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// Copyright 2014 The PDFium Authors
// 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
#ifndef CORE_FXCRT_FX_COORDINATES_H_
#define CORE_FXCRT_FX_COORDINATES_H_
#include <stdint.h>
#ifndef NDEBUG
#include <iosfwd>
#endif
#include "third_party/base/span.h"
template <class BaseType>
class CFX_PTemplate {
public:
CFX_PTemplate() : x(0), y(0) {}
CFX_PTemplate(BaseType new_x, BaseType new_y) : x(new_x), y(new_y) {}
CFX_PTemplate(const CFX_PTemplate& other) : x(other.x), y(other.y) {}
CFX_PTemplate& operator=(const CFX_PTemplate& other) {
if (this != &other) {
x = other.x;
y = other.y;
}
return *this;
}
bool operator==(const CFX_PTemplate& other) const {
return x == other.x && y == other.y;
}
bool operator!=(const CFX_PTemplate& other) const {
return !(*this == other);
}
CFX_PTemplate& operator+=(const CFX_PTemplate<BaseType>& obj) {
x += obj.x;
y += obj.y;
return *this;
}
CFX_PTemplate& operator-=(const CFX_PTemplate<BaseType>& obj) {
x -= obj.x;
y -= obj.y;
return *this;
}
CFX_PTemplate operator+(const CFX_PTemplate& other) const {
return CFX_PTemplate(x + other.x, y + other.y);
}
CFX_PTemplate operator-(const CFX_PTemplate& other) const {
return CFX_PTemplate(x - other.x, y - other.y);
}
BaseType x;
BaseType y;
};
using CFX_Point16 = CFX_PTemplate<int16_t>;
using CFX_Point = CFX_PTemplate<int32_t>;
using CFX_PointF = CFX_PTemplate<float>;
template <class BaseType>
class CFX_STemplate {
public:
CFX_STemplate() : width(0), height(0) {}
CFX_STemplate(BaseType new_width, BaseType new_height)
: width(new_width), height(new_height) {}
CFX_STemplate(const CFX_STemplate& other)
: width(other.width), height(other.height) {}
template <typename OtherType>
CFX_STemplate<OtherType> As() const {
return CFX_STemplate<OtherType>(static_cast<OtherType>(width),
static_cast<OtherType>(height));
}
void clear() {
width = 0;
height = 0;
}
CFX_STemplate& operator=(const CFX_STemplate& other) {
if (this != &other) {
width = other.width;
height = other.height;
}
return *this;
}
bool operator==(const CFX_STemplate& other) const {
return width == other.width && height == other.height;
}
bool operator!=(const CFX_STemplate& other) const {
return !(*this == other);
}
CFX_STemplate& operator+=(const CFX_STemplate<BaseType>& obj) {
width += obj.width;
height += obj.height;
return *this;
}
CFX_STemplate& operator-=(const CFX_STemplate<BaseType>& obj) {
width -= obj.width;
height -= obj.height;
return *this;
}
CFX_STemplate& operator*=(BaseType factor) {
width *= factor;
height *= factor;
return *this;
}
CFX_STemplate& operator/=(BaseType divisor) {
width /= divisor;
height /= divisor;
return *this;
}
CFX_STemplate operator+(const CFX_STemplate& other) const {
return CFX_STemplate(width + other.width, height + other.height);
}
CFX_STemplate operator-(const CFX_STemplate& other) const {
return CFX_STemplate(width - other.width, height - other.height);
}
CFX_STemplate operator*(BaseType factor) const {
return CFX_STemplate(width * factor, height * factor);
}
CFX_STemplate operator/(BaseType divisor) const {
return CFX_STemplate(width / divisor, height / divisor);
}
BaseType width;
BaseType height;
};
using CFX_Size = CFX_STemplate<int32_t>;
using CFX_SizeF = CFX_STemplate<float>;
template <class BaseType>
class CFX_VTemplate final : public CFX_PTemplate<BaseType> {
public:
using CFX_PTemplate<BaseType>::x;
using CFX_PTemplate<BaseType>::y;
CFX_VTemplate() : CFX_PTemplate<BaseType>() {}
CFX_VTemplate(BaseType new_x, BaseType new_y)
: CFX_PTemplate<BaseType>(new_x, new_y) {}
CFX_VTemplate(const CFX_VTemplate& other) : CFX_PTemplate<BaseType>(other) {}
CFX_VTemplate(const CFX_PTemplate<BaseType>& point1,
const CFX_PTemplate<BaseType>& point2)
: CFX_PTemplate<BaseType>(point2.x - point1.x, point2.y - point1.y) {}
float Length() const;
void Normalize();
};
using CFX_Vector = CFX_VTemplate<int32_t>;
using CFX_VectorF = CFX_VTemplate<float>;
// Rectangles.
