From 764ec513eecbebd12781bcc96ce81ed5e736ee92 Mon Sep 17 00:00:00 2001 From: Dan Sinclair Date: Mon, 14 Mar 2016 13:35:12 -0400 Subject: 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 . --- core/fxcrt/fx_basic_coords.cpp | 517 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 517 insertions(+) create mode 100644 core/fxcrt/fx_basic_coords.cpp (limited to 'core/fxcrt/fx_basic_coords.cpp') diff --git a/core/fxcrt/fx_basic_coords.cpp b/core/fxcrt/fx_basic_coords.cpp new file mode 100644 index 0000000000..4f723ef919 --- /dev/null +++ b/core/fxcrt/fx_basic_coords.cpp @@ -0,0 +1,517 @@ +// 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 + +#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]; + } + } +} -- cgit v1.2.3