = 0;
- // FIXME: elliptical_arc_to() incorrectly handles the case where the start/end points are very close.
- // So we slightly fudge the numbers here to correct for that.
- end_angle = tau * 0.9999f;
- } else {
- start_angle = fmodf(start_angle, tau);
- end_angle = fmodf(end_angle, tau);
- }
- // Then, figure out where the ends of the arc are.
- // To do so, we can pretend that the center of this ellipse is at (0, 0),
- // and the whole coordinate system is rotated `rotation` radians around the x axis, centered on `center`.
- // The sign of the resulting relative positions is just whether our angle is on one of the left quadrants.
- float sin_rotation;
- float cos_rotation;
- AK::sincos(rotation, sin_rotation, cos_rotation);
- auto resolve_point_with_angle = [&](float angle) {
- auto tan_relative = tanf(angle);
- auto tan2 = tan_relative * tan_relative;
- auto ab = radius_x * radius_y;
- auto a2 = radius_x * radius_x;
- auto b2 = radius_y * radius_y;
- auto sqrt = sqrtf(b2 + a2 * tan2);
- auto relative_x_position = ab / sqrt;
- auto relative_y_position = ab * tan_relative / sqrt;
- // Make sure to set the correct sign
- // -1 if 0 ≤ θ < 90° or 270°< θ ≤ 360°
- // 1 if 90° < θ< 270°
- float sn = cosf(angle) >= 0 ? 1 : -1;
- relative_x_position *= sn;
- relative_y_position *= sn;
- // Now rotate it (back) around the center point by 'rotation' radians, then move it back to our actual origin.
- auto relative_rotated_x_position = relative_x_position * cos_rotation - relative_y_position * sin_rotation;
- auto relative_rotated_y_position = relative_x_position * sin_rotation + relative_y_position * cos_rotation;
- return Gfx::FloatPoint { relative_rotated_x_position + x, relative_rotated_y_position + y };
- };
- auto start_point = resolve_point_with_angle(start_angle);
- auto end_point = resolve_point_with_angle(end_angle);
- auto delta_theta = end_angle - start_angle;
- auto transform = active_transform();
- m_path.move_to(transform.map(start_point));
- m_path.elliptical_arc_to(
- transform.map(Gfx::FloatPoint { end_point }),
- transform.map(Gfx::FloatSize { radius_x, radius_y }),
- rotation + transform.rotation(),
- delta_theta > AK::Pi<float>, !counter_clockwise);
- return {};
- }
- // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-arcto
- WebIDL::ExceptionOr<void> CanvasPath::arc_to(double x1, double y1, double x2, double y2, double radius)
- {
- // 1. If any of the arguments are infinite or NaN, then return.
- if (!isfinite(x1) || !isfinite(y1) || !isfinite(x2) || !isfinite(y2) || !isfinite(radius))
- return {};
- // 2. Ensure there is a subpath for (x1, y1).
- auto transform = active_transform();
- m_path.ensure_subpath(transform.map(Gfx::FloatPoint { x1, y1 }));
- // 3. If radius is negative, then throw an "IndexSizeError" DOMException.
- if (radius < 0)
- return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The radius provided ({}) is negative.", radius)));
- // 4. Let the point (x0, y0) be the last point in the subpath,
- // transformed by the inverse of the current transformation matrix
- // (so that it is in the same coordinate system as the points passed to the method).
- // Point (x0, y0)
- auto p0 = m_path.last_point();
- // Point (x1, y1)
- auto p1 = transform.map(Gfx::FloatPoint { x1, y1 });
- // Point (x2, y2)
- auto p2 = transform.map(Gfx::FloatPoint { x2, y2 });
- // 5. If the point (x0, y0) is equal to the point (x1, y1),
- // or if the point (x1, y1) is equal to the point (x2, y2),
- // or if radius is zero, then add the point (x1, y1) to the subpath,
- // and connect that point to the previous point (x0, y0) by a straight line.
- if (p0 == p1 || p1 == p2 || radius == 0) {
- m_path.line_to(p1);
- return {};
- }
- auto v1 = Gfx::FloatVector2 { p0.x() - p1.x(), p0.y() - p1.y() };
- auto v2 = Gfx::FloatVector2 { p2.x() - p1.x(), p2.y() - p1.y() };
- auto cos_theta = v1.dot(v2) / (v1.length() * v2.length());
- // 6. Otherwise, if the points (x0, y0), (x1, y1), and (x2, y2) all lie on a single straight line,
- // then add the point (x1, y1) to the subpath,
- // and connect that point to the previous point (x0, y0) by a straight line.
- if (-1 == cos_theta || 1 == cos_theta) {
- m_path.line_to(p1);
- return {};
- }
- // 7. Otherwise, let The Arc be the shortest arc given by circumference of the circle that has radius radius,
- // and that has one point tangent to the half-infinite line that crosses the point (x0, y0) and ends at the point (x1, y1),
- // and that has a different point tangent to the half-infinite line that ends at the point (x1, y1) and crosses the point (x2, y2).
- // The points at which this circle touches these two lines are called the start and end tangent points respectively.
