/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// Convert the StyleCoordBox into the StyleGeometryBox in CSS layout. // https://drafts.csswg.org/css-box-4/#keywords static StyleGeometryBox CoordBoxToGeometryBoxInCSSLayout(
StyleCoordBox aCoordBox) { switch (aCoordBox) { case StyleCoordBox::ContentBox: return StyleGeometryBox::ContentBox; case StyleCoordBox::PaddingBox: return StyleGeometryBox::PaddingBox; case StyleCoordBox::BorderBox: return StyleGeometryBox::BorderBox; case StyleCoordBox::FillBox: return StyleGeometryBox::ContentBox; case StyleCoordBox::StrokeBox: case StyleCoordBox::ViewBox: return StyleGeometryBox::BorderBox;
}
MOZ_ASSERT_UNREACHABLE("Unknown coord-box type"); return StyleGeometryBox::BorderBox;
}
// To calculate stroke bounds for an element with `non-scaling-stroke` we // need to resolve its transform to its outer-svg, but to resolve that // transform when it has `transform-box:stroke-box` (or `border-box`) // may require its stroke bounds. There's no ideal way to break this // cyclical dependency, but we break it by using the FillBox. // https://github.com/w3c/csswg-drafts/issues/9640
// The distance is measured between the origin and the intersection of the ray // with the reference box of the containing block. // Note: |aOrigin| and |aContaingBlock| should be in the same coordinate system // (i.e. the nsIFrame::mRect of the containing block). // https://drafts.fxtf.org/motion-1/#size-sides static CSSCoord ComputeSides(const CSSPoint& aOrigin, const CSSRect& aContainingBlock, const StyleAngle& aAngle) { const CSSPoint& topLeft = aContainingBlock.TopLeft(); // Given an acute angle |theta| (i.e. |t|) of a right-angled triangle, the // hypotenuse |h| is the side that connects the two acute angles. The side // |b| adjacent to |theta| is the side of the triangle that connects |theta| // to the right angle. // // e.g. if the angle |t| is 0 ~ 90 degrees, and b * tan(theta) <= b', // h = b / cos(t): // b*tan(t) // (topLeft) #--------*-----*--# (aContainingBlock.XMost(), topLeft.y) // | | / | // | | / | // | b h | // | |t/ | // | |/ | // (aOrigin) *---b'---* (aContainingBlock.XMost(), aOrigin.y) // | | | // | | | // | | | // | | | // | | | // #-----------------# (aContainingBlock.XMost(), // (topLeft.x, aContainingBlock.YMost()) // aContainingBlock.YMost()) constdouble theta = aAngle.ToRadians(); double sint = std::sin(theta); double cost = std::cos(theta);
// The trigonometric formula here doesn't work well if |theta| is 0deg or // 90deg, so we handle these edge cases first. if (sint < std::numeric_limits<double>::epsilon()) { // For 0deg (or 180deg), we use |b| directly. returnstatic_cast<float>(b);
}
if (cost < std::numeric_limits<double>::epsilon()) { // For 90deg (or 270deg), we use |bPrime| directly. This can also avoid 0/0 // if both |b| and |cost| are 0.0. (i.e. b / cost). returnstatic_cast<float>(bPrime);
}
// Note: The following formula works well only when 0 < theta < 90deg. So we // handle 0deg and 90deg above first. // // If |b * tan(theta)| is larger than |bPrime|, the intersection is // on the other side, and |b'| is the opposite side of angle |theta| in this // case. // // e.g. If b * tan(theta) > b', h = b' / sin(theta): // *----* // | | // | /| // b /t| // |t/ | // |/ | // *-b'-* if (b * sint > bPrime * cost) { return bPrime / sint;
} return b / cost;
}
// Compute the position of "at <position>" together with offset starting // position (i.e. offset-position). static nsPoint ComputePosition(const StylePositionOrAuto& aAtPosition, const StyleOffsetPosition& aOffsetPosition, const nsRect& aCoordBox, const nsPoint& aCurrentCoord) { if (aAtPosition.IsPosition()) { // Resolve this by using the <position> to position a 0x0 object area within // the box’s containing block. return ShapeUtils::ComputePosition(aAtPosition.AsPosition(), aCoordBox);
