// Copyright 2016 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_shading.h" CFX_Shading::CFX_Shading(const CFX_PointF& beginPoint, const CFX_PointF& endPoint, FX_BOOL isExtendedBegin, FX_BOOL isExtendedEnd, const FX_ARGB beginArgb, const FX_ARGB endArgb) : m_type(FX_SHADING_Axial), m_beginPoint(beginPoint), m_endPoint(endPoint), m_beginRadius(0), m_endRadius(0), m_isExtendedBegin(isExtendedBegin), m_isExtendedEnd(isExtendedEnd), m_beginArgb(beginArgb), m_endArgb(endArgb) { InitArgbArray(); } CFX_Shading::CFX_Shading(const CFX_PointF& beginPoint, const CFX_PointF& endPoint, const FX_FLOAT beginRadius, const FX_FLOAT endRadius, FX_BOOL isExtendedBegin, FX_BOOL isExtendedEnd, const FX_ARGB beginArgb, const FX_ARGB endArgb) : m_type(FX_SHADING_Radial), m_beginPoint(beginPoint), m_endPoint(endPoint), m_beginRadius(beginRadius), m_endRadius(endRadius), m_isExtendedBegin(isExtendedBegin), m_isExtendedEnd(isExtendedEnd), m_beginArgb(beginArgb), m_endArgb(endArgb) { InitArgbArray(); } CFX_Shading::~CFX_Shading() {} void CFX_Shading::InitArgbArray() { int32_t a1; int32_t r1; int32_t g1; int32_t b1; ArgbDecode(m_beginArgb, a1, r1, g1, b1); int32_t a2; int32_t r2; int32_t g2; int32_t b2; ArgbDecode(m_endArgb, a2, r2, g2, b2); FX_FLOAT f = (FX_FLOAT)(FX_SHADING_Steps - 1); FX_FLOAT aScale = 1.0 * (a2 - a1) / f; FX_FLOAT rScale = 1.0 * (r2 - r1) / f; FX_FLOAT gScale = 1.0 * (g2 - g1) / f; FX_FLOAT bScale = 1.0 * (b2 - b1) / f; for (int32_t i = 0; i < FX_SHADING_Steps; i++) { int32_t a3 = static_cast<int32_t>(i * aScale); int32_t r3 = static_cast<int32_t>(i * rScale); int32_t g3 = static_cast<int32_t>(i * gScale); int32_t b3 = static_cast<int32_t>(i * bScale); // TODO(dsinclair): Add overloads for FX_ARGB. pdfium:437 m_argbArray[i] = FXARGB_TODIB(FXARGB_MAKE(a1 + a3, r1 + r3, g1 + g3, b1 + b3)); } }