- auto adjacent = radius / static_cast<double>(tan(acos(cos_theta) / 2));
- auto factor1 = adjacent / static_cast<double>(v1.length());
- auto x3 = static_cast<double>(p1.x()) + factor1 * static_cast<double>(p0.x() - p1.x());
- auto y3 = static_cast<double>(p1.y()) + factor1 * static_cast<double>(p0.y() - p1.y());
- auto start_tangent = Gfx::FloatPoint { x3, y3 };
- auto factor2 = adjacent / static_cast<double>(v2.length());
- auto x4 = static_cast<double>(p1.x()) + factor2 * static_cast<double>(p2.x() - p1.x());
- auto y4 = static_cast<double>(p1.y()) + factor2 * static_cast<double>(p2.y() - p1.y());
- auto end_tangent = Gfx::FloatPoint { x4, y4 };
- // Connect the point (x0, y0) to the start tangent point by a straight line, adding the start tangent point to the subpath.
- m_path.line_to(start_tangent);
- bool const large_arc = false; // always small since tangent points define arc endpoints and lines meet at (x1, y1)
- auto cross_product = v1.x() * v2.y() - v1.y() * v2.x();
- bool const sweep = cross_product < 0; // right-hand rule, true means clockwise
- // and then connect the start tangent point to the end tangent point by The Arc, adding the end tangent point to the subpath.
- m_path.arc_to(end_tangent, radius, large_arc, sweep);
- return {};
- }
- // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-rect
- void CanvasPath::rect(double x, double y, double w, double h)
- {
- // 1. If any of the arguments are infinite or NaN, then return.
- if (!isfinite(x) || !isfinite(y) || !isfinite(w) || !isfinite(h))
- return;
- // 2. Create a new subpath containing just the four points (x, y), (x+w, y), (x+w, y+h), (x, y+h), in that order, with those four points connected by straight lines.
- auto transform = active_transform();
- m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
- m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y }));
- m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y + h }));
- m_path.line_to(transform.map(Gfx::FloatPoint { x, y + h }));
- // 3. Mark the subpath as closed.
- m_path.close();
- // 4. Create a new subpath with the point (x, y) as the only point in the subpath.
- m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
- }
- // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-roundrect
- WebIDL::ExceptionOr<void> CanvasPath::round_rect(double x, double y, double w, double h, Variant<double, Geometry::DOMPointInit, Vector<Variant<double, Geometry::DOMPointInit>>> radii)
- {
- using Radius = Variant<double, Geometry::DOMPointInit>;
- // 1. If any of x, y, w, or h are infinite or NaN, then return.
- if (!isfinite(x) || !isfinite(y) || !isfinite(w) || !isfinite(h))
- return {};
- // 2. If radii is an unrestricted double or DOMPointInit, then set radii to « radii ».
- if (radii.has<double>() || radii.has<Geometry::DOMPointInit>()) {
- Vector<Radius> radii_list;
- if (radii.has<double>())
- radii_list.append(radii.get<double>());
- else
- radii_list.append(radii.get<Geometry::DOMPointInit>());
- radii = radii_list;
- }
- // 3. If radii is not a list of size one, two, three, or four, then throw a RangeError.
- if (radii.get<Vector<Radius>>().is_empty() || radii.get<Vector<Radius>>().size() > 4)
- return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Can have between 1 and 4 radii"sv };
- // 4. Let normalizedRadii be an empty list.
- Vector<Geometry::DOMPointInit> normalized_radii;
- // 5. For each radius of radii:
- for (auto const& radius : radii.get<Vector<Radius>>()) {
- // 5.1. If radius is a DOMPointInit:
- if (radius.has<Geometry::DOMPointInit>()) {
- auto const& radius_as_dom_point = radius.get<Geometry::DOMPointInit>();
- // 5.1.1. If radius["x"] or radius["y"] is infinite or NaN, then return.
- if (!isfinite(radius_as_dom_point.x) || !isfinite(radius_as_dom_point.y))
- return {};
- // 5.1.2. If radius["x"] or radius["y"] is negative, then throw a RangeError.
- if (radius_as_dom_point.x < 0 || radius_as_dom_point.y < 0)
- return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Radius can't be negative"sv };
- // 5.1.3. Otherwise, append radius to normalizedRadii.
- normalized_radii.append(radius_as_dom_point);
- }
- // 5.2. If radius is a unrestricted double:
- if (radius.has<double>()) {
- auto radius_as_double = radius.get<double>();
- // 5.2.1. If radius is infinite or NaN, then return.
- if (!isfinite(radius_as_double))
- return {};
- // 5.2.2. If radius is negative, then throw a RangeError.
- if (radius_as_double < 0)
- return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Radius can't be negative"sv };
- // 5.2.3. Otherwise append «[ "x" → radius, "y" → radius ]» to normalizedRadii.
- normalized_radii.append(Geometry::DOMPointInit { radius_as_double, radius_as_double });
- }
- }
- // 6. Let upperLeft, upperRight, lowerRight, and lowerLeft be null.
