Lines Matching refs:aState

148                               SVGPathTraversalState& aState) {  in TraverseClosePath()  argument
149 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseClosePath()
150 aState.length += CalcDistanceBetweenPoints(aState.pos, aState.start); in TraverseClosePath()
151 aState.cp1 = aState.cp2 = aState.start; in TraverseClosePath()
153 aState.pos = aState.start; in TraverseClosePath()
157 SVGPathTraversalState& aState) { in TraverseMovetoAbs() argument
158 aState.start = aState.pos = Point(aArgs[0], aArgs[1]); in TraverseMovetoAbs()
159 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseMovetoAbs()
161 aState.cp1 = aState.cp2 = aState.start; in TraverseMovetoAbs()
166 SVGPathTraversalState& aState) { in TraverseMovetoRel() argument
167 aState.start = aState.pos += Point(aArgs[0], aArgs[1]); in TraverseMovetoRel()
168 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseMovetoRel()
170 aState.cp1 = aState.cp2 = aState.start; in TraverseMovetoRel()
175 SVGPathTraversalState& aState) { in TraverseLinetoAbs() argument
177 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoAbs()
178 aState.length += CalcDistanceBetweenPoints(aState.pos, to); in TraverseLinetoAbs()
179 aState.cp1 = aState.cp2 = to; in TraverseLinetoAbs()
181 aState.pos = to; in TraverseLinetoAbs()
185 SVGPathTraversalState& aState) { in TraverseLinetoRel() argument
186 Point to = aState.pos + Point(aArgs[0], aArgs[1]); in TraverseLinetoRel()
187 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoRel()
188 aState.length += CalcDistanceBetweenPoints(aState.pos, to); in TraverseLinetoRel()
189 aState.cp1 = aState.cp2 = to; in TraverseLinetoRel()
191 aState.pos = to; in TraverseLinetoRel()
195 SVGPathTraversalState& aState) { in TraverseLinetoHorizontalAbs() argument
196 Point to(aArgs[0], aState.pos.y); in TraverseLinetoHorizontalAbs()
197 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoHorizontalAbs()
198 aState.length += fabs(to.x - aState.pos.x); in TraverseLinetoHorizontalAbs()
199 aState.cp1 = aState.cp2 = to; in TraverseLinetoHorizontalAbs()
201 aState.pos = to; in TraverseLinetoHorizontalAbs()
205 SVGPathTraversalState& aState) { in TraverseLinetoHorizontalRel() argument
206 aState.pos.x += aArgs[0]; in TraverseLinetoHorizontalRel()
207 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoHorizontalRel()
208 aState.length += fabs(aArgs[0]); in TraverseLinetoHorizontalRel()
209 aState.cp1 = aState.cp2 = aState.pos; in TraverseLinetoHorizontalRel()
214 SVGPathTraversalState& aState) { in TraverseLinetoVerticalAbs() argument
215 Point to(aState.pos.x, aArgs[0]); in TraverseLinetoVerticalAbs()
216 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoVerticalAbs()
217 aState.length += fabs(to.y - aState.pos.y); in TraverseLinetoVerticalAbs()
218 aState.cp1 = aState.cp2 = to; in TraverseLinetoVerticalAbs()
220 aState.pos = to; in TraverseLinetoVerticalAbs()
224 SVGPathTraversalState& aState) { in TraverseLinetoVerticalRel() argument
225 aState.pos.y += aArgs[0]; in TraverseLinetoVerticalRel()
226 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseLinetoVerticalRel()
227 aState.length += fabs(aArgs[0]); in TraverseLinetoVerticalRel()
228 aState.cp1 = aState.cp2 = aState.pos; in TraverseLinetoVerticalRel()
233 SVGPathTraversalState& aState) { in TraverseCurvetoCubicAbs() argument
235 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoCubicAbs()
238 aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); in TraverseCurvetoCubicAbs()
239 aState.cp2 = cp2; in TraverseCurvetoCubicAbs()
240 aState.cp1 = to; in TraverseCurvetoCubicAbs()
242 aState.pos = to; in TraverseCurvetoCubicAbs()
246 SVGPathTraversalState& aState) { in TraverseCurvetoCubicSmoothAbs() argument
248 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoCubicSmoothAbs()
249 Point cp1 = aState.pos - (aState.cp2 - aState.pos); in TraverseCurvetoCubicSmoothAbs()
251 aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); in TraverseCurvetoCubicSmoothAbs()
252 aState.cp2 = cp2; in TraverseCurvetoCubicSmoothAbs()
253 aState.cp1 = to; in TraverseCurvetoCubicSmoothAbs()
255 aState.pos = to; in TraverseCurvetoCubicSmoothAbs()
259 SVGPathTraversalState& aState) { in TraverseCurvetoCubicRel() argument
260 Point to = aState.pos + Point(aArgs[4], aArgs[5]); in TraverseCurvetoCubicRel()
261 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoCubicRel()
262 Point cp1 = aState.pos + Point(aArgs[0], aArgs[1]); in TraverseCurvetoCubicRel()