}
MOZ_ASSERT(aAtPosition.IsAuto(), "\"at <position>\" should be omitted");
// Use the offset starting position of the element, given by offset-position. // https://drafts.fxtf.org/motion-1/#valdef-ray-at-position if (aOffsetPosition.IsPosition()) { return ShapeUtils::ComputePosition(aOffsetPosition.AsPosition(), aCoordBox);
}
if (aOffsetPosition.IsNormal()) { // If the element doesn’t have an offset starting position either, it // behaves as at center. const StylePosition& center = StylePosition::FromPercentage(0.5); return ShapeUtils::ComputePosition(center, aCoordBox);
}
static CSSCoord ComputeRayPathLength(const StyleRaySize aRaySizeType, const StyleAngle& aAngle, const CSSPoint& aOrigin, const CSSRect& aContainingBlock) { if (aRaySizeType == StyleRaySize::Sides) { // If the initial position is not within the box, the distance is 0. // // Note: If the origin is at XMost() (and/or YMost()), we should consider it // to be inside containing block (because we expect 100% x (or y) coordinate // is still to be considered inside the containing block. if (!aContainingBlock.ContainsInclusively(aOrigin)) { return 0.0;
}
// left: the length between the origin and the left side. // right: the length between the origin and the right side. // top: the length between the origin and the top side. // bottom: the lenght between the origin and the bottom side. const CSSPoint& topLeft = aContainingBlock.TopLeft(); const CSSCoord left = std::abs(aOrigin.x - topLeft.x); const CSSCoord right = std::abs(aContainingBlock.XMost() - aOrigin.x); const CSSCoord top = std::abs(aOrigin.y - topLeft.y); const CSSCoord bottom = std::abs(aContainingBlock.YMost() - aOrigin.y);
switch (aRaySizeType) { case StyleRaySize::ClosestSide: return std::min({left, right, top, bottom});
case StyleRaySize::FarthestSide: return std::max({left, right, top, bottom});
case StyleRaySize::ClosestCorner: case StyleRaySize::FarthestCorner: {
CSSCoord h = 0;
CSSCoord v = 0; if (aRaySizeType == StyleRaySize::ClosestCorner) {
h = std::min(left, right);
v = std::min(top, bottom);
} else {
h = std::max(left, right);
v = std::max(top, bottom);
} return sqrt(h.value * h.value + v.value * v.value);
} case StyleRaySize::Sides:
MOZ_ASSERT_UNREACHABLE("Unsupported ray size");
}
// The length of the offset path is reduced so that the element stays within // the containing block even at offset-distance: 100%. Specifically, the // path’s length is reduced by half the width or half the height of the // element’s border box, whichever is larger, and floored at zero. // https://drafts.fxtf.org/motion-1/#valdef-ray-contain return std::max((usedDistance - aRayContainReferenceLength / 2.0f).value,
0.0f);
}
// Compute the point and angle for creating the equivalent translate and // rotate. double directionAngle = 0.0;
gfx::Point point; if (aPath.IsShape()) { constauto& data = aPath.AsShape();
RefPtr<gfx::Path> path = data.mGfxPath;
MOZ_ASSERT(path, "The empty path is not allowed");
// Per the spec, we have to convert offset distance to pixels, with 100% // being converted to total length. So here |gfxPath| is built with CSS // pixel, and we calculate |pathLength| and |computedDistance| with CSS // pixel as well.
gfx::Float pathLength = path->ComputeLength();
gfx::Float usedDistance =
aDistance.ResolveToCSSPixels(CSSCoord(pathLength)); if (data.mIsClosedLoop) { // Per the spec, let used offset distance be equal to offset distance // modulus the total length of the path. If the total length of the path // is 0, used offset distance is also 0.
