diff options
author | Dan Sinclair <dsinclair@chromium.org> | 2016-03-14 13:35:12 -0400 |
---|---|---|
committer | Dan Sinclair <dsinclair@chromium.org> | 2016-03-14 13:35:12 -0400 |
commit | 764ec513eecbebd12781bcc96ce81ed5e736ee92 (patch) | |
tree | 12763fde4be1f10ea1183d92185917b2b587e00b /core/src/fxcrt/fx_basic_coords.cpp | |
parent | 97da97662417085774f75c26e535c6fbe70266ae (diff) | |
download | pdfium-764ec513eecbebd12781bcc96ce81ed5e736ee92.tar.xz |
Move core/src/ up to core/.
This CL moves the core/src/ files up to core/ and fixes up the include guards,
includes and build files.
R=tsepez@chromium.org
Review URL: https://codereview.chromium.org/1800523005 .
Diffstat (limited to 'core/src/fxcrt/fx_basic_coords.cpp')
-rw-r--r-- | core/src/fxcrt/fx_basic_coords.cpp | 517 |
1 files changed, 0 insertions, 517 deletions
diff --git a/core/src/fxcrt/fx_basic_coords.cpp b/core/src/fxcrt/fx_basic_coords.cpp deleted file mode 100644 index 4f723ef919..0000000000 --- a/core/src/fxcrt/fx_basic_coords.cpp +++ /dev/null @@ -1,517 +0,0 @@ -// Copyright 2014 PDFium Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. - -// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com - -#include <limits.h> - -#include "core/include/fxcrt/fx_coordinates.h" -#include "core/include/fxcrt/fx_ext.h" - -void FX_RECT::Normalize() { - if (left > right) { - int temp = left; - left = right; - right = temp; - } - if (top > bottom) { - int temp = top; - top = bottom; - bottom = temp; - } -} -void FX_RECT::Intersect(const FX_RECT& src) { - FX_RECT src_n = src; - src_n.Normalize(); - Normalize(); - left = left > src_n.left ? left : src_n.left; - top = top > src_n.top ? top : src_n.top; - right = right < src_n.right ? right : src_n.right; - bottom = bottom < src_n.bottom ? bottom : src_n.bottom; - if (left > right || top > bottom) { - left = top = right = bottom = 0; - } -} -void FX_RECT::Union(const FX_RECT& other_rect) { - Normalize(); - FX_RECT other = other_rect; - other.Normalize(); - left = left < other.left ? left : other.left; - right = right > other.right ? right : other.right; - bottom = bottom > other.bottom ? bottom : other.bottom; - top = top < other.top ? top : other.top; -} -FX_BOOL GetIntersection(FX_FLOAT low1, - FX_FLOAT high1, - FX_FLOAT low2, - FX_FLOAT high2, - FX_FLOAT& interlow, - FX_FLOAT& interhigh) { - if (low1 >= high2 || low2 >= high1) { - return FALSE; - } - interlow = low1 > low2 ? low1 : low2; - interhigh = high1 > high2 ? high2 : high1; - return TRUE; -} -extern "C" int FXSYS_round(FX_FLOAT d) { - if (d < (FX_FLOAT)INT_MIN) { - return INT_MIN; - } - if (d > (FX_FLOAT)INT_MAX) { - return INT_MAX; - } - - return (int)round(d); -} -CFX_FloatRect::CFX_FloatRect(const FX_RECT& rect) { - left = (FX_FLOAT)(rect.left); - right = (FX_FLOAT)(rect.right); - bottom = (FX_FLOAT)(rect.top); - top = (FX_FLOAT)(rect.bottom); -} -void CFX_FloatRect::Normalize() { - FX_FLOAT temp; - if (left > right) { - temp = left; - left = right; - right = temp; - } - if (bottom > top) { - temp = top; - top = bottom; - bottom = temp; - } -} -void CFX_FloatRect::Intersect(const CFX_FloatRect& other_rect) { - Normalize(); - CFX_FloatRect other = other_rect; - other.Normalize(); - left = left > other.left ? left : other.left; - right = right < other.right ? right : other.right; - bottom = bottom > other.bottom ? bottom : other.bottom; - top = top < other.top ? top : other.top; - if (left > right || bottom > top) { - left = right = bottom = top = 0; - } -} -void CFX_FloatRect::Union(const CFX_FloatRect& other_rect) { - Normalize(); - CFX_FloatRect other = other_rect; - other.Normalize(); - left = left < other.left ? left : other.left; - right = right > other.right ? right : other.right; - bottom = bottom < other.bottom ? bottom : other.bottom; - top = top > other.top ? top : other.top; -} -void CFX_FloatRect::Transform(const CFX_Matrix* pMatrix) { - pMatrix->TransformRect(left, right, top, bottom); -} -int CFX_FloatRect::Substract4(CFX_FloatRect& s, CFX_FloatRect* pRects) { - Normalize(); - s.Normalize(); - int nRects = 0; - CFX_FloatRect rects[4]; - if (left < s.left) { - rects[nRects].left = left; - rects[nRects].right = s.left; - rects[nRects].bottom = bottom; - rects[nRects].top = top; - nRects++; - } - if (s.left < right && s.top < top) { - rects[nRects].left = s.left; - rects[nRects].right = right; - rects[nRects].bottom = s.top; - rects[nRects].top = top; - nRects++; - } - if (s.top > bottom && s.right < right) { - rects[nRects].left = s.right; - rects[nRects].right = right; - rects[nRects].bottom = bottom; - rects[nRects].top = s.top; - nRects++; - } - if (s.bottom > bottom) { - rects[nRects].left = s.left; - rects[nRects].right = s.right; - rects[nRects].bottom = bottom; - rects[nRects].top = s.bottom; - nRects++; - } - if (nRects == 0) { - return 0; - } - for (int i = 0; i < nRects; i++) { - pRects[i] = rects[i]; - pRects[i].Intersect(*this); - } - return nRects; -} -FX_RECT CFX_FloatRect::GetOutterRect() const { - CFX_FloatRect rect1 = *this; - FX_RECT rect; - rect.left = (int)FXSYS_floor(rect1.left); - rect.right = (int)FXSYS_ceil(rect1.right); - rect.top = (int)FXSYS_floor(rect1.bottom); - rect.bottom = (int)FXSYS_ceil(rect1.top); - rect.Normalize(); - return rect; -} -FX_RECT CFX_FloatRect::GetInnerRect() const { - CFX_FloatRect rect1 = *this; - FX_RECT rect; - rect.left = (int)FXSYS_ceil(rect1.left); - rect.right = (int)FXSYS_floor(rect1.right); - rect.top = (int)FXSYS_ceil(rect1.bottom); - rect.bottom = (int)FXSYS_floor(rect1.top); - rect.Normalize(); - return rect; -} -static void _MatchFloatRange(FX_FLOAT f1, FX_FLOAT f2, int& i1, int& i2) { - int length = (int)FXSYS_ceil(f2 - f1); - int i1_1 = (int)FXSYS_floor(f1); - int i1_2 = (int)FXSYS_ceil(f1); - FX_FLOAT error1 = f1 - i1_1 + (FX_FLOAT)FXSYS_fabs(f2 - i1_1 - length); - FX_FLOAT error2 = i1_2 - f1 + (FX_FLOAT)FXSYS_fabs(f2 - i1_2 - length); - i1 = (error1 > error2) ? i1_2 : i1_1; - i2 = i1 + length; -} -FX_RECT