263 Point cp2 = aState.pos + Point(aArgs[2], aArgs[3]); in TraverseCurvetoCubicRel()
264 aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); in TraverseCurvetoCubicRel()
265 aState.cp2 = cp2; in TraverseCurvetoCubicRel()
266 aState.cp1 = to; in TraverseCurvetoCubicRel()
268 aState.pos = to; in TraverseCurvetoCubicRel()
272 SVGPathTraversalState& aState) { in TraverseCurvetoCubicSmoothRel() argument
273 Point to = aState.pos + Point(aArgs[2], aArgs[3]); in TraverseCurvetoCubicSmoothRel()
274 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoCubicSmoothRel()
275 Point cp1 = aState.pos - (aState.cp2 - aState.pos); in TraverseCurvetoCubicSmoothRel()
276 Point cp2 = aState.pos + Point(aArgs[0], aArgs[1]); in TraverseCurvetoCubicSmoothRel()
277 aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); in TraverseCurvetoCubicSmoothRel()
278 aState.cp2 = cp2; in TraverseCurvetoCubicSmoothRel()
279 aState.cp1 = to; in TraverseCurvetoCubicSmoothRel()
281 aState.pos = to; in TraverseCurvetoCubicSmoothRel()
285 SVGPathTraversalState& aState) { in TraverseCurvetoQuadraticAbs() argument
287 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoQuadraticAbs()
289 aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); in TraverseCurvetoQuadraticAbs()
290 aState.cp1 = cp; in TraverseCurvetoQuadraticAbs()
291 aState.cp2 = to; in TraverseCurvetoQuadraticAbs()
293 aState.pos = to; in TraverseCurvetoQuadraticAbs()
297 SVGPathTraversalState& aState) { in TraverseCurvetoQuadraticSmoothAbs() argument
299 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoQuadraticSmoothAbs()
300 Point cp = aState.pos - (aState.cp1 - aState.pos); in TraverseCurvetoQuadraticSmoothAbs()
301 aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); in TraverseCurvetoQuadraticSmoothAbs()
302 aState.cp1 = cp; in TraverseCurvetoQuadraticSmoothAbs()
303 aState.cp2 = to; in TraverseCurvetoQuadraticSmoothAbs()
305 aState.pos = to; in TraverseCurvetoQuadraticSmoothAbs()
309 SVGPathTraversalState& aState) { in TraverseCurvetoQuadraticRel() argument
310 Point to = aState.pos + Point(aArgs[2], aArgs[3]); in TraverseCurvetoQuadraticRel()
311 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoQuadraticRel()
312 Point cp = aState.pos + Point(aArgs[0], aArgs[1]); in TraverseCurvetoQuadraticRel()
313 aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); in TraverseCurvetoQuadraticRel()
314 aState.cp1 = cp; in TraverseCurvetoQuadraticRel()
315 aState.cp2 = to; in TraverseCurvetoQuadraticRel()
317 aState.pos = to; in TraverseCurvetoQuadraticRel()
321 SVGPathTraversalState& aState) { in TraverseCurvetoQuadraticSmoothRel() argument
322 Point to = aState.pos + Point(aArgs[0], aArgs[1]); in TraverseCurvetoQuadraticSmoothRel()
323 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseCurvetoQuadraticSmoothRel()
324 Point cp = aState.pos - (aState.cp1 - aState.pos); in TraverseCurvetoQuadraticSmoothRel()
325 aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); in TraverseCurvetoQuadraticSmoothRel()
326 aState.cp1 = cp; in TraverseCurvetoQuadraticSmoothRel()
327 aState.cp2 = to; in TraverseCurvetoQuadraticSmoothRel()
329 aState.pos = to; in TraverseCurvetoQuadraticSmoothRel()
332 static void TraverseArcAbs(const float* aArgs, SVGPathTraversalState& aState) { in TraverseArcAbs() argument
334 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseArcAbs()
338 dist = CalcDistanceBetweenPoints(aState.pos, to); in TraverseArcAbs()
340 Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)}; in TraverseArcAbs()
341 nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2], in TraverseArcAbs()
348 aState.length += dist; in TraverseArcAbs()
349 aState.cp1 = aState.cp2 = to; in TraverseArcAbs()
351 aState.pos = to; in TraverseArcAbs()
354 static void TraverseArcRel(const float* aArgs, SVGPathTraversalState& aState) { in TraverseArcRel() argument
355 Point to = aState.pos + Point(aArgs[5], aArgs[6]); in TraverseArcRel()
356 if (aState.ShouldUpdateLengthAndControlPoints()) { in TraverseArcRel()
360 dist = CalcDistanceBetweenPoints(aState.pos, to); in TraverseArcRel()
362 Point bez[4] = {aState.pos, Point(0, 0), Point(0, 0), Point(0, 0)}; in TraverseArcRel()
363 nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2], in TraverseArcRel()
370 aState.length += dist; in TraverseArcRel()
371 aState.cp1 = aState.cp2 = to; in TraverseArcRel()
373 aState.pos = to; in TraverseArcRel()
401 const float* aData, SVGPathTraversalState& aState) { in TraversePathSegment() argument
406 gTraverseFuncTable[type](aData + 1, aState); in TraversePathSegment()