CanvasPath.cpp 18 KB

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  1. /*
  2. * Copyright (c) 2020-2022, Andreas Kling <kling@serenityos.org>
  3. * Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
  4. *
  5. * SPDX-License-Identifier: BSD-2-Clause
  6. */
  7. #include <LibGfx/Vector2.h>
  8. #include <LibWeb/HTML/Canvas/CanvasPath.h>
  9. namespace Web::HTML {
  10. Gfx::AffineTransform CanvasPath::active_transform() const
  11. {
  12. if (m_canvas_state.has_value())
  13. return m_canvas_state->drawing_state().transform;
  14. return {};
  15. }
  16. void CanvasPath::ensure_subpath(float x, float y)
  17. {
  18. if (m_path.is_empty())
  19. m_path.move_to(active_transform().map(Gfx::FloatPoint { x, y }));
  20. }
  21. void CanvasPath::close_path()
  22. {
  23. m_path.close();
  24. }
  25. // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-moveto
  26. void CanvasPath::move_to(float x, float y)
  27. {
  28. // 1. If either of the arguments are infinite or NaN, then return.
  29. if (!isfinite(x) || !isfinite(y))
  30. return;
  31. // 2. Create a new subpath with the specified point as its first (and only) point.
  32. m_path.move_to(active_transform().map(Gfx::FloatPoint { x, y }));
  33. }
  34. // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-lineto
  35. void CanvasPath::line_to(float x, float y)
  36. {
  37. // 1. If either of the arguments are infinite or NaN, then return.
  38. if (!isfinite(x) || !isfinite(y))
  39. return;
  40. if (m_path.is_empty()) {
  41. // 2. If the object's path has no subpaths, then ensure there is a subpath for (x, y).
  42. ensure_subpath(x, y);
  43. } else {
  44. // 3. Otherwise, connect the last point in the subpath to the given point (x, y) using a straight line,
  45. // and then add the given point (x, y) to the subpath.
  46. m_path.line_to(active_transform().map(Gfx::FloatPoint { x, y }));
  47. }
  48. }
  49. void CanvasPath::quadratic_curve_to(float cx, float cy, float x, float y)
  50. {
  51. auto transform = active_transform();
  52. m_path.quadratic_bezier_curve_to(transform.map(Gfx::FloatPoint { cx, cy }), transform.map(Gfx::FloatPoint { x, y }));
  53. }
  54. void CanvasPath::bezier_curve_to(double cp1x, double cp1y, double cp2x, double cp2y, double x, double y)
  55. {
  56. auto transform = active_transform();
  57. m_path.cubic_bezier_curve_to(
  58. transform.map(Gfx::FloatPoint { cp1x, cp1y }), transform.map(Gfx::FloatPoint { cp2x, cp2y }), transform.map(Gfx::FloatPoint { x, y }));
  59. }
  60. WebIDL::ExceptionOr<void> CanvasPath::arc(float x, float y, float radius, float start_angle, float end_angle, bool counter_clockwise)
  61. {
  62. if (radius < 0)
  63. return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The radius provided ({}) is negative.", radius)));
  64. return ellipse(x, y, radius, radius, 0, start_angle, end_angle, counter_clockwise);
  65. }
  66. 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)
  67. {
  68. if (radius_x < 0)
  69. return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The major-axis radius provided ({}) is negative.", radius_x)));
  70. if (radius_y < 0)
  71. return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The minor-axis radius provided ({}) is negative.", radius_y)));
  72. if (constexpr float tau = M_PI * 2; (!counter_clockwise && (end_angle - start_angle) >= tau)
  73. || (counter_clockwise && (start_angle - end_angle) >= tau)) {
  74. start_angle = 0;
  75. // FIXME: elliptical_arc_to() incorrectly handles the case where the start/end points are very close.
  76. // So we slightly fudge the numbers here to correct for that.
  77. end_angle = tau * 0.9999f;
  78. } else {
  79. start_angle = fmodf(start_angle, tau);
  80. end_angle = fmodf(end_angle, tau);
  81. }
  82. // Then, figure out where the ends of the arc are.
  83. // To do so, we can pretend that the center of this ellipse is at (0, 0),
  84. // and the whole coordinate system is rotated `rotation` radians around the x axis, centered on `center`.
  85. // The sign of the resulting relative positions is just whether our angle is on one of the left quadrants.
