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Diffstat (limited to 'xfa/fde/cfde_path.cpp')
-rw-r--r--xfa/fde/cfde_path.cpp264
1 files changed, 264 insertions, 0 deletions
diff --git a/xfa/fde/cfde_path.cpp b/xfa/fde/cfde_path.cpp
new file mode 100644
index 0000000000..7ea458d485
--- /dev/null
+++ b/xfa/fde/cfde_path.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 "xfa/fde/cfde_path.h"
+
+#include "xfa/fde/fde_object.h"
+
+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 nullptr;
+
+ int32_t iPoints = m_Path.GetPointCount();
+ if (iCount > iPoints)
+ return nullptr;
+ 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 nullptr;
+
+ 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 || 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 CFDE_Path* pSrc, FX_BOOL bConnect) {
+ CFDE_Path* pPath = (CFDE_Path*)pSrc;
+ if (!pPath)
+ 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, nullptr);
+}
+
+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();
+}