usedDistance = pathLength > 0.0 ? fmod(usedDistance, pathLength) : 0.0; // We make sure |usedDistance| is 0.0 or a positive value. if (usedDistance < 0.0) {
usedDistance += pathLength;
}
} else { // Per the spec, for unclosed interval, let used offset distance be equal // to offset distance clamped by 0 and the total length of the path.
usedDistance = std::clamp(usedDistance, 0.0f, pathLength);
}
gfx::Point tangent;
point = path->ComputePointAtLength(usedDistance, &tangent); // Basically, |point| should be a relative distance between the current // position and the target position. The built |path| is in the coordinate // system of its containing block. Therefore, we have to take the current // position of this box into account to offset the translation so it's final // position is not affected by other boxes in the same containing block.
point -= NSPointToPoint(data.mCurrentPosition, AppUnitsPerCSSPixel()); // If the path length is 0, it's unlikely to get a valid tangent angle, e.g. // it may be (0, 0). And so we may get an undefined value from atan2(). // Therefore, we use 0rad as the default behavior.
directionAngle =
pathLength < std::numeric_limits<gfx::Float>::epsilon()
? 0.0
: atan2((double)tangent.y, (double)tangent.x); // in Radian.
} elseif (aPath.IsRay()) { constauto& ray = aPath.AsRay();
MOZ_ASSERT(ray.mRay);
// Compute the origin, where the ray’s line begins (the 0% position). // https://drafts.fxtf.org/motion-1/#ray-origin const CSSPoint origin = CSSPoint::FromAppUnits(ComputePosition(
ray.mRay->position, aPosition, ray.mCoordBox, ray.mCurrentPosition)); const CSSCoord pathLength =
ComputeRayPathLength(ray.mRay->size, ray.mRay->angle, origin,
CSSRect::FromAppUnits(ray.mCoordBox)); const CSSCoord usedDistance = ComputeRayUsedDistance(
*ray.mRay, aDistance, pathLength, ray.mContainReferenceLength);
// 0deg pointing up and positive angles representing clockwise rotation.
directionAngle =
StyleAngle{ray.mRay->angle.ToDegrees() - 90.0f}.ToRadians();
// The vector from the current position of this box to the origin of this // polar coordinate system. const gfx::Point vectorToOrigin =
(origin - CSSPoint::FromAppUnits(ray.mCurrentPosition))
.ToUnknownPoint(); // |vectorToOrigin| + The vector from the origin to this polar coordinate, // (|usedDistance|, |directionAngle|), i.e. the vector from the current // position to this polar coordinate.
point =
vectorToOrigin +
gfx::Point(usedDistance * static_cast<gfx::Float>(cos(directionAngle)),
usedDistance * static_cast<gfx::Float>(sin(directionAngle)));
} else {
MOZ_ASSERT_UNREACHABLE("Unsupported offset-path value"); return Nothing();
}
// If |rotate.auto_| is true, the element should be rotated by the angle of // the direction (i.e. directional tangent vector) of the offset-path, and the // computed value of <angle> is added to this. // Otherwise, the element has a constant clockwise rotation transformation // applied to it by the specified rotation angle. (i.e. Don't need to // consider the direction of the path.)
gfx::Float angle = static_cast<gfx::Float>(
(aRotate.auto_ ? directionAngle : 0.0) + aRotate.angle.ToRadians());
// Compute the offset for motion path translate. // Bug 1559232: the translate parameters will be adjusted more after we // support offset-position. // Per the spec, the default offset-anchor is `auto`, so initialize the anchor // point to transform-origin.