  86. float sin_rotation;
  87. float cos_rotation;
  88. AK::sincos(rotation, sin_rotation, cos_rotation);
  89. auto resolve_point_with_angle = [&](float angle) {
  90. auto tan_relative = tanf(angle);
  91. auto tan2 = tan_relative * tan_relative;
  92. auto ab = radius_x * radius_y;
  93. auto a2 = radius_x * radius_x;
  94. auto b2 = radius_y * radius_y;
  95. auto sqrt = sqrtf(b2 + a2 * tan2);
  96. auto relative_x_position = ab / sqrt;
  97. auto relative_y_position = ab * tan_relative / sqrt;
  98. // Make sure to set the correct sign
  99. // -1 if 0 ≤ θ < 90° or 270°< θ ≤ 360°
  100. // 1 if 90° < θ< 270°
  101. float sn = cosf(angle) >= 0 ? 1 : -1;
  102. relative_x_position *= sn;
  103. relative_y_position *= sn;
  104. // Now rotate it (back) around the center point by 'rotation' radians, then move it back to our actual origin.
  105. auto relative_rotated_x_position = relative_x_position * cos_rotation - relative_y_position * sin_rotation;
  106. auto relative_rotated_y_position = relative_x_position * sin_rotation + relative_y_position * cos_rotation;
  107. return Gfx::FloatPoint { relative_rotated_x_position + x, relative_rotated_y_position + y };
  108. };
  109. auto start_point = resolve_point_with_angle(start_angle);
  110. auto end_point = resolve_point_with_angle(end_angle);
  111. auto delta_theta = end_angle - start_angle;
  112. auto transform = active_transform();
  113. m_path.move_to(transform.map(start_point));
  114. m_path.elliptical_arc_to(
  115. transform.map(Gfx::FloatPoint { end_point }),
  116. transform.map(Gfx::FloatSize { radius_x, radius_y }),
  117. rotation + transform.rotation(),
  118. delta_theta > AK::Pi<float>, !counter_clockwise);
  119. return {};
  120. }
  121. // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-arcto
  122. WebIDL::ExceptionOr<void> CanvasPath::arc_to(double x1, double y1, double x2, double y2, double radius)
  123. {
  124. // 1. If any of the arguments are infinite or NaN, then return.
  125. if (!isfinite(x1) || !isfinite(y1) || !isfinite(x2) || !isfinite(y2) || !isfinite(radius))
  126. return {};
  127. // 2. Ensure there is a subpath for (x1, y1).
  128. auto transform = active_transform();
  129. if (m_path.is_empty())
  130. m_path.move_to(transform.map(Gfx::FloatPoint { x1, y1 }));
  131. // 3. If radius is negative, then throw an "IndexSizeError" DOMException.
  132. if (radius < 0)
  133. return WebIDL::IndexSizeError::create(m_self->realm(), MUST(String::formatted("The radius provided ({}) is negative.", radius)));
  134. // 4. Let the point (x0, y0) be the last point in the subpath,
  135. // transformed by the inverse of the current transformation matrix
  136. // (so that it is in the same coordinate system as the points passed to the method).
  137. // Point (x0, y0)
  138. auto p0 = m_path.last_point();
  139. // Point (x1, y1)
  140. auto p1 = transform.map(Gfx::FloatPoint { x1, y1 });
  141. // Point (x2, y2)
  142. auto p2 = transform.map(Gfx::FloatPoint { x2, y2 });
  143. // 5. If the point (x0, y0) is equal to the point (x1, y1),
  144. // or if the point (x1, y1) is equal to the point (x2, y2),
  145. // or if radius is zero, then add the point (x1, y1) to the subpath,
  146. // and connect that point to the previous point (x0, y0) by a straight line.
  147. if (p0 == p1 || p1 == p2 || radius == 0) {
  148. m_path.line_to(p1);
  149. return {};
  150. }
  151. auto v1 = Gfx::FloatVector2 { p0.x() - p1.x(), p0.y() - p1.y() };
  152. auto v2 = Gfx::FloatVector2 { p2.x() - p1.x(), p2.y() - p1.y() };
  153. auto cos_theta = v1.dot(v2) / (v1.length() * v2.length());
  154. // 6. Otherwise, if the points (x0, y0), (x1, y1), and (x2, y2) all lie on a single straight line,
  155. // then add the point (x1, y1) to the subpath,
  156. // and connect that point to the previous point (x0, y0) by a straight line.
  157. if (-1 == cos_theta || 1 == cos_theta) {
  158. m_path.line_to(p1);
  159. return {};
  160. }
  161. // 7. Otherwise, let The Arc be the shortest arc given by circumference of the circle that has radius radius,
  162. // and that has one point tangent to the half-infinite line that crosses the point (x0, y0) and ends at the point (x1, y1),
  163. // 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).
  164. // The points at which this circle touches these two lines are called the start and end tangent points respectively.