CFX_FloatRect::GetClosestRect() const { - CFX_FloatRect rect1 = *this; - FX_RECT rect; - _MatchFloatRange(rect1.left, rect1.right, rect.left, rect.right); - _MatchFloatRange(rect1.bottom, rect1.top, rect.top, rect.bottom); - rect.Normalize(); - return rect; -} - -bool CFX_FloatRect::Contains(const CFX_FloatRect& other_rect) const { - CFX_FloatRect n1(*this); - CFX_FloatRect n2(other_rect); - n1.Normalize(); - n2.Normalize(); - return n2.left >= n1.left && n2.right <= n1.right && n2.bottom >= n1.bottom && - n2.top <= n1.top; -} - -bool CFX_FloatRect::Contains(FX_FLOAT x, FX_FLOAT y) const { - CFX_FloatRect n1(*this); - n1.Normalize(); - return x <= n1.right && x >= n1.left && y <= n1.top && y >= n1.bottom; -} - -void CFX_FloatRect::UpdateRect(FX_FLOAT x, FX_FLOAT y) { - if (left > x) { - left = x; - } - if (right < x) { - right = x; - } - if (bottom > y) { - bottom = y; - } - if (top < y) { - top = y; - } -} -CFX_FloatRect CFX_FloatRect::GetBBox(const CFX_PointF* pPoints, int nPoints) { - if (nPoints == 0) { - return CFX_FloatRect(); - } - FX_FLOAT min_x = pPoints->x, max_x = pPoints->x, min_y = pPoints->y, - max_y = pPoints->y; - for (int i = 1; i < nPoints; i++) { - if (min_x > pPoints[i].x) { - min_x = pPoints[i].x; - } - if (max_x < pPoints[i].x) { - max_x = pPoints[i].x; - } - if (min_y > pPoints[i].y) { - min_y = pPoints[i].y; - } - if (max_y < pPoints[i].y) { - max_y = pPoints[i].y; - } - } - return CFX_FloatRect(min_x, min_y, max_x, max_y); -} -void CFX_Matrix::Set(FX_FLOAT other_a, - FX_FLOAT other_b, - FX_FLOAT other_c, - FX_FLOAT other_d, - FX_FLOAT other_e, - FX_FLOAT other_f) { - a = other_a; - b = other_b; - c = other_c; - d = other_d; - e = other_e; - f = other_f; -} -void CFX_Matrix::Set(const FX_FLOAT n[6]) { - a = n[0]; - b = n[1]; - c = n[2]; - d = n[3]; - e = n[4]; - f = n[5]; -} -void CFX_Matrix::SetReverse(const CFX_Matrix& m) { - FX_FLOAT i = m.a * m.d - m.b * m.c; - if (FXSYS_fabs(i) == 0) { - return; - } - FX_FLOAT j = -i; - a = m.d / i; - b = m.b / j; - c = m.c / j; - d = m.a / i; - e = (m.c * m.f - m.d * m.e) / i; - f = (m.a * m.f - m.b * m.e) / j; -} -static void FXCRT_Matrix_Concat(CFX_Matrix& m, - const CFX_Matrix& m1, - const CFX_Matrix& m2) { - FX_FLOAT aa = m1.a * m2.a + m1.b * m2.c; - FX_FLOAT bb = m1.a * m2.b + m1.b * m2.d; - FX_FLOAT cc = m1.c * m2.a + m1.d * m2.c; - FX_FLOAT dd = m1.c * m2.b + m1.d * m2.d; - FX_FLOAT ee = m1.e * m2.a + m1.f * m2.c + m2.e; - FX_FLOAT ff = m1.e * m2.b + m1.f * m2.d + m2.f; - m.a = aa, m.b = bb, m.c = cc, m.d = dd, m.e = ee, m.f = ff; -} -void CFX_Matrix::Concat(FX_FLOAT a, - FX_FLOAT b, - FX_FLOAT c, - FX_FLOAT d, - FX_FLOAT e, - FX_FLOAT f, - FX_BOOL bPrepended) { - CFX_Matrix m; - m.Set(a, b, c, d, e, f); - Concat(m, bPrepended); -} -void CFX_Matrix::Concat(const CFX_Matrix& m, FX_BOOL bPrepended) { - if (bPrepended) { - FXCRT_Matrix_Concat(*this, m, *this); - } else { - FXCRT_Matrix_Concat(*this, *this, m); - } -} -void CFX_Matrix::ConcatInverse(const CFX_Matrix& src, FX_BOOL