{"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 = pointsString.match(/-?\\d+/g).map((n) => parseInt(n, 10));\n            session.context.poly(points, true);\n            if (fillStyle) session.context.fill(fillStyle);\n            if (strokeStyle) session.context.stroke(strokeStyle);\n            break;\n\n        case 'polyline':\n            pointsString = svg.getAttribute('points') as string;\n            points = 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