// TODO(tsepez): Consolidate all these different rectangle classes.
// LTRB rectangles (y-axis runs downwards).
// Struct layout is compatible with win32 RECT.
struct FX_RECT {
FX_RECT() = default;
FX_RECT(int l, int t, int r, int b) : left(l), top(t), right(r), bottom(b) {}
int Width() const { return right - left; }
int Height() const { return bottom - top; }
bool IsEmpty() const { return right <= left || bottom <= top; }
bool Valid() const;
void Normalize();
void Intersect(const FX_RECT& src);
void Intersect(int l, int t, int r, int b) { Intersect(FX_RECT(l, t, r, b)); }
FX_RECT SwappedClipBox(int width, int height, bool bFlipX, bool bFlipY) const;
void Offset(int dx, int dy) {
left += dx;
right += dx;
top += dy;
bottom += dy;
}
bool operator==(const FX_RECT& src) const {
return left == src.left && right == src.right && top == src.top &&
bottom == src.bottom;
}
bool Contains(int x, int y) const {
return x >= left && x < right && y >= top && y < bottom;
}
int32_t left = 0;
int32_t top = 0;
int32_t right = 0;
int32_t bottom = 0;
};
// LTRB rectangles (y-axis runs upwards).
class CFX_FloatRect {
public:
constexpr CFX_FloatRect() = default;
constexpr CFX_FloatRect(float l, float b, float r, float t)
: left(l), bottom(b), right(r), top(t) {}
explicit CFX_FloatRect(const FX_RECT& rect);
explicit CFX_FloatRect(const CFX_PointF& point);
static CFX_FloatRect GetBBox(pdfium::span<const CFX_PointF> pPoints);
void Normalize();
bool IsEmpty() const { return left >= right || bottom >= top; }
bool Contains(const CFX_PointF& point) const;
bool Contains(const CFX_FloatRect& other_rect) const;
void Intersect(const CFX_FloatRect& other_rect);
void Union(const CFX_FloatRect& other_rect);
// These may be better at rounding than ToFxRect() and friends.
//
// Returned rect has bounds rounded up/down such that it is contained in the
// original.
FX_RECT GetInnerRect() const;
// Returned rect has bounds rounded up/down such that the original is
// contained in it.
FX_RECT GetOuterRect() const;
// Returned rect has bounds rounded up/down such that the dimensions are
// rounded up and the sum of the error in the bounds is minimized.
FX_RECT GetClosestRect() const;
CFX_FloatRect GetCenterSquare() const;
void UpdateRect(const CFX_PointF& point);
float Width() const { return right - left; }
float Height() const { return top - bottom; }
float Left() const { return left; }
float Bottom() const { return bottom; }
float Right() const { return right; }
float Top() const { return top; }
void Inflate(float x, float y);
void Inflate(float other_left,
float other_bottom,
float other_right,
float other_top);
void Inflate(const CFX_FloatRect& rt);
void Deflate(float x, float y);
void Deflate(float other_left,
float other_bottom,
float other_right,
float other_top);
void Deflate(const CFX_FloatRect& rt);
CFX_FloatRect GetDeflated(float x, float y) const;
void Translate(float e, float f);
void Scale(float fScale);
void ScaleFromCenterPoint(float fScale);
// GetInnerRect() and friends may be better at rounding than these methods.
// Unlike the methods above, these two blindly floor / round the LBRT values.
// Doing so may introduce rounding errors that are visible to users as
// off-by-one pixels/lines.
//
// Floors LBRT values.
FX_RECT ToFxRect() const;
// Rounds LBRT values.