bPrepended) { - CFX_Matrix m; - m.SetReverse(src); - Concat(m, bPrepended); -} -FX_BOOL CFX_Matrix::IsInvertible() const { - return FXSYS_fabs(a * d - b * c) >= 0.0001f; -} -FX_BOOL CFX_Matrix::Is90Rotated() const { - return FXSYS_fabs(a * 1000) < FXSYS_fabs(b) && - FXSYS_fabs(d * 1000) < FXSYS_fabs(c); -} -FX_BOOL CFX_Matrix::IsScaled() const { - return FXSYS_fabs(b * 1000) < FXSYS_fabs(a) && - FXSYS_fabs(c * 1000) < FXSYS_fabs(d); -} -void CFX_Matrix::Translate(FX_FLOAT x, FX_FLOAT y, FX_BOOL bPrepended) { - if (bPrepended) { - e += x * a + y * c; - f += y * d + x * b; - } else { - e += x, f += y; - } -} -void CFX_Matrix::Scale(FX_FLOAT sx, FX_FLOAT sy, FX_BOOL bPrepended) { - a *= sx, d *= sy; - if (bPrepended) { - b *= sx; - c *= sy; - } else { - b *= sy; - c *= sx; - e *= sx; - f *= sy; - } -} -void CFX_Matrix::Rotate(FX_FLOAT fRadian, FX_BOOL bPrepended) { - FX_FLOAT cosValue = FXSYS_cos(fRadian); - FX_FLOAT sinValue = FXSYS_sin(fRadian); - CFX_Matrix m; - m.Set(cosValue, sinValue, -sinValue, cosValue, 0, 0); - if (bPrepended) { - FXCRT_Matrix_Concat(*this, m, *this); - } else { - FXCRT_Matrix_Concat(*this, *this, m); - } -} -void CFX_Matrix::RotateAt(FX_FLOAT fRadian, - FX_FLOAT dx, - FX_FLOAT dy, - FX_BOOL bPrepended) { - Translate(dx, dy, bPrepended); - Rotate(fRadian, bPrepended); - Translate(-dx, -dy, bPrepended); -} -void CFX_Matrix::Shear(FX_FLOAT fAlphaRadian, - FX_FLOAT fBetaRadian, - FX_BOOL bPrepended) { - CFX_Matrix m; - m.Set(1, FXSYS_tan(fAlphaRadian), FXSYS_tan(fBetaRadian), 1, 0, 0); - if (bPrepended) { - FXCRT_Matrix_Concat(*this, m, *this); - } else { - FXCRT_Matrix_Concat(*this, *this, m); - } -} -void CFX_Matrix::MatchRect(const CFX_FloatRect& dest, - const CFX_FloatRect& src) { - FX_FLOAT fDiff = src.left - src.right; - a = FXSYS_fabs(fDiff) < 0.001f ? 1 : (dest.left - dest.right) / fDiff; - fDiff = src.bottom - src.top; - d = FXSYS_fabs(fDiff) < 0.001f ? 1 : (dest.bottom - dest.top) / fDiff; - e = dest.left - src.left * a; - f = dest.bottom - src.bottom * d; - b = 0; - c = 0; -} -FX_FLOAT CFX_Matrix::GetXUnit() const { - if (b == 0) { - return (a > 0 ? a : -a); - } - if (a == 0) { - return (b > 0 ? b : -b); - } - return FXSYS_sqrt(a * a + b * b); -} -FX_FLOAT CFX_Matrix::GetYUnit() const { - if (c == 0) { - return (d > 0 ? d : -d); - } - if (d == 0) { - return (c > 0 ? c : -c); - } - return FXSYS_sqrt(c * c + d * d); -} -void CFX_Matrix::GetUnitRect(CFX_RectF& rect) const { - rect.left = rect.top = 0; - rect.width = rect.height = 1; - TransformRect(rect); -} -CFX_FloatRect CFX_Matrix::GetUnitRect() const { - CFX_FloatRect rect(0, 0, 1, 1); - rect.Transform((const CFX_Matrix*)this); - return rect; -} -FX_FLOAT CFX_Matrix::GetUnitArea() const { - FX_FLOAT A = FXSYS_sqrt(a * a + b * b); - FX_FLOAT B = FXSYS_sqrt(c * c + d * d); - FX_FLOAT ac = a + c, bd = b + d; - FX_FLOAT C = FXSYS_sqrt(ac * ac + bd * bd); - FX_FLOAT P = (A + B + C) / 2; - return FXSYS_sqrt(P * (P - A) * (P - B) * (P - C)) * 2; -} -FX_FLOAT