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-rw-r--r--core/fxcrt/fx_coordinates.cpp385
1 files changed, 385 insertions, 0 deletions
diff --git a/core/fxcrt/fx_coordinates.cpp b/core/fxcrt/fx_coordinates.cpp
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+++ b/core/fxcrt/fx_coordinates.cpp
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+// 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 "core/fxcrt/fx_coordinates.h"
+
+#include <algorithm>
+
+#include "core/fxcrt/fx_extension.h"
+
+namespace {
+
+void MatchFloatRange(float f1, float f2, int* i1, int* i2) {
+ int length = static_cast<int>(ceil(f2 - f1));
+ int i1_1 = static_cast<int>(floor(f1));
+ int i1_2 = static_cast<int>(ceil(f1));
+ float error1 = f1 - i1_1 + (float)fabs(f2 - i1_1 - length);
+ float error2 = i1_2 - f1 + (float)fabs(f2 - i1_2 - length);
+
+ *i1 = (error1 > error2) ? i1_2 : i1_1;
+ *i2 = *i1 + length;
+}
+
+} // namespace
+
+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;
+ }
+}
+
+CFX_FloatRect::CFX_FloatRect(const FX_RECT& rect) {
+ left = (float)(rect.left);
+ right = (float)(rect.right);
+ bottom = (float)(rect.top);
+ top = (float)(rect.bottom);
+}
+void CFX_FloatRect::Normalize() {
+ 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;
+}
+
+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::GetOuterRect() const {
+ CFX_FloatRect rect1 = *this;
+ FX_RECT rect;
+ rect.left = (int)floor(rect1.left);
+ rect.right = (int)ceil(rect1.right);
+ rect.top = (int)floor(rect1.bottom);
+ rect.bottom = (int)ceil(rect1.top);
+ rect.Normalize();
+ return rect;
+}
+
+FX_RECT CFX_FloatRect::GetInnerRect() const {
+ CFX_FloatRect rect1 = *this;
+ FX_RECT rect;
+ rect.left = (int)ceil(rect1.left);
+ rect.right = (int)floor(rect1.right);
+ rect.top = (int)ceil(rect1.bottom);
+ rect.bottom = (int)floor(rect1.top);
+ rect.Normalize();
+ return rect;
+}
+
+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_PointF& point) const {
+ CFX_FloatRect n1(*this);
+ n1.Normalize();
+ return point.x <= n1.right && point.x >= n1.left && point.y <= n1.top &&
+ point.y >= n1.bottom;
+}
+
+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;
+}
+
+void CFX_FloatRect::UpdateRect(float x, float y) {
+ left = std::min(left, x);
+ right = std::max(right, x);
+ bottom = std::min(bottom, y);
+ top = std::max(top, y);
+}
+
+CFX_FloatRect CFX_FloatRect::GetBBox(const CFX_PointF* pPoints, int nPoints) {
+ if (nPoints == 0)
+ return CFX_FloatRect();
+
+ float min_x = pPoints->x;
+ float max_x = pPoints->x;
+ float min_y = pPoints->y;
+ float max_y = pPoints->y;
+ for (int i = 1; i < nPoints; i++) {
+ min_x = std::min(min_x, pPoints[i].x);
+ max_x = std::max(max_x, pPoints[i].x);
+ min_y = std::min(min_y, pPoints[i].y);
+ max_y = std::max(max_y, pPoints[i].y);
+ }
+ return CFX_FloatRect(min_x, min_y, max_x, max_y);
+}
+
+void CFX_Matrix::SetReverse(const CFX_Matrix& m) {
+ float i = m.a * m.d - m.b * m.c;
+ if (fabs(i) == 0)
+ return;
+
+ 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;
+}
+
+void CFX_Matrix::Concat(const CFX_Matrix& m, bool bPrepended) {
+ ConcatInternal(m, bPrepended);
+}
+
+void CFX_Matrix::ConcatInverse(const CFX_Matrix& src, bool bPrepended) {
+ CFX_Matrix m;
+ m.SetReverse(src);
+ Concat(m, bPrepended);
+}
+
+bool CFX_Matrix::Is90Rotated() const {
+ return fabs(a * 1000) < fabs(b) && fabs(d * 1000) < fabs(c);
+}
+
+bool CFX_Matrix::IsScaled() const {