FX_RECT ToRoundedFxRect() const;
bool operator==(const CFX_FloatRect& other) const {
return left == other.left && right == other.right && top == other.top &&
bottom == other.bottom;
}
float left = 0.0f;
float bottom = 0.0f;
float right = 0.0f;
float top = 0.0f;
};
#ifndef NDEBUG
std::ostream& operator<<(std::ostream& os, const CFX_FloatRect& rect);
#endif
// LTWH rectangles (y-axis runs downwards).
class CFX_RectF {
public:
using PointType = CFX_PointF;
using SizeType = CFX_SizeF;
CFX_RectF() = default;
CFX_RectF(float dst_left, float dst_top, float dst_width, float dst_height)
: left(dst_left), top(dst_top), width(dst_width), height(dst_height) {}
CFX_RectF(float dst_left, float dst_top, const SizeType& dst_size)
: left(dst_left),
top(dst_top),
width(dst_size.width),
height(dst_size.height) {}
CFX_RectF(const PointType& p, float dst_width, float dst_height)
: left(p.x), top(p.y), width(dst_width), height(dst_height) {}
CFX_RectF(const PointType& p1, const SizeType& s2)
: left(p1.x), top(p1.y), width(s2.width), height(s2.height) {}
explicit CFX_RectF(const FX_RECT& that)
: left(static_cast<float>(that.left)),
top(static_cast<float>(that.top)),
width(static_cast<float>(that.Width())),
height(static_cast<float>(that.Height())) {}
// NOLINTNEXTLINE(runtime/explicit)
CFX_RectF(const CFX_RectF& other) = default;
CFX_RectF& operator=(const CFX_RectF& other) = default;
CFX_RectF& operator+=(const PointType& p) {
left += p.x;
top += p.y;
return *this;
}
CFX_RectF& operator-=(const PointType& p) {
left -= p.x;
top -= p.y;
return *this;
}
float right() const { return left + width; }
float bottom() const { return top + height; }
void Normalize() {
if (width < 0) {
left += width;
width = -width;
}
if (height < 0) {
top += height;
height = -height;
}
}
void Offset(float dx, float dy) {
left += dx;
top += dy;
}
void Inflate(float x, float y) {
left -= x;
width += x * 2;
top -= y;
height += y * 2;
}
void Inflate(const PointType& p) { Inflate(p.x, p.y); }
void Inflate(float off_left,
float off_top,
float off_right,
float off_bottom) {
left -= off_left;
top -= off_top;
width += off_left + off_right;
height += off_top + off_bottom;
}
void Inflate(const CFX_RectF& rt) {
Inflate(rt.left, rt.top, rt.left + rt.width, rt.top + rt.height);
}
void Deflate(float x, float y) {
left += x;
width -= x * 2;
top += y;
height -= y * 2;
}
void Deflate(const PointType& p) { Deflate(p.x, p.y); }
void Deflate(float off_left,
float off_top,
float off_right,
float off_bottom) {
left += off_left;
top += off_top;
width -= off_left + off_right;
height -= off_top + off_bottom;
}
void Deflate(const CFX_RectF& rt) {
Deflate(rt.left, rt.top, rt.top + rt.width, rt.top + rt.height);
}
bool IsEmpty() const { return width <= 0 || height <= 0; }
bool IsEmpty(float fEpsilon) const {
return width <= fEpsilon || height <= fEpsilon;
}
void Empty() { width = height = 0; }
bool Contains(const PointType& p) const {
return p.x >= left && p.x < left + width && p.y >= top &&
p.y < top + height;
}
bool Contains(const CFX_RectF& rt) const {
return rt.left >= left && rt.right() <= right() && rt.top >= top &&
rt.bottom() <= bottom();
}
float Left() const { return left; }
float Top() const { return top; }
float Width() const { return width; }
float Height() const { return height; }
SizeType Size() const { return SizeType(width, height); }
PointType TopLeft() const { return PointType(left, top); }
PointType TopRight() const { return PointType(left + width, top); }
PointType BottomLeft() const { return PointType(left, top + height); }
PointType BottomRight() const {
return PointType(left + width, top + height);
}
PointType Center() const {
return PointType(left + width / 2, top + height / 2);
}
void Union(float x, float y);
void Union(const PointType& p) { Union(p.x, p.y); }
void Union(const CFX_RectF& rt);
void Intersect(const CFX_RectF& rt);
bool IntersectWith(const CFX_RectF& rt) const {
CFX_RectF rect = rt;
rect.Intersect(*this);
return !rect.IsEmpty();
}
bool IntersectWith(const CFX_RectF& rt, float fEpsilon) const {
CFX_RectF rect = rt;
rect.Intersect(*this);
return !rect.IsEmpty(fEpsilon);
}
friend bool operator==(const CFX_RectF& rc1, const CFX_RectF& rc2) {
return rc1.left == rc2.left && rc1.top == rc2.top &&
rc1.width == rc2.width && rc1.height == rc2.height;
}
friend bool operator!=(const CFX_RectF& rc1, const CFX_RectF& rc2) {
return !(rc1 == rc2);
}
CFX_FloatRect ToFloatRect() const {
// Note, we flip top/bottom here because the CFX_FloatRect has the
// y-axis running in the opposite direction.
