blob: d56eb13f6741f7f931f2fffc4b447b59bad3a5a9 [file] [log] [blame]
// 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_path.h"
#include "core/fxge/cfx_pathdata.h"
#include "third_party/base/ptr_util.h"
CFX_Path::CFX_Path() {}
CFX_Path::~CFX_Path() {}
void CFX_Path::Clear() {
data_.Clear();
}
void CFX_Path::Close() {
data_.ClosePath();
}
void CFX_Path::MoveTo(const CFX_PointF& point) {
data_.AppendPoint(point, FXPT_TYPE::MoveTo, false);
}
void CFX_Path::LineTo(const CFX_PointF& point) {
data_.AppendPoint(point, FXPT_TYPE::LineTo, false);
}
void CFX_Path::BezierTo(const CFX_PointF& c1,
const CFX_PointF& c2,
const CFX_PointF& to) {
data_.AppendPoint(c1, FXPT_TYPE::BezierTo, false);
data_.AppendPoint(c2, FXPT_TYPE::BezierTo, false);
data_.AppendPoint(to, FXPT_TYPE::BezierTo, false);
}
void CFX_Path::ArcTo(const CFX_PointF& pos,
const CFX_SizeF& size,
FX_FLOAT start_angle,
FX_FLOAT sweep_angle) {
CFX_SizeF new_size = size / 2.0f;
ArcToInternal(CFX_PointF(pos.x + new_size.width, pos.y + new_size.height),
new_size, start_angle, sweep_angle);
}
void CFX_Path::ArcToInternal(const CFX_PointF& pos,
const CFX_SizeF& size,
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);
CFX_PointF points[] = {CFX_PointF(x0 + tx, -ty), CFX_PointF(x0 + tx, ty)};
FX_FLOAT sn = FXSYS_sin(start_angle + sweep_angle / 2);
FX_FLOAT cs = FXSYS_cos(start_angle + sweep_angle / 2);
CFX_PointF bezier;
bezier.x = pos.x + (size.width * ((points[0].x * cs) - (points[0].y * sn)));
bezier.y = pos.y + (size.height * ((points[0].x * sn) + (points[0].y * cs)));
data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
bezier.x = pos.x + (size.width * ((points[1].x * cs) - (points[1].y * sn)));
bezier.y = pos.y + (size.height * ((points[1].x * sn) + (points[1].y * cs)));
data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
bezier.x = pos.x + (size.width * FXSYS_cos(start_angle + sweep_angle));
bezier.y = pos.y + (size.height * FXSYS_sin(start_angle + sweep_angle));
data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
}
void CFX_Path::AddLine(const CFX_PointF& p1, const CFX_PointF& p2) {
data_.AppendPoint(p1, FXPT_TYPE::MoveTo, false);
data_.AppendPoint(p2, FXPT_TYPE::LineTo, false);
}
void CFX_Path::AddRectangle(FX_FLOAT left,
FX_FLOAT top,
FX_FLOAT width,
FX_FLOAT height) {
data_.AppendRect(left, top, left + width, top + height);
}
void CFX_Path::AddEllipse(const CFX_RectF& rect) {
AddArc(rect.TopLeft(), rect.Size(), 0, FX_PI * 2);
}
void CFX_Path::AddArc(const CFX_PointF& original_pos,
const CFX_SizeF& original_size,
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;
CFX_SizeF size = original_size / 2;
CFX_PointF pos(original_pos.x + size.width, original_pos.y + size.height);
data_.AppendPoint(pos + CFX_PointF(size.width * FXSYS_cos(start_angle),
size.height * FXSYS_sin(start_angle)),
FXPT_TYPE::MoveTo, false);
FX_FLOAT total_sweep = 0;
FX_FLOAT local_sweep = 0;
FX_FLOAT 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;
}
}
ArcToInternal(pos, size, start_angle, local_sweep);
start_angle += local_sweep;
} while (!done);
}
void CFX_Path::AddSubpath(CFX_Path* path) {
if (!path)
return;
data_.Append(&path->data_, nullptr);
}
void CFX_Path::TransformBy(const CFX_Matrix& mt) {
data_.Transform(&mt);
}