
With this change, we now have ~1200 CellAllocators across both LibJS and LibWeb in a normal WebContent instance. This gives us a minimum heap size of 4.7 MiB in the scenario where we only have one cell allocated per type. Of course, in practice there will be many more of each type, so the effective overhead is quite a bit smaller than that in practice. I left a few types unconverted to this mechanism because I got tired of doing this. :^)
100 lines
3.9 KiB
C++
100 lines
3.9 KiB
C++
/*
|
|
* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
|
|
* Copyright (c) 2022, Andreas Kling <kling@serenityos.org>
|
|
* Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include <LibWeb/Bindings/Intrinsics.h>
|
|
#include <LibWeb/Geometry/DOMMatrix.h>
|
|
#include <LibWeb/HTML/Path2D.h>
|
|
#include <LibWeb/SVG/AttributeParser.h>
|
|
#include <LibWeb/SVG/SVGPathElement.h>
|
|
|
|
namespace Web::HTML {
|
|
|
|
JS_DEFINE_ALLOCATOR(Path2D);
|
|
|
|
WebIDL::ExceptionOr<JS::NonnullGCPtr<Path2D>> Path2D::construct_impl(JS::Realm& realm, Optional<Variant<JS::Handle<Path2D>, String>> const& path)
|
|
{
|
|
return realm.heap().allocate<Path2D>(realm, realm, path);
|
|
}
|
|
|
|
// https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d
|
|
Path2D::Path2D(JS::Realm& realm, Optional<Variant<JS::Handle<Path2D>, String>> const& path)
|
|
: PlatformObject(realm)
|
|
, CanvasPath(static_cast<Bindings::PlatformObject&>(*this))
|
|
{
|
|
// 1. Let output be a new Path2D object.
|
|
// 2. If path is not given, then return output.
|
|
if (!path.has_value())
|
|
return;
|
|
|
|
// 3. If path is a Path2D object, then add all subpaths of path to output and return output.
|
|
// (In other words, it returns a copy of the argument.)
|
|
if (path->has<JS::Handle<Path2D>>()) {
|
|
this->path() = path->get<JS::Handle<Path2D>>()->path();
|
|
return;
|
|
}
|
|
|
|
// 4. Let svgPath be the result of parsing and interpreting path according to SVG 2's rules for path data. [SVG]
|
|
auto path_instructions = SVG::AttributeParser::parse_path_data(path->get<String>());
|
|
auto svg_path = SVG::path_from_path_instructions(path_instructions);
|
|
|
|
if (!svg_path.segments().is_empty()) {
|
|
// 5. Let (x, y) be the last point in svgPath.
|
|
auto xy = svg_path.segments().last()->point();
|
|
|
|
// 6. Add all the subpaths, if any, from svgPath to output.
|
|
this->path() = move(svg_path);
|
|
|
|
// 7. Create a new subpath in output with (x, y) as the only point in the subpath.
|
|
this->move_to(xy.x(), xy.y());
|
|
}
|
|
|
|
// 8. Return output.
|
|
}
|
|
|
|
Path2D::~Path2D() = default;
|
|
|
|
void Path2D::initialize(JS::Realm& realm)
|
|
{
|
|
Base::initialize(realm);
|
|
set_prototype(&Bindings::ensure_web_prototype<Bindings::Path2DPrototype>(realm, "Path2D"));
|
|
}
|
|
|
|
// https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d-addpath
|
|
WebIDL::ExceptionOr<void> Path2D::add_path(JS::NonnullGCPtr<Path2D> path, Geometry::DOMMatrix2DInit& transform)
|
|
{
|
|
// The addPath(path, transform) method, when invoked on a Path2D object a, must run these steps:
|
|
|
|
// 1. If the Path2D object path has no subpaths, then return.
|
|
if (path->path().segments().is_empty())
|
|
return {};
|
|
|
|
// 2. Let matrix be the result of creating a DOMMatrix from the 2D dictionary transform.
|
|
auto matrix = TRY(Geometry::DOMMatrix::create_from_dom_matrix_2d_init(realm(), transform));
|
|
|
|
// 3. If one or more of matrix's m11 element, m12 element, m21 element, m22 element, m41 element, or m42 element are infinite or NaN, then return.
|
|
if (!isfinite(matrix->m11()) || !isfinite(matrix->m12()) || !isfinite(matrix->m21()) || !isfinite(matrix->m22()) || !isfinite(matrix->m41()) || !isfinite(matrix->m42()))
|
|
return {};
|
|
|
|
// 4. Create a copy of all the subpaths in path. Let this copy be known as c.
|
|
// 5. Transform all the coordinates and lines in c by the transform matrix matrix.
|
|
auto copy = path->path().copy_transformed(Gfx::AffineTransform { static_cast<float>(matrix->m11()), static_cast<float>(matrix->m12()), static_cast<float>(matrix->m21()), static_cast<float>(matrix->m22()), static_cast<float>(matrix->m41()), static_cast<float>(matrix->m42()) });
|
|
|
|
// 6. Let (x, y) be the last point in the last subpath of c.
|
|
auto xy = copy.segments().last()->point();
|
|
|
|
// 7. Add all the subpaths in c to a.
|
|
// FIXME: Is this correct?
|
|
this->path().add_path(copy);
|
|
|
|
// 8. Create a new subpath in a with (x, y) as the only point in the subpath.
|
|
this->move_to(xy.x(), xy.y());
|
|
|
|
return {};
|
|
}
|
|
|
|
}
|