CSSPoint anchorPoint(aTransformOrigin);
gfx::Point shift; if (!aAnchor.IsAuto()) { constauto& pos = aAnchor.AsPosition();
anchorPoint = nsStyleTransformMatrix::Convert2DPosition(
pos.horizontal, pos.vertical, aRefBox); // We need this value to shift the origin from transform-origin to // offset-anchor (and vice versa). // See nsStyleTransformMatrix::ReadTransform for more details.
shift = (anchorPoint - aTransformOrigin).ToUnknownPoint();
}
// Create a path for "inset(0 round X)", where X is the value of border-radius // on the element that establishes the containing block for this element. static already_AddRefed<gfx::Path> BuildSimpleInsetPath( const StyleBorderRadius& aBorderRadius, const nsRect& aCoordBox,
gfx::PathBuilder* aPathBuilder) { if (!aPathBuilder) { return nullptr;
}
// Create a path for `path("m 0 0")`, which is the default URL path if we cannot // resolve a SVG shape element. // https://drafts.fxtf.org/motion-1/#valdef-offset-path-url static already_AddRefed<gfx::Path> BuildDefaultPathForURL(
gfx::PathBuilder* aBuilder) { if (!aBuilder) { return nullptr;
}
// Generate data for motion path on the main thread. static OffsetPathData GenerateOffsetPathData(const nsIFrame* aFrame) { const StyleOffsetPath& offsetPath = aFrame->StyleDisplay()->mOffsetPath; if (offsetPath.IsNone()) { return OffsetPathData::None();
}
// Handle path(). We cache it so we handle it separately. // FIXME: Bug 1837042, cache gfx::Path for shapes other than path(). Once we // cache all basic shapes, we can merge this branch into other basic shapes. if (offsetPath.IsPath()) { const StyleSVGPathData& pathData = offsetPath.AsSVGPathData();
RefPtr<gfx::Path> gfxPath =
aFrame->GetProperty(nsIFrame::OffsetPathCache());
MOZ_ASSERT(gfxPath || pathData._0.IsEmpty(), "Should have a valid cached gfx::Path or an empty path string"); // FIXME: Bug 1836847. Once we support "at <position>" for path(), we have // to give it the current box position. return OffsetPathData::Shape(gfxPath.forget(), {}, IsClosedLoop(pathData));
}
if (offsetPath.IsUrl()) {
dom::SVGGeometryElement* element =
SVGObserverUtils::GetAndObserveGeometry(const_cast<nsIFrame*>(aFrame)); if (!element) { // Note: This behaves as path("m 0 0") (a <basic-shape>).
RefPtr<gfx::Path> path = BuildDefaultPathForURL(builder); // FIXME: Bug 1836847. Once we support "at <position>" for path(), we have // to give it the current box position. return path ? OffsetPathData::Shape(path.forget(), {}, false)
: OffsetPathData::None();
}
// We just need this path to calculate the specific point and direction // angle, so use measuring function and get the benefit of caching the path // in the SVG shape element.
RefPtr<gfx::Path> path = element->GetOrBuildPathForMeasuring();
// The built |path| from SVG shape element doesn't take |coordBox| into // account. It uses the SVG viewport as its coordinate system. So after // mapping it into the CSS layout, we should use |coordBox| as its viewport // and user coordinate system. |currentPosition| is based on the border-box // of the containing block. Therefore, we have to apply an extra translation // to put it at the correct position based on |coordBox|. // // Note: we reuse |OffsetPathData::ShapeData::mCurrentPosition| to include // this extra translation, so we don't have to add an extra field.
nsPoint positionInCoordBox = currentPosition - coordBox.TopLeft(); return path ? OffsetPathData::Shape(path.forget(),
std::move(positionInCoordBox),
element->IsClosedLoop())
: OffsetPathData::None();
}
// The rest part is to handle "<basic-shape> || <coord-box>".
MOZ_ASSERT(offsetPath.IsBasicShapeOrCoordBox());
// FIXME: It's possible to refactor the calculation of transform-origin, so we // could calculate from the caller, and reuse the value in nsDisplayList.cpp.
CSSPoint transformOrigin = nsStyleTransformMatrix::Convert2DPosition(
display->mTransformOrigin.horizontal, display->mTransformOrigin.vertical,
aRefBox);
// Handle path(). // FIXME: Bug 1837042, cache gfx::Path for shapes other than path(). if (aOffsetPath.IsPath()) { const StyleSVGPathData& pathData = aOffsetPath.AsSVGPathData(); // If aCachedMotionPath is valid, we have a fixed path. // This means we have pre-built it already and no need to update.
