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authorDan Sinclair <dsinclair@chromium.org>2016-03-09 15:33:14 -0500
committerDan Sinclair <dsinclair@chromium.org>2016-03-09 15:33:14 -0500
commit2e95951e06bd4d11459fb257c7c2b8fc881854e8 (patch)
tree742484ab5d944d9c2c930133cc5968d6c6a5678d /xfa/src/fde/fde_geobject.cpp
parentea2a252c40f95616eb0f03318222f0c32ef90eff (diff)
downloadpdfium-2e95951e06bd4d11459fb257c7c2b8fc881854e8.tar.xz
Cleanup the xfa/src/fdp directory.
This CL renames xfa/src/fdp to xfa/src/fde to better match all of the content (nothing mentions fdp other then the directory name). The inner src/ and include/ folders are collapsed up a level and xfa/src/fdp/src/fde is moved up to xfa/src/fde. Some of the header moves conflicted with existing headers. In that case, the existing header had the content moved into the .cpp file and we replaced the existing header with the one from include/. R=tsepez@chromium.org Review URL: https://codereview.chromium.org/1784543002 .
Diffstat (limited to 'xfa/src/fde/fde_geobject.cpp')
-rw-r--r--xfa/src/fde/fde_geobject.cpp255
1 files changed, 255 insertions, 0 deletions
diff --git a/xfa/src/fde/fde_geobject.cpp b/xfa/src/fde/fde_geobject.cpp
new file mode 100644
index 0000000000..3170692fe7
--- /dev/null
+++ b/xfa/src/fde/fde_geobject.cpp
@@ -0,0 +1,255 @@
+// 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 "xfa/src/fde/fde_geobject.h"
+
+#include "xfa/src/fde/fde_object.h"
+
+IFDE_Path* IFDE_Path::Create() {
+ return new CFDE_Path;
+}
+FX_BOOL CFDE_Path::StartFigure() {
+ return CloseFigure();
+}
+FX_BOOL CFDE_Path::CloseFigure() {
+ FX_PATHPOINT* pPoint = GetLastPoint();
+ if (pPoint) {
+ pPoint->m_Flag |= FXPT_CLOSEFIGURE;
+ }
+ return TRUE;
+}
+FX_PATHPOINT* CFDE_Path::GetLastPoint(int32_t iCount) const {
+ if (iCount < 1) {
+ return NULL;
+ }
+ int32_t iPoints = m_Path.GetPointCount();
+ if (iCount > iPoints) {
+ return NULL;
+ }
+ return m_Path.GetPoints() + iPoints - iCount;
+}
+FX_BOOL CFDE_Path::FigureClosed() const {
+ FX_PATHPOINT* pPoint = GetLastPoint();
+ return pPoint ? (pPoint->m_Flag & FXPT_CLOSEFIGURE) : TRUE;
+}
+FX_PATHPOINT* CFDE_Path::AddPoints(int32_t iCount) {
+ if (iCount < 1) {
+ return NULL;
+ }
+ int32_t iPoints = m_Path.GetPointCount();
+ m_Path.AddPointCount(iCount);
+ return m_Path.GetPoints() + iPoints;
+}
+void CFDE_Path::MoveTo(FX_FLOAT fx, FX_FLOAT fy) {
+ FX_PATHPOINT* pPoint = AddPoints(1);
+ pPoint->m_PointX = fx;
+ pPoint->m_PointY = fy;
+ pPoint->m_Flag = FXPT_MOVETO;
+}
+void CFDE_Path::LineTo(FX_FLOAT fx, FX_FLOAT fy) {
+ FX_PATHPOINT* pPoint = AddPoints(1);
+ pPoint->m_PointX = fx;
+ pPoint->m_PointY = fy;
+ pPoint->m_Flag = FXPT_LINETO;
+}
+void CFDE_Path::BezierTo(const CFX_PointF& p1,
+ const CFX_PointF& p2,
+ const CFX_PointF& p3) {
+ FX_PATHPOINT* p = AddPoints(3);
+ p[0].m_PointX = p1.x;
+ p[0].m_PointY = p1.y;
+ p[0].m_Flag = FXPT_BEZIERTO;
+ p[1].m_PointX = p2.x;
+ p[1].m_PointY = p2.y;
+ p[1].m_Flag = FXPT_BEZIERTO;
+ p[2].m_PointX = p3.x;
+ p[2].m_PointY = p3.y;
+ p[2].m_Flag = FXPT_BEZIERTO;
+}
+void CFDE_Path::ArcTo(FX_BOOL bStart,
+ const CFX_RectF& rect,
+ FX_FLOAT startAngle,
+ FX_FLOAT endAngle) {
+ FX_FLOAT rx = rect.width / 2;
+ FX_FLOAT ry = rect.height / 2;
+ FX_FLOAT cx = rect.left + rx;
+ FX_FLOAT cy = rect.top + ry;
+ FX_FLOAT alpha =
+ FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle));
+ FX_FLOAT beta =
+ FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle));
+ if (FXSYS_fabs(beta - alpha) > FX_PI) {
+ if (beta > alpha) {
+ beta -= 2 * FX_PI;
+ } else {
+ alpha -= 2 * FX_PI;
+ }
+ }
+ FX_FLOAT half_delta = (beta - alpha) / 2;
+ FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta);
+ FX_FLOAT sin_alpha = FXSYS_sin(alpha);
+ FX_FLOAT sin_beta = FXSYS_sin(beta);
+ FX_FLOAT cos_alpha = FXSYS_cos(alpha);
+ FX_FLOAT cos_beta = FXSYS_cos(beta);
+ if (bStart)
+ MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha));
+
+ BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha),
+ cy + ry * (sin_alpha + bcp * cos_alpha)),
+ CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta),
+ cy + ry * (sin_beta - bcp * cos_beta)),
+ CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta));
+}
+