  165. auto adjacent = radius / static_cast<double>(tan(acos(cos_theta) / 2));
  166. auto factor1 = adjacent / static_cast<double>(v1.length());
  167. auto x3 = static_cast<double>(p1.x()) + factor1 * static_cast<double>(p0.x() - p1.x());
  168. auto y3 = static_cast<double>(p1.y()) + factor1 * static_cast<double>(p0.y() - p1.y());
  169. auto start_tangent = Gfx::FloatPoint { x3, y3 };
  170. auto factor2 = adjacent / static_cast<double>(v2.length());
  171. auto x4 = static_cast<double>(p1.x()) + factor2 * static_cast<double>(p2.x() - p1.x());
  172. auto y4 = static_cast<double>(p1.y()) + factor2 * static_cast<double>(p2.y() - p1.y());
  173. auto end_tangent = Gfx::FloatPoint { x4, y4 };
  174. // Connect the point (x0, y0) to the start tangent point by a straight line, adding the start tangent point to the subpath.
  175. m_path.line_to(start_tangent);
  176. bool const large_arc = false; // always small since tangent points define arc endpoints and lines meet at (x1, y1)
  177. auto cross_product = v1.x() * v2.y() - v1.y() * v2.x();
  178. bool const sweep = cross_product < 0; // right-hand rule, true means clockwise
  179. // and then connect the start tangent point to the end tangent point by The Arc, adding the end tangent point to the subpath.
  180. m_path.arc_to(end_tangent, radius, large_arc, sweep);
  181. return {};
  182. }
  183. // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-rect
  184. void CanvasPath::rect(double x, double y, double w, double h)
  185. {
  186. // 1. If any of the arguments are infinite or NaN, then return.
  187. if (!isfinite(x) || !isfinite(y) || !isfinite(w) || !isfinite(h))
  188. return;
  189. // 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.
  190. auto transform = active_transform();
  191. m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
  192. m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y }));
  193. m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y + h }));
  194. m_path.line_to(transform.map(Gfx::FloatPoint { x, y + h }));
  195. // 3. Mark the subpath as closed.
  196. m_path.close();
  197. // 4. Create a new subpath with the point (x, y) as the only point in the subpath.
  198. m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
  199. }
  200. // https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-roundrect
  201. WebIDL::ExceptionOr<void> CanvasPath::round_rect(double x, double y, double w, double h, Variant<double, Geometry::DOMPointInit, Vector<Variant<double, Geometry::DOMPointInit>>> radii)
  202. {
  203. using Radius = Variant<double, Geometry::DOMPointInit>;
  204. // 1. If any of x, y, w, or h are infinite or NaN, then return.
  205. if (!isfinite(x) || !isfinite(y) || !isfinite(w) || !isfinite(h))
  206. return {};
  207. // 2. If radii is an unrestricted double or DOMPointInit, then set radii to « radii ».
  208. if (radii.has<double>() || radii.has<Geometry::DOMPointInit>()) {
  209. Vector<Radius> radii_list;
  210. if (radii.has<double>())
  211. radii_list.append(radii.get<double>());
  212. else
  213. radii_list.append(radii.get<Geometry::DOMPointInit>());
  214. radii = radii_list;
  215. }
  216. // 3. If radii is not a list of size one, two, three, or four, then throw a RangeError.
  217. if (radii.get<Vector<Radius>>().is_empty() || radii.get<Vector<Radius>>().size() > 4)
  218. return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Can have between 1 and 4 radii"sv };
  219. // 4. Let normalizedRadii be an empty list.
  220. Vector<Geometry::DOMPointInit> normalized_radii;
  221. // 5. For each radius of radii:
  222. for (auto const& radius : radii.get<Vector<Radius>>()) {
  223. // 5.1. If radius is a DOMPointInit:
  224. if (radius.has<Geometry::DOMPointInit>()) {
  225. auto const& radius_as_dom_point = radius.get<Geometry::DOMPointInit>();
  226. // 5.1.1. If radius["x"] or radius["y"] is infinite or NaN, then return.
  227. if (!isfinite(radius_as_dom_point.x) || !isfinite(radius_as_dom_point.y))
  228. return {};
  229. // 5.1.2. If radius["x"] or radius["y"] is negative, then throw a RangeError.
  230. if (radius_as_dom_point.x < 0 || radius_as_dom_point.y < 0)
  231. return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Radius can't be negative"sv };
  232. // 5.1.3. Otherwise, append radius to normalizedRadii.
  233. normalized_radii.append(radius_as_dom_point);
  234. }
  235. // 5.2. If radius is a unrestricted double:
  236. if (radius.has<double>()) {
  237. auto radius_as_double = radius.get<double>();
  238. // 5.2.1. If radius is infinite or NaN, then return.
  239. if (!isfinite(radius_as_double))
  240. return {};
  241. // 5.2.2. If radius is negative, then throw a RangeError.
  242. if (radius_as_double < 0)
  243. return WebIDL::SimpleException { WebIDL::SimpleExceptionType::RangeError, "roundRect: Radius can't be negative"sv };
  244. // 5.2.3. Otherwise append «[ "x" → radius, "y" → radius ]» to normalizedRadii.