+ return fabs(b * 1000) < fabs(a) && fabs(c * 1000) < fabs(d);
+}
+
+void CFX_Matrix::Translate(float x, float y, bool bPrepended) {
+ if (bPrepended) {
+ e += x * a + y * c;
+ f += y * d + x * b;
+ return;
+ }
+ e += x;
+ f += y;
+}
+
+void CFX_Matrix::Scale(float sx, float sy, bool bPrepended) {
+ a *= sx;
+ d *= sy;
+ if (bPrepended) {
+ b *= sx;
+ c *= sy;
+ return;
+ }
+
+ b *= sy;
+ c *= sx;
+ e *= sx;
+ f *= sy;
+}
+
+void CFX_Matrix::Rotate(float fRadian, bool bPrepended) {
+ float cosValue = cos(fRadian);
+ float sinValue = sin(fRadian);
+ ConcatInternal(CFX_Matrix(cosValue, sinValue, -sinValue, cosValue, 0, 0),
+ bPrepended);
+}
+
+void CFX_Matrix::RotateAt(float fRadian, float dx, float dy, bool bPrepended) {
+ Translate(dx, dy, bPrepended);
+ Rotate(fRadian, bPrepended);
+ Translate(-dx, -dy, bPrepended);
+}
+
+void CFX_Matrix::Shear(float fAlphaRadian, float fBetaRadian, bool bPrepended) {
+ ConcatInternal(CFX_Matrix(1, tan(fAlphaRadian), tan(fBetaRadian), 1, 0, 0),
+ bPrepended);
+}
+
+void CFX_Matrix::MatchRect(const CFX_FloatRect& dest,
+ const CFX_FloatRect& src) {
+ float fDiff = src.left - src.right;
+ a = fabs(fDiff) < 0.001f ? 1 : (dest.left - dest.right) / fDiff;
+
+ fDiff = src.bottom - src.top;
+ d = 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;
+}
+
+float CFX_Matrix::GetXUnit() const {
+ if (b == 0)
+ return (a > 0 ? a : -a);
+ if (a == 0)
+ return (b > 0 ? b : -b);
+ return sqrt(a * a + b * b);
+}
+
+float CFX_Matrix::GetYUnit() const {
+ if (c == 0)
+ return (d > 0 ? d : -d);
+ if (d == 0)
+ return (c > 0 ? c : -c);
+ return sqrt(c * c + d * d);
+}
+
+CFX_FloatRect CFX_Matrix::GetUnitRect() const {
+ CFX_FloatRect rect(0, 0, 1, 1);
+ TransformRect(rect);
+ return rect;
+}
+
+float CFX_Matrix::TransformXDistance(float dx) const {
+ float fx = a * dx;
+ float fy = b * dx;
+ return sqrt(fx * fx + fy * fy);
+}
+
+float CFX_Matrix::TransformDistance(float dx, float dy) const {
+ float fx = a * dx + c * dy;
+ float fy = b * dx + d * dy;
+ return sqrt(fx * fx + fy * fy);
+}
+
+float CFX_Matrix::TransformDistance(float distance) const {
+ return distance * (GetXUnit() + GetYUnit()) / 2;
+}
+
+CFX_PointF CFX_Matrix::Transform(const CFX_PointF& point) const {
+ return CFX_PointF(a * point.x + c * point.y + e,
+ b * point.x + d * point.y + f);
+}
+
+void CFX_Matrix::TransformRect(CFX_RectF& rect) const {
+ 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(float& left,
+ float& right,
+ float& top,
+ float& bottom) const {
+ CFX_PointF points[] = {
+ {left, top}, {left, bottom}, {right, top}, {right, bottom}};
+ for (int i = 0; i < 4; i++)
+ points[i] = Transform(points[i]);
+
+ right = points[0].x;
+ left = points[0].x;
+ top = points[0].y;
+ bottom = points[0].y;
+ for (int i = 1; i < 4; i++) {
+ right = std::max(right, points[i].x);
+ left = std::min(left, points[i].x);
+ top = std::max(top, points[i].y);
+ bottom = std::min(bottom, points[i].y);
+ }
+}
+
+void CFX_Matrix::ConcatInternal(const CFX_Matrix& other, bool prepend) {
+ CFX_Matrix left;
+ CFX_Matrix right;
+ if (prepend) {
+ left = other;
+ right = *this;
+ } else {
+ left = *this;
+ right = other;
+ }
+
+ a = left.a * right.a + left.b * right.c;
+ b = left.a * right.b + left.b * right.d;
+ c = left.c * right.a + left.d * right.c;
+ d = left.c * right.b + left.d * right.d;
+ e = left.e * right.a + left.f * right.c + right.e;
+ f = left.e * right.b + left.f * right.d + right.f;
+}