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Side by Side Diff: xfa/src/fde/fde_geobject.cpp

Issue 1803723002: Move xfa/src up to xfa/. (Closed) Base URL: https://pdfium.googlesource.com/pdfium.git@master
Patch Set: Rebase to master Created 4 years, 9 months ago
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1 // Copyright 2014 PDFium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 // Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com
6
7 #include "xfa/src/fde/fde_geobject.h"
8
9 #include "xfa/src/fde/fde_object.h"
10
11 IFDE_Path* IFDE_Path::Create() {
12 return new CFDE_Path;
13 }
14 FX_BOOL CFDE_Path::StartFigure() {
15 return CloseFigure();
16 }
17 FX_BOOL CFDE_Path::CloseFigure() {
18 FX_PATHPOINT* pPoint = GetLastPoint();
19 if (pPoint) {
20 pPoint->m_Flag |= FXPT_CLOSEFIGURE;
21 }
22 return TRUE;
23 }
24 FX_PATHPOINT* CFDE_Path::GetLastPoint(int32_t iCount) const {
25 if (iCount < 1) {
26 return NULL;
27 }
28 int32_t iPoints = m_Path.GetPointCount();
29 if (iCount > iPoints) {
30 return NULL;
31 }
32 return m_Path.GetPoints() + iPoints - iCount;
33 }
34 FX_BOOL CFDE_Path::FigureClosed() const {
35 FX_PATHPOINT* pPoint = GetLastPoint();
36 return pPoint ? (pPoint->m_Flag & FXPT_CLOSEFIGURE) : TRUE;
37 }
38 FX_PATHPOINT* CFDE_Path::AddPoints(int32_t iCount) {
39 if (iCount < 1) {
40 return NULL;
41 }
42 int32_t iPoints = m_Path.GetPointCount();
43 m_Path.AddPointCount(iCount);
44 return m_Path.GetPoints() + iPoints;
45 }
46 void CFDE_Path::MoveTo(FX_FLOAT fx, FX_FLOAT fy) {
47 FX_PATHPOINT* pPoint = AddPoints(1);
48 pPoint->m_PointX = fx;
49 pPoint->m_PointY = fy;
50 pPoint->m_Flag = FXPT_MOVETO;
51 }
52 void CFDE_Path::LineTo(FX_FLOAT fx, FX_FLOAT fy) {
53 FX_PATHPOINT* pPoint = AddPoints(1);
54 pPoint->m_PointX = fx;
55 pPoint->m_PointY = fy;
56 pPoint->m_Flag = FXPT_LINETO;
57 }
58 void CFDE_Path::BezierTo(const CFX_PointF& p1,
59 const CFX_PointF& p2,
60 const CFX_PointF& p3) {
61 FX_PATHPOINT* p = AddPoints(3);
62 p[0].m_PointX = p1.x;
63 p[0].m_PointY = p1.y;
64 p[0].m_Flag = FXPT_BEZIERTO;
65 p[1].m_PointX = p2.x;
66 p[1].m_PointY = p2.y;
67 p[1].m_Flag = FXPT_BEZIERTO;
68 p[2].m_PointX = p3.x;
69 p[2].m_PointY = p3.y;
70 p[2].m_Flag = FXPT_BEZIERTO;
71 }
72 void CFDE_Path::ArcTo(FX_BOOL bStart,
73 const CFX_RectF& rect,
74 FX_FLOAT startAngle,
75 FX_FLOAT endAngle) {
76 FX_FLOAT rx = rect.width / 2;
77 FX_FLOAT ry = rect.height / 2;
78 FX_FLOAT cx = rect.left + rx;
79 FX_FLOAT cy = rect.top + ry;
80 FX_FLOAT alpha =
81 FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle));
82 FX_FLOAT beta =
83 FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle));
84 if (FXSYS_fabs(beta - alpha) > FX_PI) {
85 if (beta > alpha) {
86 beta -= 2 * FX_PI;
87 } else {
88 alpha -= 2 * FX_PI;
89 }
90 }
91 FX_FLOAT half_delta = (beta - alpha) / 2;
92 FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta);
93 FX_FLOAT sin_alpha = FXSYS_sin(alpha);
94 FX_FLOAT sin_beta = FXSYS_sin(beta);
95 FX_FLOAT cos_alpha = FXSYS_cos(alpha);
96 FX_FLOAT cos_beta = FXSYS_cos(beta);
97 if (bStart)
98 MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha));
99
100 BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha),
101 cy + ry * (sin_alpha + bcp * cos_alpha)),
102 CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta),
103 cy + ry * (sin_beta - bcp * cos_beta)),
104 CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta));
105 }
106
107 void CFDE_Path::AddBezier(const CFX_PointsF& points) {
108 if (points.GetSize() != 4) {
109 return;
110 }
111 const CFX_PointF* p = points.GetData();
112 MoveTo(p[0]);
113 BezierTo(p[1], p[2], p[3]);
114 }
115 void CFDE_Path::AddBeziers(const CFX_PointsF& points) {
116 int32_t iCount = points.GetSize();
117 if (iCount < 4) {
118 return;
119 }
120 const CFX_PointF* p = points.GetData();
121 const CFX_PointF* pEnd = p + iCount;
122 MoveTo(p[0]);
123 for (++p; p <= pEnd - 3; p += 3) {
124 BezierTo(p[0], p[1], p[2]);
125 }
126 }
127 void CFDE_Path::GetCurveTangents(const CFX_PointsF& points,