return CFX_FloatRect(left, top, right(), bottom());
}
// Returned rect has bounds rounded up/down such that the original is
// contained in it.
FX_RECT GetOuterRect() const;
float left = 0.0f;
float top = 0.0f;
float width = 0.0f;
float height = 0.0f;
};
#ifndef NDEBUG
std::ostream& operator<<(std::ostream& os, const CFX_RectF& rect);
#endif // NDEBUG
// The matrix is of the form:
// | a b 0 |
// | c d 0 |
// | e f 1 |
// See PDF spec 1.7 Section 4.2.3.
//
class CFX_Matrix {
public:
CFX_Matrix() = default;
explicit CFX_Matrix(const float n[6])
: a(n[0]), b(n[1]), c(n[2]), d(n[3]), e(n[4]), f(n[5]) {}
CFX_Matrix(float a1, float b1, float c1, float d1, float e1, float f1)
: a(a1), b(b1), c(c1), d(d1), e(e1), f(f1) {}
CFX_Matrix(const CFX_Matrix& other) = default;
CFX_Matrix& operator=(const CFX_Matrix& other) = default;
bool operator==(const CFX_Matrix& other) const {
return a == other.a && b == other.b && c == other.c && d == other.d &&
e == other.e && f == other.f;
}
bool operator!=(const CFX_Matrix& other) const { return !(*this == other); }
CFX_Matrix operator*(const CFX_Matrix& right) const {
return CFX_Matrix(a * right.a + b * right.c, a * right.b + b * right.d,
c * right.a + d * right.c, c * right.b + d * right.d,
e * right.a + f * right.c + right.e,
e * right.b + f * right.d + right.f);
}
CFX_Matrix& operator*=(const CFX_Matrix& other) {
*this = *this * other;
return *this;
}
bool IsIdentity() const { return *this == CFX_Matrix(); }
CFX_Matrix GetInverse() const;
bool Is90Rotated() const;
bool IsScaled() const;
bool WillScale() const { return a != 1.0f || b != 0 || c != 0 || d != 1.0f; }
void Concat(const CFX_Matrix& right) { *this *= right; }
void Translate(float x, float y);
void TranslatePrepend(float x, float y);
void Translate(int32_t x, int32_t y) {
Translate(static_cast<float>(x), static_cast<float>(y));
}
void TranslatePrepend(int32_t x, int32_t y) {
TranslatePrepend(static_cast<float>(x), static_cast<float>(y));
}
void Scale(float sx, float sy);
void Rotate(float fRadian);
void MatchRect(const CFX_FloatRect& dest, const CFX_FloatRect& src);
float GetXUnit() const;
float GetYUnit() const;
CFX_FloatRect GetUnitRect() const;
float TransformXDistance(float dx) const;
float TransformDistance(float distance) const;
CFX_PointF Transform(const CFX_PointF& point) const;
CFX_RectF TransformRect(const CFX_RectF& rect) const;
CFX_FloatRect TransformRect(const CFX_FloatRect& rect) const;
float a = 1.0f;
float b = 0.0f;
float c = 0.0f;
float d = 1.0f;
float e = 0.0f;
float f = 0.0f;
};
#endif // CORE_FXCRT_FX_COORDINATES_H_