tor-browser

The Tor Browser
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PathHelpers.cpp (10629B)


      1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
      2 /* vim: set ts=8 sts=2 et sw=2 tw=80: */
      3 /* This Source Code Form is subject to the terms of the Mozilla Public
      4 * License, v. 2.0. If a copy of the MPL was not distributed with this
      5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
      6 
      7 #include "PathHelpers.h"
      8 
      9 namespace mozilla {
     10 namespace gfx {
     11 
     12 UserDataKey sDisablePixelSnapping;
     13 
     14 void AppendRectToPath(PathBuilder* aPathBuilder, const Rect& aRect,
     15                      bool aDrawClockwise) {
     16  if (aDrawClockwise) {
     17    aPathBuilder->MoveTo(aRect.TopLeft());
     18    aPathBuilder->LineTo(aRect.TopRight());
     19    aPathBuilder->LineTo(aRect.BottomRight());
     20    aPathBuilder->LineTo(aRect.BottomLeft());
     21  } else {
     22    aPathBuilder->MoveTo(aRect.TopRight());
     23    aPathBuilder->LineTo(aRect.TopLeft());
     24    aPathBuilder->LineTo(aRect.BottomLeft());
     25    aPathBuilder->LineTo(aRect.BottomRight());
     26  }
     27  aPathBuilder->Close();
     28 }
     29 
     30 void AppendRoundedRectToPath(PathBuilder* aPathBuilder, const Rect& aRect,
     31                             const RectCornerRadii& aRadii, bool aDrawClockwise,
     32                             const Maybe<Matrix>& aTransform) {
     33  // For CW drawing, this looks like:
     34  //
     35  //  ...******0**      1    C
     36  //              ****
     37  //                  ***    2
     38  //                     **
     39  //                       *
     40  //                        *
     41  //                         3
     42  //                         *
     43  //                         *
     44  //
     45  // Where 0, 1, 2, 3 are the control points of the Bezier curve for
     46  // the corner, and C is the actual corner point.
     47  //
     48  // At the start of the loop, the current point is assumed to be
     49  // the point adjacent to the top left corner on the top
     50  // horizontal.  Note that corner indices start at the top left and
     51  // continue clockwise, whereas in our loop i = 0 refers to the top
     52  // right corner.
     53  //
     54  // When going CCW, the control points are swapped, and the first
     55  // corner that's drawn is the top left (along with the top segment).
     56  //
     57  // There is considerable latitude in how one chooses the four
     58  // control points for a Bezier curve approximation to an ellipse.
     59  // For the overall path to be continuous and show no corner at the
     60  // endpoints of the arc, points 0 and 3 must be at the ends of the
     61  // straight segments of the rectangle; points 0, 1, and C must be
     62  // collinear; and points 3, 2, and C must also be collinear.  This
     63  // leaves only two free parameters: the ratio of the line segments
     64  // 01 and 0C, and the ratio of the line segments 32 and 3C.  See
     65  // the following papers for extensive discussion of how to choose
     66  // these ratios:
     67  //
     68  //   Dokken, Tor, et al. "Good approximation of circles by
     69  //      curvature-continuous Bezier curves."  Computer-Aided
     70  //      Geometric Design 7(1990) 33--41.
     71  //   Goldapp, Michael. "Approximation of circular arcs by cubic
     72  //      polynomials." Computer-Aided Geometric Design 8(1991) 227--238.
     73  //   Maisonobe, Luc. "Drawing an elliptical arc using polylines,
     74  //      quadratic, or cubic Bezier curves."
     75  //      http://www.spaceroots.org/documents/ellipse/elliptical-arc.pdf
     76  //
     77  // We follow the approach in section 2 of Goldapp (least-error,
     78  // Hermite-type approximation) and make both ratios equal to
     79  //
     80  //          2   2 + n - sqrt(2n + 28)
     81  //  alpha = - * ---------------------
     82  //          3           n - 4
     83  //
     84  // where n = 3( cbrt(sqrt(2)+1) - cbrt(sqrt(2)-1) ).
     85  //
     86  // This is the result of Goldapp's equation (10b) when the angle
     87  // swept out by the arc is pi/2, and the parameter "a-bar" is the
     88  // expression given immediately below equation (21).
     89  //
     90  // Using this value, the maximum radial error for a circle, as a
     91  // fraction of the radius, is on the order of 0.2 x 10^-3.
     92  // Neither Dokken nor Goldapp discusses error for a general
     93  // ellipse; Maisonobe does, but his choice of control points
     94  // follows different constraints, and Goldapp's expression for
     95  // 'alpha' gives much smaller radial error, even for very flat
     96  // ellipses, than Maisonobe's equivalent.