- Geometry::DOMPointInit upper_left {};
- Geometry::DOMPointInit upper_right {};
- Geometry::DOMPointInit lower_right {};
- Geometry::DOMPointInit lower_left {};
- // 7. If normalizedRadii's size is 4, then set upperLeft to normalizedRadii[0], set upperRight to normalizedRadii[1], set lowerRight to normalizedRadii[2], and set lowerLeft to normalizedRadii[3].
- if (normalized_radii.size() == 4) {
- upper_left = normalized_radii.at(0);
- upper_right = normalized_radii.at(1);
- lower_right = normalized_radii.at(2);
- lower_left = normalized_radii.at(3);
- }
- // 8. If normalizedRadii's size is 3, then set upperLeft to normalizedRadii[0], set upperRight and lowerLeft to normalizedRadii[1], and set lowerRight to normalizedRadii[2].
- if (normalized_radii.size() == 3) {
- upper_left = normalized_radii.at(0);
- upper_right = lower_left = normalized_radii.at(1);
- lower_right = normalized_radii.at(2);
- }
- // 9. If normalizedRadii's size is 2, then set upperLeft and lowerRight to normalizedRadii[0] and set upperRight and lowerLeft to normalizedRadii[1].
- if (normalized_radii.size() == 2) {
- upper_left = lower_right = normalized_radii.at(0);
- upper_right = lower_left = normalized_radii.at(1);
- }
- // 10. If normalizedRadii's size is 1, then set upperLeft, upperRight, lowerRight, and lowerLeft to normalizedRadii[0].
- if (normalized_radii.size() == 1)
- upper_left = upper_right = lower_right = lower_left = normalized_radii.at(0);
- // 11. Corner curves must not overlap. Scale all radii to prevent this:
- // 11.1. Let top be upperLeft["x"] + upperRight["x"].
- double top = upper_left.x + upper_right.x;
- // 11.2. Let right be upperRight["y"] + lowerRight["y"].
- double right = upper_right.y + lower_right.y;
- // 11.3. Let bottom be lowerRight["x"] + lowerLeft["x"].
- double bottom = lower_right.x + lower_left.x;
- // 11.4. Let left be upperLeft["y"] + lowerLeft["y"].
- double left = upper_left.y + lower_left.y;
- // 11.5. Let scale be the minimum value of the ratios w / top, h / right, w / bottom, h / left.
- double scale = AK::min(AK::min(w / top, h / right), AK::min(w / bottom, h / left));
- // 11.6. If scale is less than 1, then set the x and y members of upperLeft, upperRight, lowerLeft, and lowerRight to their current values multiplied by scale.
- if (scale < 1) {
- upper_left.x *= scale;
- upper_left.y *= scale;
- upper_right.x *= scale;
- upper_right.y *= scale;
- lower_left.x *= scale;
- lower_left.y *= scale;
- lower_right.x *= scale;
- lower_right.y *= scale;
- }
- // 12. Create a new subpath:
- auto transform = active_transform();
- bool large_arc = false;
- bool sweep = true;
- // 12.1. Move to the point (x + upperLeft["x"], y).
- m_path.move_to(transform.map(Gfx::FloatPoint { x + upper_left.x, y }));
- // 12.2. Draw a straight line to the point (x + w − upperRight["x"], y).
- m_path.line_to(transform.map(Gfx::FloatPoint { x + w - upper_right.x, y }));
- // 12.3. Draw an arc to the point (x + w, y + upperRight["y"]).
- m_path.elliptical_arc_to(transform.map(Gfx::FloatPoint { x + w, y + upper_right.y }), { upper_right.x, upper_right.y }, transform.rotation(), large_arc, sweep);
- // 12.4. Draw a straight line to the point (x + w, y + h − lowerRight["y"]).
- m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y + h - lower_right.y }));
- // 12.5. Draw an arc to the point (x + w − lowerRight["x"], y + h).
- m_path.elliptical_arc_to(transform.map(Gfx::FloatPoint { x + w - lower_right.x, y + h }), { lower_right.x, lower_right.y }, transform.rotation(), large_arc, sweep);
- // 12.6. Draw a straight line to the point (x + lowerLeft["x"], y + h).
- m_path.line_to(transform.map(Gfx::FloatPoint { x + lower_left.x, y + h }));
- // 12.7. Draw an arc to the point (x, y + h − lowerLeft["y"]).
- m_path.elliptical_arc_to(transform.map(Gfx::FloatPoint { x, y + h - lower_left.y }), { lower_left.x, lower_left.y }, transform.rotation(), large_arc, sweep);
- // 12.8. Draw a straight line to the point (x, y + upperLeft["y"]).
- m_path.line_to(transform.map(Gfx::FloatPoint { x, y + upper_left.y }));
- // 12.9. Draw an arc to the point (x + upperLeft["x"], y).
- m_path.elliptical_arc_to(transform.map(Gfx::FloatPoint { x + upper_left.x, y }), { upper_left.x, upper_left.y }, transform.rotation(), large_arc, sweep);
- // 13. Mark the subpath as closed.
- m_path.close();
- // 14. Create a new subpath with the point (x, y) as the only point in the subpath.
- m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
- return {};
- }
- }
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