  245. normalized_radii.append(Geometry::DOMPointInit { radius_as_double, radius_as_double });
  246. }
  247. }
  248. // 6. Let upperLeft, upperRight, lowerRight, and lowerLeft be null.
  249. Geometry::DOMPointInit upper_left {};
  250. Geometry::DOMPointInit upper_right {};
  251. Geometry::DOMPointInit lower_right {};
  252. Geometry::DOMPointInit lower_left {};
  253. // 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].
  254. if (normalized_radii.size() == 4) {
  255. upper_left = normalized_radii.at(0);
  256. upper_right = normalized_radii.at(1);
  257. lower_right = normalized_radii.at(2);
  258. lower_left = normalized_radii.at(3);
  259. }
  260. // 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].
  261. if (normalized_radii.size() == 3) {
  262. upper_left = normalized_radii.at(0);
  263. upper_right = lower_left = normalized_radii.at(1);
  264. lower_right = normalized_radii.at(2);
  265. }
  266. // 9. If normalizedRadii's size is 2, then set upperLeft and lowerRight to normalizedRadii[0] and set upperRight and lowerLeft to normalizedRadii[1].
  267. if (normalized_radii.size() == 2) {
  268. upper_left = lower_right = normalized_radii.at(0);
  269. upper_right = lower_left = normalized_radii.at(1);
  270. }
  271. // 10. If normalizedRadii's size is 1, then set upperLeft, upperRight, lowerRight, and lowerLeft to normalizedRadii[0].
  272. if (normalized_radii.size() == 1)
  273. upper_left = upper_right = lower_right = lower_left = normalized_radii.at(0);
  274. // 11. Corner curves must not overlap. Scale all radii to prevent this:
  275. // 11.1. Let top be upperLeft["x"] + upperRight["x"].
  276. double top = upper_left.x + upper_right.x;
  277. // 11.2. Let right be upperRight["y"] + lowerRight["y"].
  278. double right = upper_right.y + lower_right.y;
  279. // 11.3. Let bottom be lowerRight["x"] + lowerLeft["x"].
  280. double bottom = lower_right.x + lower_left.x;
  281. // 11.4. Let left be upperLeft["y"] + lowerLeft["y"].
  282. double left = upper_left.y + lower_left.y;
  283. // 11.5. Let scale be the minimum value of the ratios w / top, h / right, w / bottom, h / left.
  284. double scale = AK::min(AK::min(w / top, h / right), AK::min(w / bottom, h / left));
  285. // 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.
  286. if (scale < 1) {
  287. upper_left.x *= scale;
  288. upper_left.y *= scale;
  289. upper_right.x *= scale;
  290. upper_right.y *= scale;
  291. lower_left.x *= scale;
  292. lower_left.y *= scale;
  293. lower_right.x *= scale;
  294. lower_right.y *= scale;
  295. }
  296. // 12. Create a new subpath:
  297. auto transform = active_transform();
  298. bool large_arc = false;
  299. bool sweep = true;
  300. // 12.1. Move to the point (x + upperLeft["x"], y).
  301. m_path.move_to(transform.map(Gfx::FloatPoint { x + upper_left.x, y }));
  302. // 12.2. Draw a straight line to the point (x + w − upperRight["x"], y).
  303. m_path.line_to(transform.map(Gfx::FloatPoint { x + w - upper_right.x, y }));
  304. // 12.3. Draw an arc to the point (x + w, y + upperRight["y"]).
  305. 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);
  306. // 12.4. Draw a straight line to the point (x + w, y + h − lowerRight["y"]).
  307. m_path.line_to(transform.map(Gfx::FloatPoint { x + w, y + h - lower_right.y }));
  308. // 12.5. Draw an arc to the point (x + w − lowerRight["x"], y + h).
  309. 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);
  310. // 12.6. Draw a straight line to the point (x + lowerLeft["x"], y + h).
  311. m_path.line_to(transform.map(Gfx::FloatPoint { x + lower_left.x, y + h }));
  312. // 12.7. Draw an arc to the point (x, y + h − lowerLeft["y"]).
  313. 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);
  314. // 12.8. Draw a straight line to the point (x, y + upperLeft["y"]).
  315. m_path.line_to(transform.map(Gfx::FloatPoint { x, y + upper_left.y }));
  316. // 12.9. Draw an arc to the point (x + upperLeft["x"], y).
  317. 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);
  318. // 13. Mark the subpath as closed.
  319. m_path.close();
  320. // 14. Create a new subpath with the point (x, y) as the only point in the subpath.
  321. m_path.move_to(transform.map(Gfx::FloatPoint { x, y }));
  322. return {};
  323. }
  324. }