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-rw-r--r--xfa/src/fxgraphics/src/fx_graphics.cpp14
-rw-r--r--xfa/src/fxgraphics/src/fx_path_generator.cpp4
2 files changed, 9 insertions, 9 deletions
diff --git a/xfa/src/fxgraphics/src/fx_graphics.cpp b/xfa/src/fxgraphics/src/fx_graphics.cpp
index 2ad7cd5d0c..792f517a09 100644
--- a/xfa/src/fxgraphics/src/fx_graphics.cpp
+++ b/xfa/src/fxgraphics/src/fx_graphics.cpp
@@ -978,8 +978,8 @@ FX_ERR CFX_Graphics::FillPathWithShading(CFX_Path* path,
FX_FLOAT x = (FX_FLOAT)(column);
FX_FLOAT y = (FX_FLOAT)(row);
FX_FLOAT scale =
- FXSYS_Div(((x - start_x) * x_span) + ((y - start_y) * y_span),
- axis_len_square);
+ (((x - start_x) * x_span) + ((y - start_y) * y_span)) /
+ axis_len_square;
if (scale < 0) {
if (!_info._fillColor->_shading->_isExtendedBegin) {
continue;
@@ -1016,7 +1016,7 @@ FX_ERR CFX_Graphics::FillPathWithShading(CFX_Path* path,
((y - start_y) * (y - start_y)) - (start_r * start_r);
FX_FLOAT s;
if (a == 0) {
- s = (FXSYS_Div(-c, b));
+ s = -c / b;
} else {
FX_FLOAT b2_4ac = (b * b) - 4 * (a * c);
if (b2_4ac < 0) {
@@ -1025,11 +1025,11 @@ FX_ERR CFX_Graphics::FillPathWithShading(CFX_Path* path,
FX_FLOAT root = (FXSYS_sqrt(b2_4ac));
FX_FLOAT s1, s2;
if (a > 0) {
- s1 = FXSYS_Div(-b - root, 2 * a);
- s2 = FXSYS_Div(-b + root, 2 * a);
+ s1 = (-b - root) / (2 * a);
+ s2 = (-b + root) / (2 * a);
} else {
- s2 = FXSYS_Div(-b - root, 2 * a);
- s1 = FXSYS_Div(-b + root, 2 * a);
+ s2 = (-b - root) / (2 * a);
+ s1 = (-b + root) / (2 * a);
}
if (s2 <= 1.0f || _info._fillColor->_shading->_isExtendedEnd) {
s = (s2);
diff --git a/xfa/src/fxgraphics/src/fx_path_generator.cpp b/xfa/src/fxgraphics/src/fx_path_generator.cpp
index c9e20b35d2..b37105fae8 100644
--- a/xfa/src/fxgraphics/src/fx_path_generator.cpp
+++ b/xfa/src/fxgraphics/src/fx_path_generator.cpp
@@ -119,8 +119,8 @@ void CFX_PathGenerator::ArcTo(FX_FLOAT x,
FX_FLOAT sweep_angle) {
FX_FLOAT x0 = FXSYS_cos(sweep_angle / 2);
FX_FLOAT y0 = FXSYS_sin(sweep_angle / 2);
- FX_FLOAT tx = FXSYS_Div((1.0f - x0) * 4, 3 * 1.0f);
- FX_FLOAT ty = y0 - FXSYS_Div(tx * x0, y0);
+ FX_FLOAT tx = ((1.0f - x0) * 4) / (3 * 1.0f);
+ FX_FLOAT ty = y0 - ((tx * x0) / y0);
FX_FLOAT px[3], py[3];
px[0] = x0 + tx;
py[0] = -ty;