     97  //
     98  // For the various corners and for each axis, the sign of this
     99  // constant changes, or it might be 0 -- it's multiplied by the
    100  // appropriate multiplier from the list before using.
    101 
    102  const Float alpha = Float(0.55191497064665766025);
    103 
    104  typedef struct {
    105    Float a, b;
    106  } twoFloats;
    107 
    108  twoFloats cwCornerMults[4] = {{-1, 0},  // cc == clockwise
    109                                {0, -1},
    110                                {+1, 0},
    111                                {0, +1}};
    112  twoFloats ccwCornerMults[4] = {{+1, 0},  // ccw == counter-clockwise
    113                                 {0, -1},
    114                                 {-1, 0},
    115                                 {0, +1}};
    116 
    117  twoFloats* cornerMults = aDrawClockwise ? cwCornerMults : ccwCornerMults;
    118 
    119  Point cornerCoords[] = {aRect.TopLeft(), aRect.TopRight(),
    120                          aRect.BottomRight(), aRect.BottomLeft()};
    121 
    122  Point pc, p0, p1, p2, p3;
    123 
    124  if (aDrawClockwise) {
    125    Point pt(aRect.X() + aRadii[eCornerTopLeft].width, aRect.Y());
    126    if (aTransform) {
    127      pt = aTransform->TransformPoint(pt);
    128    }
    129    aPathBuilder->MoveTo(pt);
    130  } else {
    131    Point pt(aRect.X() + aRect.Width() - aRadii[eCornerTopRight].width,
    132             aRect.Y());
    133    if (aTransform) {
    134      pt = aTransform->TransformPoint(pt);
    135    }
    136    aPathBuilder->MoveTo(pt);
    137  }
    138 
    139  for (int i = 0; i < 4; ++i) {
    140    // the corner index -- either 1 2 3 0 (cw) or 0 3 2 1 (ccw)
    141    auto c = Corner(aDrawClockwise ? ((i + 1) % 4) : ((4 - i) % 4));
    142 
    143    // i+2 and i+3 respectively.  These are used to index into the corner
    144    // multiplier table, and were deduced by calculating out the long form
    145    // of each corner and finding a pattern in the signs and values.
    146    int i2 = (i + 2) % 4;
    147    int i3 = (i + 3) % 4;
    148 
    149    pc = cornerCoords[c];
    150 
    151    if (aRadii[c].width > 0.0 && aRadii[c].height > 0.0) {
    152      p0.x = pc.x + cornerMults[i].a * aRadii[c].width;
    153      p0.y = pc.y + cornerMults[i].b * aRadii[c].height;
    154 
    155      p3.x = pc.x + cornerMults[i3].a * aRadii[c].width;
    156      p3.y = pc.y + cornerMults[i3].b * aRadii[c].height;
    157 
    158      p1.x = p0.x + alpha * cornerMults[i2].a * aRadii[c].width;
    159      p1.y = p0.y + alpha * cornerMults[i2].b * aRadii[c].height;
    160 
    161      p2.x = p3.x - alpha * cornerMults[i3].a * aRadii[c].width;
    162      p2.y = p3.y - alpha * cornerMults[i3].b * aRadii[c].height;
    163 
    164      if (aTransform.isNothing()) {
    165        aPathBuilder->LineTo(p0);
    166        aPathBuilder->BezierTo(p1, p2, p3);
    167      } else {
    168        const Matrix& transform = *aTransform;
    169        aPathBuilder->LineTo(transform.TransformPoint(p0));
    170        aPathBuilder->BezierTo(transform.TransformPoint(p1),
    171                               transform.TransformPoint(p2),
    172                               transform.TransformPoint(p3));
    173      }
    174    } else {
    175      if (aTransform.isNothing()) {
    176        aPathBuilder->LineTo(pc);
    177      } else {
    178        aPathBuilder->LineTo(aTransform->TransformPoint(pc));
    179      }
    180    }
    181  }
    182 
    183  aPathBuilder->Close();
    184 }
    185 
    186 void AppendEllipseToPath(PathBuilder* aPathBuilder, const Point& aCenter,
    187                         const Size& aDimensions) {
    188  Size halfDim = aDimensions / 2.f;
    189  Rect rect(aCenter - Point(halfDim.width, halfDim.height), aDimensions);
    190  RectCornerRadii radii(halfDim.width, halfDim.height);
    191 
