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pixi.js

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{"version":3,"file":"SVGParser.mjs","sources":["../../../../../src/scene/graphics/shared/svg/SVGParser.ts"],"sourcesContent":["import { warn } from '../../../../utils/logging/warn';\nimport { GraphicsPath } from '../path/GraphicsPath';\nimport { parseSVGDefinitions } from './parseSVGDefinitions';\nimport { parseSVGFloatAttribute } from './parseSVGFloatAttribute';\nimport { parseSVGStyle } from './parseSVGStyle';\nimport { checkForNestedPattern } from './utils/fillOperations';\nimport { appendSVGPath, calculatePathArea, extractSubpaths } from './utils/pathOperations';\n\nimport type { FillGradient } from '../fill/FillGradient';\nimport type { FillStyle, StrokeStyle } from '../FillTypes';\nimport type {\n GraphicsContext,\n} from '../GraphicsContext';\n\n/**\n * Represents a session for SVG parsing. Contains the current state and resources needed during parsing.\n * @internal\n */\nexport interface Session\n{\n /** The graphics context to render to */\n context: GraphicsContext;\n /** The current path being constructed */\n path: GraphicsPath;\n /** Map of definitions by id */\n defs: Record<string, FillGradient>;\n}\n\n/**\n * Parses an SVG element or string and renders it to a graphics context.\n * Handles both SVG strings and SVG DOM elements as input.\n * @param svg - The SVG content to parse, either as a string or element\n * @param graphicsContext - Optional graphics context to render to\n * @returns The graphics context with the SVG rendered into it\n * @internal\n */\nexport function SVGParser(\n svg: string | SVGElement | SVGSVGElement,\n graphicsContext?: GraphicsContext\n): GraphicsContext\n{\n // Convert string input to SVG element\n if (typeof svg === 'string')\n {\n // eslint-disable-next-line no-restricted-globals\n const div = document.createElement('div');\n\n div.innerHTML = svg.trim();\n svg = div.querySelector('svg') as SVGElement;\n }\n\n // Initialize parsing session\n const session = {\n context: graphicsContext,\n defs: {},\n path: new GraphicsPath(),\n };\n\n // Parse definitions (gradients, etc) first\n parseSVGDefinitions(svg, session);\n\n // Process all child elements except defs\n const children = svg.children;\n\n const { fillStyle, strokeStyle } = parseSVGStyle(svg, session);\n\n for (let i = 0; i < children.length; i++)\n {\n const child = children[i] as SVGElement;\n\n if (child.nodeName.toLowerCase() === 'defs') continue;\n renderChildren(child, session, fillStyle, strokeStyle);\n }\n\n return graphicsContext;\n}\n\n/**\n * Recursively renders SVG elements and their children.\n * Handles styling inheritance and different SVG shape types.\n * @param svg - The SVG element to render\n * @param session - The current parsing session\n * @param fillStyle - The inherited fill style\n * @param strokeStyle - The inherited stroke style\n */\nfunction renderChildren(svg: SVGElement, session: Session, fillStyle: FillStyle, strokeStyle: StrokeStyle): void\n{\n const children = svg.children;\n\n // Parse element's style and merge with inherited styles\n const { fillStyle: f1, strokeStyle: s1 } = parseSVGStyle(svg, session);\n\n if (f1 && fillStyle)\n {\n fillStyle = { ...fillStyle, ...f1 };\n }\n else if (f1)\n {\n fillStyle = f1;\n }\n\n if (s1 && strokeStyle)\n {\n strokeStyle = { ...strokeStyle, ...s1 };\n }\n else if (s1)\n {\n strokeStyle = s1;\n }\n\n const noStyle = !fillStyle && !strokeStyle;\n\n // Default to black fill if no styles specified\n if (noStyle)\n {\n fillStyle = { color: 0 };\n }\n\n // Variables for shape attributes\n let x;\n let y;\n let x1;\n let y1;\n let x2;\n let y2;\n let cx;\n let cy;\n let r;\n let rx;\n let ry;\n let points;\n let pointsString;\n let d;\n let graphicsPath;\n let width;\n let