/* * Copyright (c) 2022, Sam Atkins * Copyright (c) 2022, Andreas Kling * Copyright (c) 2023, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include namespace Web::HTML { JS_DEFINE_ALLOCATOR(Path2D); WebIDL::ExceptionOr> Path2D::construct_impl(JS::Realm& realm, Optional, String>> const& path) { return realm.heap().allocate(realm, realm, path); } // https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d Path2D::Path2D(JS::Realm& realm, Optional, String>> const& path) : PlatformObject(realm) , CanvasPath(static_cast(*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>()) { this->path() = path->get>()->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()); auto svg_path = SVG::path_from_path_instructions(path_instructions); if (!svg_path.is_empty()) { // 5. Let (x, y) be the last point in svgPath. auto xy = svg_path.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(realm, "Path2D"_fly_string)); } // https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d-addpath WebIDL::ExceptionOr Path2D::add_path(JS::NonnullGCPtr 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().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(matrix->m11()), static_cast(matrix->m12()), static_cast(matrix->m21()), static_cast(matrix->m22()), static_cast(matrix->m41()), static_cast(matrix->m42()) }); // 6. Let (x, y) be the last point in the last subpath of c. auto xy = copy.last_point(); // 7. Add all the subpaths in c to a. // FIXME: Is this correct? this->path().append_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 {}; } }