// 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/fxgraphics/cfx_path_generator.h" #include "core/fxge/cfx_pathdata.h" #include "core/fxge/cfx_renderdevice.h" CFX_PathGenerator::CFX_PathGenerator() : m_pPathData(new CFX_PathData) {} CFX_PathGenerator::~CFX_PathGenerator() {} void CFX_PathGenerator::AddPathData(CFX_PathData* pPathData) { if (!pPathData) return; m_pPathData->Append(pPathData, nullptr); } void CFX_PathGenerator::MoveTo(FX_FLOAT x, FX_FLOAT y) { m_pPathData->AppendPoint(x, y, FXPT_TYPE::MoveTo, false); } void CFX_PathGenerator::LineTo(FX_FLOAT x, FX_FLOAT y) { m_pPathData->AppendPoint(x, y, FXPT_TYPE::LineTo, false); } void CFX_PathGenerator::BezierTo(FX_FLOAT ctrl_x1, FX_FLOAT ctrl_y1, FX_FLOAT ctrl_x2, FX_FLOAT ctrl_y2, FX_FLOAT to_x, FX_FLOAT to_y) { m_pPathData->AppendPoint(ctrl_x1, ctrl_y1, FXPT_TYPE::BezierTo, false); m_pPathData->AppendPoint(ctrl_x2, ctrl_y2, FXPT_TYPE::BezierTo, false); m_pPathData->AppendPoint(to_x, to_y, FXPT_TYPE::BezierTo, false); } void CFX_PathGenerator::Close() { m_pPathData->ClosePath(); } void CFX_PathGenerator::AddLine(FX_FLOAT x1, FX_FLOAT y1, FX_FLOAT x2, FX_FLOAT y2) { m_pPathData->AppendPoint(x1, y1, FXPT_TYPE::MoveTo, false); m_pPathData->AppendPoint(x2, y2, FXPT_TYPE::LineTo, false); } void CFX_PathGenerator::AddBezier(FX_FLOAT start_x, FX_FLOAT start_y, FX_FLOAT ctrl_x1, FX_FLOAT ctrl_y1, FX_FLOAT ctrl_x2, FX_FLOAT ctrl_y2, FX_FLOAT end_x, FX_FLOAT end_y) { m_pPathData->AppendPoint(start_x, start_y, FXPT_TYPE::MoveTo, false); m_pPathData->AppendPoint(ctrl_x1, ctrl_y1, FXPT_TYPE::BezierTo, false); m_pPathData->AppendPoint(ctrl_x2, ctrl_y2, FXPT_TYPE::BezierTo, false); m_pPathData->AppendPoint(end_x, end_y, FXPT_TYPE::BezierTo, false); } void CFX_PathGenerator::AddRectangle(FX_FLOAT x1, FX_FLOAT y1, FX_FLOAT x2, FX_FLOAT y2) { m_pPathData->AppendRect(x1, y1, x2, y2); } void CFX_PathGenerator::AddEllipse(FX_FLOAT x, FX_FLOAT y, FX_FLOAT width, FX_FLOAT height) { AddArc(x, y, width, height, 0, FX_PI * 2); } void CFX_PathGenerator::ArcTo(FX_FLOAT x, FX_FLOAT y, FX_FLOAT width, FX_FLOAT height, FX_FLOAT start_angle, FX_FLOAT sweep_angle) { FX_FLOAT x0 = FXSYS_cos(sweep_angle / 2); FX_FLOAT y0 = FXSYS_sin(sweep_angle / 2); 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; px[1] = x0 + tx; py[1] = ty; FX_FLOAT sn = FXSYS_sin(start_angle + sweep_angle / 2); FX_FLOAT cs = FXSYS_cos(start_angle + sweep_angle / 2); FX_FLOAT bezier_x, bezier_y; bezier_x = x + (width * ((px[0] * cs) - (py[0] * sn))); bezier_y = y + (height * ((px[0] * sn) + (py[0] * cs))); m_pPathData->AppendPoint(bezier_x, bezier_y, FXPT_TYPE::BezierTo, false); bezier_x = x + (width * ((px[1] * cs) - (py[1] * sn))); bezier_y = y + (height * ((px[1] * sn) + (py[1] * cs))); m_pPathData->AppendPoint(bezier_x, bezier_y, FXPT_TYPE::BezierTo, false); bezier_x = x + (width * FXSYS_cos(start_angle + sweep_angle)); bezier_y = y + (height * FXSYS_sin(start_angle + sweep_angle)); m_pPathData->AppendPoint(bezier_x, bezier_y, FXPT_TYPE::BezierTo, false); } void CFX_PathGenerator::AddArc(FX_FLOAT x, FX_FLOAT y, FX_FLOAT width, FX_FLOAT height, FX_FLOAT start_angle, FX_FLOAT sweep_angle) { if (sweep_angle == 0) { return; } const FX_FLOAT bezier_arc_angle_epsilon = 0.01f; while (start_angle > FX_PI * 2) { start_angle -= FX_PI * 2; } while (start_angle < 0) { start_angle += FX_PI * 2; } if (sweep_angle >= FX_PI * 2) { sweep_angle = FX_PI * 2; } if (sweep_angle <= -FX_PI * 2) { sweep_angle = -FX_PI * 2; } m_pPathData->AppendPoint(x + (width * FXSYS_cos(start_angle)), y + (height * FXSYS_sin(start_angle)), FXPT_TYPE::MoveTo, false); FX_FLOAT total_sweep = 0, local_sweep = 0, prev_sweep = 0; bool done = false; do { if (sweep_angle < 0) { prev_sweep = total_sweep; local_sweep = -FX_PI / 2; total_sweep -= FX_PI / 2; if (total_sweep <= sweep_angle + bezier_arc_angle_epsilon) { local_sweep = sweep_angle - prev_sweep; done = true; } } else { prev_sweep = total_sweep; local_sweep = FX_PI / 2; total_sweep += FX_PI / 2; if (total_sweep >= sweep_angle - bezier_arc_angle_epsilon) { local_sweep = sweep_angle - prev_sweep; done = true; } } ArcTo(x, y, width, height, start_angle, local_sweep); start_angle += local_sweep; } while (!done); } void CFX_PathGenerator::AddPie(FX_FLOAT x, FX_FLOAT y, FX_FLOAT width, FX_FLOAT height, FX_FLOAT start_angle, FX_FLOAT sweep_angle) { if (sweep_angle == 0) { m_pPathData->AppendPoint(x, y, FXPT_TYPE::MoveTo, false); m_pPathData->AppendPoint(x + (width * FXSYS_cos(start_angle)), y + (height * FXSYS_sin(start_angle)), FXPT_TYPE::LineTo, false); return; } AddArc(x, y, width, height, start_angle, sweep_angle); m_pPathData->AppendPoint(x, y, FXPT_TYPE::LineTo, true); }