height;\n\n // Handle different SVG element types\n switch (svg.nodeName.toLowerCase())\n {\n case 'path':\n {\n d = svg.getAttribute('d') as string;\n\n const fillRule = svg.getAttribute('fill-rule') as string;\n\n const subpaths = extractSubpaths(d);\n const hasExplicitEvenodd = fillRule === 'evenodd';\n const hasMultipleSubpaths = subpaths.length > 1;\n\n const shouldProcessHoles = hasExplicitEvenodd && hasMultipleSubpaths;\n\n if (shouldProcessHoles)\n {\n const subpathsWithArea = subpaths.map((subpath) => ({\n path: subpath,\n area: calculatePathArea(subpath)\n }));\n\n subpathsWithArea.sort((a, b) => b.area - a.area);\n\n // For complex cases, prefer multiple holes approach\n const useMultipleHolesApproach = subpaths.length > 3 || !checkForNestedPattern(subpathsWithArea);\n\n if (useMultipleHolesApproach)\n {\n // Multiple holes approach: first (largest) is fill, rest are holes\n for (let i = 0; i < subpathsWithArea.length; i++)\n {\n const subpath = subpathsWithArea[i];\n const isMainShape = i === 0;\n\n session.context.beginPath();\n const newPath = new GraphicsPath(undefined, true); // Always use evenodd for hole processing\n\n appendSVGPath(subpath.path, newPath);\n session.context.path(newPath);\n\n if (isMainShape)\n {\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n }\n else\n {\n session.context.cut();\n }\n }\n }\n else\n {\n // Nested holes approach: alternate between fill and cut\n for (let i = 0; i < subpathsWithArea.length; i++)\n {\n const subpath = subpathsWithArea[i];\n const isHole = i % 2 === 1; // Odd indices are holes\n\n session.context.beginPath();\n const newPath = new GraphicsPath(undefined, true); // Always use evenodd for hole processing\n\n appendSVGPath(subpath.path, newPath);\n session.context.path(newPath);\n\n if (isHole)\n {\n session.context.cut();\n }\n else\n {\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n }\n }\n }\n }\n else\n {\n const useEvenoddForGraphicsPath = fillRule ? (fillRule === 'evenodd') : true;\n\n graphicsPath = new GraphicsPath(d, useEvenoddForGraphicsPath);\n session.context.path(graphicsPath);\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n }\n break;\n }\n\n case 'circle':\n cx = parseSVGFloatAttribute(svg, 'cx', 0);\n cy = parseSVGFloatAttribute(svg, 'cy', 0);\n r = parseSVGFloatAttribute(svg, 'r', 0);\n session.context.ellipse(cx, cy, r, r);\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n break;\n\n case 'rect':\n x = parseSVGFloatAttribute(svg, 'x', 0);\n y = parseSVGFloatAttribute(svg, 'y', 0);\n width = parseSVGFloatAttribute(svg, 'width', 0);\n height = parseSVGFloatAttribute(svg, 'height', 0);\n rx = parseSVGFloatAttribute(svg, 'rx', 0);\n ry = parseSVGFloatAttribute(svg, 'ry', 0);\n\n if (rx || ry)\n {\n session.context.roundRect(x, y, width, height, rx || ry);\n }\n else\n {\n session.context.rect(x, y, width, height);\n }\n\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n break;\n\n case 'ellipse':\n cx = parseSVGFloatAttribute(svg, 'cx', 0);\n cy = parseSVGFloatAttribute(svg, 'cy', 0);\n rx = parseSVGFloatAttribute(svg, 'rx', 0);\n ry = parseSVGFloatAttribute(svg, 'ry', 0);\n\n session.context.beginPath();\n session.context.ellipse(cx, cy, rx, ry);\n\n if (fillStyle) session.context.fill(fillStyle);\n if (strokeStyle) session.context.stroke(strokeStyle);\n break;\n\n case 'line':\n x1 = parseSVGFloatAttribute(svg, 'x1', 0);\n y1 = parseSVGFloatAttribute(svg, 'y1', 0);\n x2 = parseSVGFloatAttribute(svg, 'x2', 0);\n y2 = parseSVGFloatAttribute(svg, 'y2', 0);\n\n session.context.beginPath();\n session.context.moveTo(x1, y1);\n session.context.lineTo(x2, y2);\n\n if (strokeStyle) session.context.stroke(strokeStyle);\n break;\n\n case 'polygon':\n pointsString = svg.getAttribute('points') as string;\n points = 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