CFX_Matrix::TransformXDistance(FX_FLOAT dx) const { - FX_FLOAT fx = a * dx, fy = b * dx; - return FXSYS_sqrt(fx * fx + fy * fy); -} -int32_t CFX_Matrix::TransformXDistance(int32_t dx) const { - FX_FLOAT fx = a * dx, fy = b * dx; - return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); -} -FX_FLOAT CFX_Matrix::TransformYDistance(FX_FLOAT dy) const { - FX_FLOAT fx = c * dy, fy = d * dy; - return FXSYS_sqrt(fx * fx + fy * fy); -} -int32_t CFX_Matrix::TransformYDistance(int32_t dy) const { - FX_FLOAT fx = c * dy, fy = d * dy; - return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); -} -FX_FLOAT CFX_Matrix::TransformDistance(FX_FLOAT dx, FX_FLOAT dy) const { - FX_FLOAT fx = a * dx + c * dy, fy = b * dx + d * dy; - return FXSYS_sqrt(fx * fx + fy * fy); -} -int32_t CFX_Matrix::TransformDistance(int32_t dx, int32_t dy) const { - FX_FLOAT fx = a * dx + c * dy, fy = b * dx + d * dy; - return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); -} -FX_FLOAT CFX_Matrix::TransformDistance(FX_FLOAT distance) const { - return distance * (GetXUnit() + GetYUnit()) / 2; -} -void CFX_Matrix::TransformVector(CFX_VectorF& v) const { - FX_FLOAT fx = a * v.x + c * v.y; - FX_FLOAT fy = b * v.x + d * v.y; - v.x = fx, v.y = fy; -} -void CFX_Matrix::TransformVector(CFX_Vector& v) const { - FX_FLOAT fx = a * v.x + c * v.y; - FX_FLOAT fy = b * v.x + d * v.y; - v.x = FXSYS_round(fx); - v.y = FXSYS_round(fy); -} -void CFX_Matrix::TransformPoint(FX_FLOAT& x, FX_FLOAT& y) const { - FX_FLOAT fx = a * x + c * y + e; - FX_FLOAT fy = b * x + d * y + f; - x = fx, y = fy; -} -void CFX_Matrix::TransformPoint(int32_t& x, int32_t& y) const { - FX_FLOAT fx = a * x + c * y + e; - FX_FLOAT fy = b * x + d * y + f; - x = FXSYS_round(fx); - y = FXSYS_round(fy); -} -void CFX_Matrix::TransformRect(CFX_RectF& rect) const { - FX_FLOAT right = rect.right(), bottom = rect.bottom(); - TransformRect(rect.left, right, bottom, rect.top); - rect.width = right - rect.left; - rect.height = bottom - rect.top; -} -void CFX_Matrix::TransformRect(CFX_Rect& rect) const { - FX_FLOAT left = (FX_FLOAT)rect.left; - FX_FLOAT top = (FX_FLOAT)rect.bottom(); - FX_FLOAT right = (FX_FLOAT)rect.right(); - FX_FLOAT bottom = (FX_FLOAT)rect.top; - TransformRect(left, right, top, bottom); - rect.left = FXSYS_round(left); - rect.top = FXSYS_round(bottom); - rect.width = FXSYS_round(right - left); - rect.height = FXSYS_round(top - bottom); -} -void CFX_Matrix::TransformRect(FX_FLOAT& left, - FX_FLOAT& right, - FX_FLOAT& top, - FX_FLOAT& bottom) const { - FX_FLOAT x[4], y[4]; - x[0] = left; - y[0] = top; - x[1] = left; - y[1] = bottom; - x[2] = right; - y[2] = top; - x[3] = right; - y[3] = bottom; - int i; - for (i = 0; i < 4; i++) { - Transform(x[i], y[i], x[i], y[i]); - } - right = left = x[0]; - top = bottom = y[0]; - for (i = 1; i < 4; i++) { - if (right < x[i]) { - right = x[i]; - } - if (left > x[i]) { - left = x[i]; - } - if (top < y[i]) { - top = y[i]; - } - if (bottom > y[i]) { - bottom = y[i]; - } - } -} |