Coverage Report

Created: 2018-09-25 14:53

/work/obj-fuzz/dist/include/mozilla/dom/SVGMatrix.h
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/**
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 * Notes on transforms in Mozilla and the SVG code.
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 *
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 * It's important to note that the matrix convention used in the SVG standard
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 * is the opposite convention to the one used in the Mozilla code or, more
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 * specifically, the convention used in Thebes code (code using gfxMatrix).
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 * Whereas the SVG standard uses the column vector convention, Thebes code uses
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 * the row vector convention. Thus, whereas in the SVG standard you have
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 * [M1][M2][M3]|p|, in Thebes you have |p|'[M3]'[M2]'[M1]'. In other words, the
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 * following are equivalent:
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 *
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 *                       / a1 c1 tx1 \   / a2 c2 tx2 \   / a3 c3 tx3 \   / x \
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 * SVG:                  | b1 d1 ty1 |   | b2 d2 ty2 |   | b3 d3 ty3 |   | y |
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 *                       \  0  0   1 /   \  0  0   1 /   \  0  0   1 /   \ 1 /
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 *
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 *                       /  a3  b3 0 \   /  a2  b2 0 \   /  a1  b1 0 \
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 * Thebes:   [ x y 1 ]   |  c3  d3 0 |   |  c2  d2 0 |   |  c1  d1 0 |
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 *                       \ tx3 ty3 1 /   \ tx2 ty2 1 /   \ tx1 ty1 1 /
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 *
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 * Because the Thebes representation of a transform is the transpose of the SVG
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 * representation, our transform order must be reversed when representing SVG
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 * transforms using gfxMatrix in the SVG code. Since the SVG implementation
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 * stores and obtains matrices in SVG order, to do this we must pre-multiply
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 * gfxMatrix objects that represent SVG transforms instead of post-multiplying
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 * them as we would for matrices using SVG's column vector convention.
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 * Pre-multiplying may look wrong if you're only familiar with the SVG
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 * convention, but in that case hopefully the above explanation clears things
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 * up.
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 */
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#ifndef mozilla_dom_SVGMatrix_h
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#define mozilla_dom_SVGMatrix_h
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#include "mozilla/dom/SVGTransform.h"
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#include "gfxMatrix.h"
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#include "nsCycleCollectionParticipant.h"
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#include "nsWrapperCache.h"
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#include "mozilla/Attributes.h"
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namespace mozilla {
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namespace dom {
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/**
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 * DOM wrapper for an SVG matrix.
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 */
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class SVGMatrix final : public nsWrapperCache
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{
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public:
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  NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(SVGMatrix)
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  NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(SVGMatrix)
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  /**
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   * Ctor for SVGMatrix objects that belong to a SVGTransform.
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   */
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  explicit SVGMatrix(SVGTransform& aTransform) : mTransform(&aTransform) {}
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  /**
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   * Ctors for SVGMatrix objects created independently of a SVGTransform.
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   */
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  // Default ctor for gfxMatrix will produce identity mx
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  SVGMatrix() {}
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  explicit SVGMatrix(const gfxMatrix &aMatrix) : mMatrix(aMatrix) {}
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  const gfxMatrix& GetMatrix() const {
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    return mTransform ? mTransform->Matrixgfx() : mMatrix;
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  }
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  // WebIDL
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  SVGTransform* GetParentObject() const;
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  virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
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  float A() const { return static_cast<float>(GetMatrix()._11); }
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  void SetA(float aA, ErrorResult& rv);
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  float B() const { return static_cast<float>(GetMatrix()._12); }
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  void SetB(float aB, ErrorResult& rv);
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  float C() const { return static_cast<float>(GetMatrix()._21); }
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  void SetC(float aC, ErrorResult& rv);
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  float D() const { return static_cast<float>(GetMatrix()._22); }
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  void SetD(float aD, ErrorResult& rv);
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  float E() const { return static_cast<float>(GetMatrix()._31); }
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  void SetE(float aE, ErrorResult& rv);
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  float F() const { return static_cast<float>(GetMatrix()._32); }
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  void SetF(float aF, ErrorResult& rv);
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  already_AddRefed<SVGMatrix> Multiply(SVGMatrix& aMatrix);
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  already_AddRefed<SVGMatrix> Inverse(ErrorResult& aRv);
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  already_AddRefed<SVGMatrix> Translate(float x, float y);
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  already_AddRefed<SVGMatrix> Scale(float scaleFactor);
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  already_AddRefed<SVGMatrix> ScaleNonUniform(float scaleFactorX,
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                                              float scaleFactorY);
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  already_AddRefed<SVGMatrix> Rotate(float angle);
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  already_AddRefed<SVGMatrix> RotateFromVector(float x,
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                                               float y,
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                                               ErrorResult& aRv);
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  already_AddRefed<SVGMatrix> FlipX();
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  already_AddRefed<SVGMatrix> FlipY();
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  already_AddRefed<SVGMatrix> SkewX(float angle, ErrorResult& rv);
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  already_AddRefed<SVGMatrix> SkewY(float angle, ErrorResult& rv);
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private:
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  ~SVGMatrix() {}
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  void SetMatrix(const gfxMatrix& aMatrix) {
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    if (mTransform) {
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      mTransform->SetMatrix(aMatrix);
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    } else {
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      mMatrix = aMatrix;
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    }
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  }
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  bool IsAnimVal() const {
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    return mTransform ? mTransform->IsAnimVal() : false;
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  }
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  RefPtr<SVGTransform> mTransform;
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  // Typically we operate on the matrix data accessed via mTransform but for
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  // matrices that exist independently of an SVGTransform we use mMatrix below.
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  gfxMatrix mMatrix;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_SVGMatrix_h