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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) {
if (!pSrc)
return;
int32_t iCount = pSrc->m_Path.GetPointCount();
if (iCount < 1)
return;
if (bConnect)
LineTo(pSrc->m_Path.GetPointX(0), pSrc->m_Path.GetPointY(0));
m_Path.Append(&pSrc->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();
}