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https://github.com/RGBCube/serenity
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LibWeb: Extract CanvasPath class from CRC2D
This better matches the spec, and makes it possible for things like Path2D to reuse the same implementation without duplicate code. :^)
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7 changed files with 184 additions and 132 deletions
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@ -6,7 +6,6 @@
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*/
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#include <AK/Debug.h>
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#include <AK/ExtraMathConstants.h>
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#include <AK/OwnPtr.h>
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#include <LibGfx/Painter.h>
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#include <LibGfx/Quad.h>
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@ -317,111 +316,7 @@ void CanvasRenderingContext2D::stroke_text(String const& text, float x, float y,
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void CanvasRenderingContext2D::begin_path()
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{
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m_path = Gfx::Path();
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}
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void CanvasRenderingContext2D::close_path()
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{
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m_path.close();
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}
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void CanvasRenderingContext2D::move_to(float x, float y)
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{
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m_path.move_to({ x, y });
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}
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void CanvasRenderingContext2D::line_to(float x, float y)
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{
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m_path.line_to({ x, y });
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}
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void CanvasRenderingContext2D::quadratic_curve_to(float cx, float cy, float x, float y)
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{
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m_path.quadratic_bezier_curve_to({ cx, cy }, { x, y });
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}
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void CanvasRenderingContext2D::bezier_curve_to(double cp1x, double cp1y, double cp2x, double cp2y, double x, double y)
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{
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m_path.cubic_bezier_curve_to(Gfx::FloatPoint(cp1x, cp1y), Gfx::FloatPoint(cp2x, cp2y), Gfx::FloatPoint(x, y));
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}
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DOM::ExceptionOr<void> CanvasRenderingContext2D::arc(float x, float y, float radius, float start_angle, float end_angle, bool counter_clockwise)
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{
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if (radius < 0)
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return DOM::IndexSizeError::create(String::formatted("The radius provided ({}) is negative.", radius));
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return ellipse(x, y, radius, radius, 0, start_angle, end_angle, counter_clockwise);
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}
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DOM::ExceptionOr<void> CanvasRenderingContext2D::ellipse(float x, float y, float radius_x, float radius_y, float rotation, float start_angle, float end_angle, bool counter_clockwise)
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{
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if (radius_x < 0)
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return DOM::IndexSizeError::create(String::formatted("The major-axis radius provided ({}) is negative.", radius_x));
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if (radius_y < 0)
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return DOM::IndexSizeError::create(String::formatted("The minor-axis radius provided ({}) is negative.", radius_y));
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if (constexpr float tau = M_TAU; (!counter_clockwise && (end_angle - start_angle) >= tau)
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|| (counter_clockwise && (start_angle - end_angle) >= tau)) {
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start_angle = 0;
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end_angle = tau;
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} else {
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start_angle = fmodf(start_angle, tau);
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end_angle = fmodf(end_angle, tau);
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}
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// Then, figure out where the ends of the arc are.
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// To do so, we can pretend that the center of this ellipse is at (0, 0),
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// and the whole coordinate system is rotated `rotation` radians around the x axis, centered on `center`.
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// The sign of the resulting relative positions is just whether our angle is on one of the left quadrants.
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auto sin_rotation = sinf(rotation);
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auto cos_rotation = cosf(rotation);
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auto resolve_point_with_angle = [&](float angle) {
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auto tan_relative = tanf(angle);
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auto tan2 = tan_relative * tan_relative;
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auto ab = radius_x * radius_y;
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auto a2 = radius_x * radius_x;
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auto b2 = radius_y * radius_y;
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auto sqrt = sqrtf(b2 + a2 * tan2);
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auto relative_x_position = ab / sqrt;
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auto relative_y_position = ab * tan_relative / sqrt;
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// Make sure to set the correct sign
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float sn = sinf(angle) >= 0 ? 1 : -1;
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relative_x_position *= sn;
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relative_y_position *= sn;
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// Now rotate it (back) around the center point by 'rotation' radians, then move it back to our actual origin.
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auto relative_rotated_x_position = relative_x_position * cos_rotation - relative_y_position * sin_rotation;
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auto relative_rotated_y_position = relative_x_position * sin_rotation + relative_y_position * cos_rotation;
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return Gfx::FloatPoint { relative_rotated_x_position + x, relative_rotated_y_position + y };
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};
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auto start_point = resolve_point_with_angle(start_angle);
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auto end_point = resolve_point_with_angle(end_angle);
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m_path.move_to(start_point);
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double delta_theta = end_angle - start_angle;
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// FIXME: This is still goofy for some values.
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m_path.elliptical_arc_to(end_point, { radius_x, radius_y }, rotation, delta_theta > M_PI, !counter_clockwise);
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m_path.close();
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return {};
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}
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void CanvasRenderingContext2D::rect(float x, float y, float width, float height)
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{
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m_path.move_to({ x, y });
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if (width == 0 || height == 0)
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return;
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m_path.line_to({ x + width, y });
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m_path.line_to({ x + width, y + height });
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m_path.line_to({ x, y + height });
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m_path.close();
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path().clear();
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}
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void CanvasRenderingContext2D::stroke()
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@ -430,8 +325,8 @@ void CanvasRenderingContext2D::stroke()
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if (!painter)
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return;
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painter->stroke_path(m_path, m_drawing_state.stroke_style, m_drawing_state.line_width);
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did_draw(m_path.bounding_box());
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painter->stroke_path(path(), m_drawing_state.stroke_style, m_drawing_state.line_width);
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did_draw(path().bounding_box());
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}
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void CanvasRenderingContext2D::fill(Gfx::Painter::WindingRule winding)
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@ -440,10 +335,10 @@ void CanvasRenderingContext2D::fill(Gfx::Painter::WindingRule winding)
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if (!painter)
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return;
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auto path = m_path;
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auto path = this->path();
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path.close_all_subpaths();
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painter->fill_path(path, m_drawing_state.fill_style, winding);
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did_draw(m_path.bounding_box());
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did_draw(path.bounding_box());
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}
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void CanvasRenderingContext2D::fill(String const& fill_rule)
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@ -553,7 +448,7 @@ void CanvasRenderingContext2D::reset_to_default_state()
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painter->clear_rect(painter->target()->rect(), Color::Transparent);
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// 2. Empty the list of subpaths in context's current default path.
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m_path.clear();
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path().clear();
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// 3. Clear the context's drawing state stack.
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m_drawing_state_stack.clear();
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