+void CFDE_Path::AddBezier(const CFX_PointsF& points) {
+ if (points.GetSize() != 4) {
+ return;
+ }
+ const CFX_PointF* p = points.GetData();
+ MoveTo(p[0]);
+ BezierTo(p[1], p[2], p[3]);
+}
+void CFDE_Path::AddBeziers(const CFX_PointsF& points) {
+ int32_t iCount = points.GetSize();
+ if (iCount < 4) {
+ return;
+ }
+ const CFX_PointF* p = points.GetData();
+ const CFX_PointF* pEnd = p + iCount;
+ MoveTo(p[0]);
+ for (++p; p <= pEnd - 3; p += 3) {
+ BezierTo(p[0], p[1], p[2]);
+ }
+}
+void CFDE_Path::GetCurveTangents(const CFX_PointsF& points,
+ CFX_PointsF& tangents,
+ FX_BOOL bClosed,
+ FX_FLOAT fTension) const {
+ int32_t iCount = points.GetSize();
+ tangents.SetSize(iCount);
+ if (iCount < 3) {
+ return;
+ }
+ FX_FLOAT fCoefficient = fTension / 3.0f;
+ const CFX_PointF* pPoints = points.GetData();
+ CFX_PointF* pTangents = tangents.GetData();
+ for (int32_t i = 0; i < iCount; ++i) {
+ int32_t r = i + 1;
+ int32_t s = i - 1;
+ if (r >= iCount) {
+ r = bClosed ? (r - iCount) : (iCount - 1);
+ }
+ if (s < 0) {
+ s = bClosed ? (s + iCount) : 0;
+ }
+ pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x));
+ pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y));
+ }
+}
+void CFDE_Path::AddCurve(const CFX_PointsF& points,
+ FX_BOOL bClosed,
+ FX_FLOAT fTension) {
+ int32_t iLast = points.GetUpperBound();
+ if (iLast < 1) {
+ return;
+ }
+ CFX_PointsF tangents;
+ GetCurveTangents(points, tangents, bClosed, fTension);
+ const CFX_PointF* pPoints = points.GetData();
+ CFX_PointF* pTangents = tangents.GetData();
+ MoveTo(pPoints[0]);
+ for (int32_t i = 0; i < iLast; ++i) {
+ BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x,
+ pPoints[i].y + pTangents[i].y),
+ CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x,
+ pPoints[i + 1].y - pTangents[i + 1].y),
+ CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y));
+ }
+ if (bClosed) {
+ BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x,
+ pPoints[iLast].y + pTangents[iLast].y),
+ CFX_PointF(pPoints[0].x - pTangents[0].x,
+ pPoints[0].y - pTangents[0].y),
+ CFX_PointF(pPoints[0].x, pPoints[0].y));
+ CloseFigure();
+ }
+}
+void CFDE_Path::AddEllipse(const CFX_RectF& rect) {
+ FX_FLOAT fStartAngle = 0;
+ FX_FLOAT fEndAngle = FX_PI / 2;
+ for (int32_t i = 0; i < 4; ++i) {
+ ArcTo(i == 0, rect, fStartAngle, fEndAngle);
+ fStartAngle += FX_PI / 2;
+ fEndAngle += FX_PI / 2;
+ }
+ CloseFigure();
+}
+void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) {
+ FX_PATHPOINT* pLast = GetLastPoint();
+ if (pLast == NULL || FXSYS_fabs(pLast->m_PointX - pt1.x) > 0.001 ||
+ FXSYS_fabs(pLast->m_PointY - pt1.y) > 0.001) {
+ MoveTo(pt1);
+ }
+ LineTo(pt2);
+}
+void CFDE_Path::AddPath(const IFDE_Path* pSrc, FX_BOOL bConnect) {
+ CFDE_Path* pPath = (CFDE_Path*)pSrc;
+ if (pPath == NULL) {
+ return;
+ }
+ int32_t iCount = pPath->m_Path.GetPointCount();
+ if (iCount < 1) {
+ return;
+ }
+ if (bConnect) {
+ LineTo(pPath->m_Path.GetPointX(0), pPath->m_Path.GetPointY(0));
+ }
+ m_Path.Append(&pPath->m_Path, NULL);
+}
+void CFDE_Path::AddPolygon(const CFX_PointsF& points) {
+ int32_t iCount = points.GetSize();
+ if (iCount < 2) {
+ return;
+ }
+ AddLines(points);
+ const CFX_PointF* p = points.GetData();
+ if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f ||
+ FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) {
+ LineTo(p[0]);
+ }
+ CloseFigure();
+}
+void CFDE_Path::AddLines(const CFX_PointsF& points) {
+ int32_t iCount = points.GetSize();
+ if (iCount < 2) {
+ return;
+ }
+ const CFX_PointF* p = points.GetData();
+ const CFX_PointF* pEnd = p + iCount;
+ MoveTo(p[0]);
+ for (++p; p < pEnd; ++p) {
+ LineTo(*p);
+ }
+}
+void CFDE_Path::AddRectangle(const CFX_RectF& rect) {
+ MoveTo(rect.TopLeft());
+ LineTo(rect.TopRight());
+ LineTo(rect.BottomRight());
+ LineTo(rect.BottomLeft());
+ CloseFigure();
+}
+void CFDE_Path::GetBBox(CFX_RectF& bbox) const {
+ CFX_FloatRect rect = m_Path.GetBoundingBox();
+ bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
+ bbox.Normalize();
+}
+void CFDE_Path::GetBBox(CFX_RectF& bbox,
+ FX_FLOAT fLineWidth,
+ FX_FLOAT fMiterLimit) const {
+ CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit);
+ bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
+ bbox.Normalize();
+}