    192  AppendRoundedRectToPath(aPathBuilder, rect, radii);
    193 }
    194 
    195 bool SnapLineToDevicePixelsForStroking(Point& aP1, Point& aP2,
    196                                       const DrawTarget& aDrawTarget,
    197                                       Float aLineWidth) {
    198  Matrix mat = aDrawTarget.GetTransform();
    199  if (mat.HasNonTranslation()) {
    200    return false;
    201  }
    202  if (aP1.x != aP2.x && aP1.y != aP2.y) {
    203    return false;  // not a horizontal or vertical line
    204  }
    205  Point p1 = aP1 + mat.GetTranslation();  // into device space
    206  Point p2 = aP2 + mat.GetTranslation();
    207  p1.Round();
    208  p2.Round();
    209  p1 -= mat.GetTranslation();  // back into user space
    210  p2 -= mat.GetTranslation();
    211 
    212  aP1 = p1;
    213  aP2 = p2;
    214 
    215  bool lineWidthIsOdd = (int(aLineWidth) % 2) == 1;
    216  if (lineWidthIsOdd) {
    217    if (aP1.x == aP2.x) {
    218      // snap vertical line, adding 0.5 to align it to be mid-pixel:
    219      aP1 += Point(0.5, 0);
    220      aP2 += Point(0.5, 0);
    221    } else {
    222      // snap horizontal line, adding 0.5 to align it to be mid-pixel:
    223      aP1 += Point(0, 0.5);
    224      aP2 += Point(0, 0.5);
    225    }
    226  }
    227  return true;
    228 }
    229 
    230 void StrokeSnappedEdgesOfRect(const Rect& aRect, DrawTarget& aDrawTarget,
    231                              const ColorPattern& aColor,
    232                              const StrokeOptions& aStrokeOptions) {
    233  if (aRect.IsEmpty()) {
    234    return;
    235  }
    236 
    237  Point p1 = aRect.TopLeft();
    238  Point p2 = aRect.BottomLeft();
    239  SnapLineToDevicePixelsForStroking(p1, p2, aDrawTarget,
    240                                    aStrokeOptions.mLineWidth);
    241  aDrawTarget.StrokeLine(p1, p2, aColor, aStrokeOptions);
    242 
    243  p1 = aRect.BottomLeft();
    244  p2 = aRect.BottomRight();
    245  SnapLineToDevicePixelsForStroking(p1, p2, aDrawTarget,
    246                                    aStrokeOptions.mLineWidth);
    247  aDrawTarget.StrokeLine(p1, p2, aColor, aStrokeOptions);
    248 
    249  p1 = aRect.TopLeft();
    250  p2 = aRect.TopRight();
    251  SnapLineToDevicePixelsForStroking(p1, p2, aDrawTarget,
    252                                    aStrokeOptions.mLineWidth);
    253  aDrawTarget.StrokeLine(p1, p2, aColor, aStrokeOptions);
    254 
    255  p1 = aRect.TopRight();
    256  p2 = aRect.BottomRight();
    257  SnapLineToDevicePixelsForStroking(p1, p2, aDrawTarget,
    258                                    aStrokeOptions.mLineWidth);
    259  aDrawTarget.StrokeLine(p1, p2, aColor, aStrokeOptions);
    260 }
    261 
    262 // The logic for this comes from _cairo_stroke_style_max_distance_from_path
    263 Margin MaxStrokeExtents(const StrokeOptions& aStrokeOptions,
    264                        const Matrix& aTransform) {
    265  double styleExpansionFactor = 0.5f;
    266 
    267  if (aStrokeOptions.mLineCap == CapStyle::SQUARE) {
    268    styleExpansionFactor = M_SQRT1_2;
    269  }
    270 
    271  if (aStrokeOptions.mLineJoin == JoinStyle::MITER &&
    272      styleExpansionFactor < M_SQRT2 * aStrokeOptions.mMiterLimit) {
    273    styleExpansionFactor = M_SQRT2 * aStrokeOptions.mMiterLimit;
    274  }
    275 
    276  styleExpansionFactor *= aStrokeOptions.mLineWidth;
    277 
    278  double dx = styleExpansionFactor * hypot(aTransform._11, aTransform._21);
    279  double dy = styleExpansionFactor * hypot(aTransform._22, aTransform._12);
    280 
    281  // Even if the stroke only partially covers a pixel, it must still render to
    282  // full pixels. Round up to compensate for this.
    283  dx = ceil(dx);
    284  dy = ceil(dy);
    285 
    286  return Margin(dy, dx, dy, dx);
    287 }
    288 
    289 }  // namespace gfx
    290 }  // namespace mozilla