128 CFX_PointsF& tangents,
129 FX_BOOL bClosed,
130 FX_FLOAT fTension) const {
131 int32_t iCount = points.GetSize();
132 tangents.SetSize(iCount);
133 if (iCount < 3) {
134 return;
135 }
136 FX_FLOAT fCoefficient = fTension / 3.0f;
137 const CFX_PointF* pPoints = points.GetData();
138 CFX_PointF* pTangents = tangents.GetData();
139 for (int32_t i = 0; i < iCount; ++i) {
140 int32_t r = i + 1;
141 int32_t s = i - 1;
142 if (r >= iCount) {
143 r = bClosed ? (r - iCount) : (iCount - 1);
144 }
145 if (s < 0) {
146 s = bClosed ? (s + iCount) : 0;
147 }
148 pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x));
149 pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y));
150 }
151 }
152 void CFDE_Path::AddCurve(const CFX_PointsF& points,
153 FX_BOOL bClosed,
154 FX_FLOAT fTension) {
155 int32_t iLast = points.GetUpperBound();
156 if (iLast < 1) {
157 return;
158 }
159 CFX_PointsF tangents;
160 GetCurveTangents(points, tangents, bClosed, fTension);
161 const CFX_PointF* pPoints = points.GetData();
162 CFX_PointF* pTangents = tangents.GetData();
163 MoveTo(pPoints[0]);
164 for (int32_t i = 0; i < iLast; ++i) {
165 BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x,
166 pPoints[i].y + pTangents[i].y),
167 CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x,
168 pPoints[i + 1].y - pTangents[i + 1].y),
169 CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y));
170 }
171 if (bClosed) {
172 BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x,
173 pPoints[iLast].y + pTangents[iLast].y),
174 CFX_PointF(pPoints[0].x - pTangents[0].x,
175 pPoints[0].y - pTangents[0].y),
176 CFX_PointF(pPoints[0].x, pPoints[0].y));
177 CloseFigure();
178 }
179 }
180 void CFDE_Path::AddEllipse(const CFX_RectF& rect) {
181 FX_FLOAT fStartAngle = 0;
182 FX_FLOAT fEndAngle = FX_PI / 2;
183 for (int32_t i = 0; i < 4; ++i) {
184 ArcTo(i == 0, rect, fStartAngle, fEndAngle);
185 fStartAngle += FX_PI / 2;
186 fEndAngle += FX_PI / 2;
187 }
188 CloseFigure();
189 }
190 void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) {
191 FX_PATHPOINT* pLast = GetLastPoint();
192 if (pLast == NULL || FXSYS_fabs(pLast->m_PointX - pt1.x) > 0.001 ||
193 FXSYS_fabs(pLast->m_PointY - pt1.y) > 0.001) {
194 MoveTo(pt1);
195 }
196 LineTo(pt2);
197 }
198 void CFDE_Path::AddPath(const IFDE_Path* pSrc, FX_BOOL bConnect) {
199 CFDE_Path* pPath = (CFDE_Path*)pSrc;
200 if (pPath == NULL) {
201 return;
202 }
203 int32_t iCount = pPath->m_Path.GetPointCount();
204 if (iCount < 1) {
205 return;
206 }
207 if (bConnect) {
208 LineTo(pPath->m_Path.GetPointX(0), pPath->m_Path.GetPointY(0));
209 }
210 m_Path.Append(&pPath->m_Path, NULL);
211 }
212 void CFDE_Path::AddPolygon(const CFX_PointsF& points) {
213 int32_t iCount = points.GetSize();
214 if (iCount < 2) {
215 return;
216 }
217 AddLines(points);
218 const CFX_PointF* p = points.GetData();
219 if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f ||
220 FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) {
221 LineTo(p[0]);
222 }
223 CloseFigure();
224 }
225 void CFDE_Path::AddLines(const CFX_PointsF& points) {
226 int32_t iCount = points.GetSize();
227 if (iCount < 2) {
228 return;
229 }
230 const CFX_PointF* p = points.GetData();
231 const CFX_PointF* pEnd = p + iCount;
232 MoveTo(p[0]);
233 for (++p; p < pEnd; ++p) {
234 LineTo(*p);
235 }
236 }
237 void CFDE_Path::AddRectangle(const CFX_RectF& rect) {
238 MoveTo(rect.TopLeft());
239 LineTo(rect.TopRight());
240 LineTo(rect.BottomRight());
241 LineTo(rect.BottomLeft());
242 CloseFigure();
243 }
244 void CFDE_Path::GetBBox(CFX_RectF& bbox) const {
245 CFX_FloatRect rect = m_Path.GetBoundingBox();
246 bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
247 bbox.Normalize();
248 }
249 void CFDE_Path::GetBBox(CFX_RectF& bbox,
250 FX_FLOAT fLineWidth,
251 FX_FLOAT fMiterLimit) const {
252 CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit);
253 bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
254 bbox.Normalize();
255 }
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