if (!strcmp(key, "viewBox")) {
if (!_parseNumber(&value, &symbol->vx) || !_parseNumber(&value, &symbol->vy)) return false;
if (!_parseNumber(&value, &symbol->vw) || !_parseNumber(&value, &symbol->vh)) return false;
+ symbol->hasViewBox = true;
} else if (!strcmp(key, "width")) {
symbol->w = _toFloat(loader->svgParse, value, SvgParserLengthType::Horizontal);
+ symbol->hasWidth = true;
} else if (!strcmp(key, "height")) {
symbol->h = _toFloat(loader->svgParse, value, SvgParserLengthType::Vertical);
+ symbol->hasHeight = true;
} else if (!strcmp(key, "preserveAspectRatio")) {
if (!strcmp(value, "none")) symbol->preserveAspect = false;
} else if (!strcmp(key, "overflow")) {
loader->svgParse->node->node.symbol.preserveAspect = true;
loader->svgParse->node->node.symbol.overflowVisible = false;
+ loader->svgParse->node->node.symbol.hasViewBox = false;
+ loader->svgParse->node->node.symbol.hasWidth = false;
+ loader->svgParse->node->node.symbol.hasHeight = false;
+ loader->svgParse->node->node.symbol.vx = 0.0f;
+ loader->svgParse->node->node.symbol.vy = 0.0f;
+
func(buf, bufLength, _attrParseSymbolNode, loader);
return loader->svgParse->node;
if (node->node.use.symbol) {
auto symbol = node->node.use.symbol->node.symbol;
- auto width = symbol.w;
+ auto width = (symbol.hasWidth ? symbol.w : vBox.w);
if (node->node.use.isWidthSet) width = node->node.use.w;
- auto height = symbol.h;
+ auto height = (symbol.hasHeight ? symbol.h : vBox.h);;
if (node->node.use.isHeightSet) height = node->node.use.h;
+ auto vw = (symbol.hasViewBox ? symbol.vw : width);
+ auto vh = (symbol.hasViewBox ? symbol.vh : height);
Matrix mViewBox = {1, 0, 0, 0, 1, 0, 0, 0, 1};
- if ((!mathEqual(width, symbol.vw) || !mathEqual(height, symbol.vh)) && symbol.vw > 0 && symbol.vh > 0) {
- auto sx = width / symbol.vw;
- auto sy = height / symbol.vh;
+ if ((!mathEqual(width, vw) || !mathEqual(height, vh)) && vw > 0 && vh > 0) {
+ auto sx = width / vw;
+ auto sy = height / vh;
if (symbol.preserveAspect) {
if (sx < sy) sy = sx;
else sx = sy;
auto tvx = symbol.vx * sx;
auto tvy = symbol.vy * sy;
- auto tvw = symbol.vw * sx;
- auto tvh = symbol.vh * sy;
+ auto tvw = vw * sx;
+ auto tvh = vh * sy;
tvy -= (symbol.h - tvh) * 0.5f;
tvx -= (symbol.w - tvw) * 0.5f;
mViewBox = {sx, 0, -tvx, 0, sy, -tvy, 0, 0, 1};