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bad44f8fc9
This was resulting in a whole lot of rebuilding whenever a new IDL interface was added. Instead, just directly include the prototype in every C++ file which needs it. While we only really need a forward declaration in each cpp file; including the full prototype header (which itself only includes LibJS/Object.h, which is already transitively brought in by PlatformObject) - it seems like a small price to pay compared to what feels like a full rebuild of LibWeb whenever a new IDL file is added. Given all of these includes are only needed for the ::initialize method, there is probably a smart way of avoiding this problem altogether. I've considered both using some macro trickery or generating these functions somehow instead.
102 lines
4.0 KiB
C++
102 lines
4.0 KiB
C++
/*
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* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2022, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/Path2DPrototype.h>
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#include <LibWeb/Geometry/DOMMatrix.h>
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#include <LibWeb/HTML/Path2D.h>
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#include <LibWeb/SVG/AttributeParser.h>
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#include <LibWeb/SVG/SVGPathElement.h>
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namespace Web::HTML {
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JS_DEFINE_ALLOCATOR(Path2D);
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WebIDL::ExceptionOr<JS::NonnullGCPtr<Path2D>> Path2D::construct_impl(JS::Realm& realm, Optional<Variant<JS::Handle<Path2D>, String>> const& path)
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{
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return realm.heap().allocate<Path2D>(realm, realm, path);
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}
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// https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d
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Path2D::Path2D(JS::Realm& realm, Optional<Variant<JS::Handle<Path2D>, String>> const& path)
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: PlatformObject(realm)
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, CanvasPath(static_cast<Bindings::PlatformObject&>(*this))
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{
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// 1. Let output be a new Path2D object.
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// 2. If path is not given, then return output.
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if (!path.has_value())
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return;
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// 3. If path is a Path2D object, then add all subpaths of path to output and return output.
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// (In other words, it returns a copy of the argument.)
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if (path->has<JS::Handle<Path2D>>()) {
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this->path() = path->get<JS::Handle<Path2D>>()->path();
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return;
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}
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// 4. Let svgPath be the result of parsing and interpreting path according to SVG 2's rules for path data. [SVG]
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auto path_instructions = SVG::AttributeParser::parse_path_data(path->get<String>());
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auto svg_path = SVG::path_from_path_instructions(path_instructions);
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if (!svg_path.is_empty()) {
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// 5. Let (x, y) be the last point in svgPath.
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auto xy = svg_path.last_point();
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// 6. Add all the subpaths, if any, from svgPath to output.
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this->path() = move(svg_path);
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// 7. Create a new subpath in output with (x, y) as the only point in the subpath.
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this->move_to(xy.x(), xy.y());
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}
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// 8. Return output.
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}
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Path2D::~Path2D() = default;
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void Path2D::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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set_prototype(&Bindings::ensure_web_prototype<Bindings::Path2DPrototype>(realm, "Path2D"_fly_string));
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}
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// https://html.spec.whatwg.org/multipage/canvas.html#dom-path2d-addpath
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WebIDL::ExceptionOr<void> Path2D::add_path(JS::NonnullGCPtr<Path2D> path, Geometry::DOMMatrix2DInit& transform)
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{
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// The addPath(path, transform) method, when invoked on a Path2D object a, must run these steps:
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// 1. If the Path2D object path has no subpaths, then return.
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if (path->path().is_empty())
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return {};
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// 2. Let matrix be the result of creating a DOMMatrix from the 2D dictionary transform.
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auto matrix = TRY(Geometry::DOMMatrix::create_from_dom_matrix_2d_init(realm(), transform));
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// 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.
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if (!isfinite(matrix->m11()) || !isfinite(matrix->m12()) || !isfinite(matrix->m21()) || !isfinite(matrix->m22()) || !isfinite(matrix->m41()) || !isfinite(matrix->m42()))
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return {};
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// 4. Create a copy of all the subpaths in path. Let this copy be known as c.
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// 5. Transform all the coordinates and lines in c by the transform matrix matrix.
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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()) });
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// 6. Let (x, y) be the last point in the last subpath of c.
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auto xy = copy.last_point();
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// 7. Add all the subpaths in c to a.
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// FIXME: Is this correct?
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this->path().append_path(copy);
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// 8. Create a new subpath in a with (x, y) as the only point in the subpath.
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this->move_to(xy.x(), xy.y());
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return {};
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}
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}
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