RefPtr<gfx::Path> path = aCachedMotionPath; if (!path) {
RefPtr<gfx::PathBuilder> builder =
MotionPathUtils::GetCompositorPathBuilder();
path = MotionPathUtils::BuildSVGPath(pathData, builder);
} // FIXME: Bug 1836847. Once we support "at <position>" for path(), we have // to give it the current box position. return OffsetPathData::Shape(path.forget(), {}, IsClosedLoop(pathData));
}
// The rest part is to handle "<basic-shape> || <coord-box>".
MOZ_ASSERT(aOffsetPath.IsBasicShapeOrCoordBox());
// For motion path, we always use CSSPixel unit to compute the offset // transform (i.e. motion path transform). constauto rect = CSSRect::FromAppUnits(aCoordBox); return SVGPathData::BuildPath(aShape, aPathBuilder, StyleStrokeLinecap::Butt,
0.0, rect.Size(),
rect.TopLeft().ToUnknownPoint());
}
switch (aBasicShape.tag) { case StyleBasicShape::Tag::Circle: { const nsPoint center =
ComputePosition(aBasicShape.AsCircle().position, aOffsetPosition,
aCoordBox, aCurrentPosition); return ShapeUtils::BuildCirclePath(aBasicShape, aCoordBox, center,
AppUnitsPerCSSPixel(), aPathBuilder);
} case StyleBasicShape::Tag::Ellipse: { const nsPoint center =
ComputePosition(aBasicShape.AsEllipse().position, aOffsetPosition,
aCoordBox, aCurrentPosition); return ShapeUtils::BuildEllipsePath(aBasicShape, aCoordBox, center,
AppUnitsPerCSSPixel(), aPathBuilder);
} case StyleBasicShape::Tag::Rect: return ShapeUtils::BuildInsetPath(aBasicShape, aCoordBox,
AppUnitsPerCSSPixel(), aPathBuilder); case StyleBasicShape::Tag::Polygon: return ShapeUtils::BuildPolygonPath(aBasicShape, aCoordBox,
AppUnitsPerCSSPixel(), aPathBuilder); case StyleBasicShape::Tag::PathOrShape: { // FIXME: Bug 1836847. Once we support "at <position>" for path(), we have // to also check its containing block as well. For now, we are still // building its gfx::Path directly by its SVGPathData without other // reference. https://github.com/w3c/fxtf-drafts/issues/504 constauto& pathOrShape = aBasicShape.AsPathOrShape(); if (pathOrShape.IsPath()) { return BuildSVGPath(pathOrShape.AsPath().path, aPathBuilder);
}
// Note that shape() always defines the initial position, i.e. "from x y", // by its first move command, so |aOffsetPosition|, i.e. offset-position // property, is ignored. return BuildShape(pathOrShape.AsShape().commands.AsSpan(), aPathBuilder,
aCoordBox);
}
}
return nullptr;
}
/* static */
already_AddRefed<gfx::PathBuilder> MotionPathUtils::GetPathBuilder() { // Here we only need to build a valid path for motion path, so // using the default values of stroke-width, stoke-linecap, and fill-rule // is fine for now because what we want is to get the point and its normal // vector along the path, instead of rendering it.
RefPtr<gfx::PathBuilder> builder =
gfxPlatform::GetPlatform()
->ScreenReferenceDrawTarget()
->CreatePathBuilder(gfx::FillRule::FILL_WINDING); return builder.forget();
}
/* static */
already_AddRefed<gfx::PathBuilder> MotionPathUtils::GetCompositorPathBuilder() { // FIXME: Perhaps we need a PathBuilder which is independent on the backend.
RefPtr<gfx::PathBuilder> builder =
gfxPlatform::Initialized()
? gfxPlatform::GetPlatform()
->ScreenReferenceDrawTarget()
->CreatePathBuilder(gfx::FillRule::FILL_WINDING)
: gfx::Factory::CreateSimplePathBuilder(); return builder.forget();
}
} // namespace mozilla
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