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authorDan Sinclair <dsinclair@chromium.org>2016-03-14 13:35:12 -0400
committerDan Sinclair <dsinclair@chromium.org>2016-03-14 13:35:12 -0400
commit764ec513eecbebd12781bcc96ce81ed5e736ee92 (patch)
tree12763fde4be1f10ea1183d92185917b2b587e00b /core/src/fxcrt/fx_basic_coords.cpp
parent97da97662417085774f75c26e535c6fbe70266ae (diff)
downloadpdfium-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.cpp517
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];
- }
- }
-}