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1 // Copyright 2016 PDFium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 // Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com
6 
7 #include "xfa/fxgraphics/cxfa_gepath.h"
8 
9 #include "core/fxge/cfx_pathdata.h"
10 #include "third_party/base/ptr_util.h"
11 
CXFA_GEPath()12 CXFA_GEPath::CXFA_GEPath() {}
13 
~CXFA_GEPath()14 CXFA_GEPath::~CXFA_GEPath() {}
15 
Clear()16 void CXFA_GEPath::Clear() {
17   data_.Clear();
18 }
19 
Close()20 void CXFA_GEPath::Close() {
21   data_.ClosePath();
22 }
23 
MoveTo(const CFX_PointF & point)24 void CXFA_GEPath::MoveTo(const CFX_PointF& point) {
25   data_.AppendPoint(point, FXPT_TYPE::MoveTo, false);
26 }
27 
LineTo(const CFX_PointF & point)28 void CXFA_GEPath::LineTo(const CFX_PointF& point) {
29   data_.AppendPoint(point, FXPT_TYPE::LineTo, false);
30 }
31 
BezierTo(const CFX_PointF & c1,const CFX_PointF & c2,const CFX_PointF & to)32 void CXFA_GEPath::BezierTo(const CFX_PointF& c1,
33                            const CFX_PointF& c2,
34                            const CFX_PointF& to) {
35   data_.AppendPoint(c1, FXPT_TYPE::BezierTo, false);
36   data_.AppendPoint(c2, FXPT_TYPE::BezierTo, false);
37   data_.AppendPoint(to, FXPT_TYPE::BezierTo, false);
38 }
39 
ArcTo(const CFX_PointF & pos,const CFX_SizeF & size,float start_angle,float sweep_angle)40 void CXFA_GEPath::ArcTo(const CFX_PointF& pos,
41                         const CFX_SizeF& size,
42                         float start_angle,
43                         float sweep_angle) {
44   CFX_SizeF new_size = size / 2.0f;
45   ArcToInternal(CFX_PointF(pos.x + new_size.width, pos.y + new_size.height),
46                 new_size, start_angle, sweep_angle);
47 }
48 
ArcToInternal(const CFX_PointF & pos,const CFX_SizeF & size,float start_angle,float sweep_angle)49 void CXFA_GEPath::ArcToInternal(const CFX_PointF& pos,
50                                 const CFX_SizeF& size,
51                                 float start_angle,
52                                 float sweep_angle) {
53   float x0 = cos(sweep_angle / 2);
54   float y0 = sin(sweep_angle / 2);
55   float tx = ((1.0f - x0) * 4) / (3 * 1.0f);
56   float ty = y0 - ((tx * x0) / y0);
57 
58   CFX_PointF points[] = {CFX_PointF(x0 + tx, -ty), CFX_PointF(x0 + tx, ty)};
59   float sn = sin(start_angle + sweep_angle / 2);
60   float cs = cos(start_angle + sweep_angle / 2);
61 
62   CFX_PointF bezier;
63   bezier.x = pos.x + (size.width * ((points[0].x * cs) - (points[0].y * sn)));
64   bezier.y = pos.y + (size.height * ((points[0].x * sn) + (points[0].y * cs)));
65   data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
66 
67   bezier.x = pos.x + (size.width * ((points[1].x * cs) - (points[1].y * sn)));
68   bezier.y = pos.y + (size.height * ((points[1].x * sn) + (points[1].y * cs)));
69   data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
70 
71   bezier.x = pos.x + (size.width * cos(start_angle + sweep_angle));
72   bezier.y = pos.y + (size.height * sin(start_angle + sweep_angle));
73   data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false);
74 }
75 
AddLine(const CFX_PointF & p1,const CFX_PointF & p2)76 void CXFA_GEPath::AddLine(const CFX_PointF& p1, const CFX_PointF& p2) {
77   data_.AppendPoint(p1, FXPT_TYPE::MoveTo, false);
78   data_.AppendPoint(p2, FXPT_TYPE::LineTo, false);
79 }
80 
AddRectangle(float left,float top,float width,float height)81 void CXFA_GEPath::AddRectangle(float left,
82                                float top,
83                                float width,
84                                float height) {
85   data_.AppendRect(left, top, left + width, top + height);
86 }
87 
AddEllipse(const CFX_RectF & rect)88 void CXFA_GEPath::AddEllipse(const CFX_RectF& rect) {
89   AddArc(rect.TopLeft(), rect.Size(), 0, FX_PI * 2);
90 }
91 
AddArc(const CFX_PointF & original_pos,const CFX_SizeF & original_size,float start_angle,float sweep_angle)92 void CXFA_GEPath::AddArc(const CFX_PointF& original_pos,
93                          const CFX_SizeF& original_size,
94                          float start_angle,
95                          float sweep_angle) {
96   if (sweep_angle == 0)
97     return;
98 
99   const float bezier_arc_angle_epsilon = 0.01f;
100   while (start_angle > FX_PI * 2)
101     start_angle -= FX_PI * 2;
102   while (start_angle < 0)
103     start_angle += FX_PI * 2;
104   if (sweep_angle >= FX_PI * 2)
105     sweep_angle = FX_PI * 2;
106   if (sweep_angle <= -FX_PI * 2)
107     sweep_angle = -FX_PI * 2;
108 
109   CFX_SizeF size = original_size / 2;
110   CFX_PointF pos(original_pos.x + size.width, original_pos.y + size.height);
111   data_.AppendPoint(pos + CFX_PointF(size.width * cos(start_angle),
112                                      size.height * sin(start_angle)),
113                     FXPT_TYPE::MoveTo, false);
114 
115   float total_sweep = 0;
116   float local_sweep = 0;
117   float prev_sweep = 0;
118   bool done = false;
119   do {
120     if (sweep_angle < 0) {
121       prev_sweep = total_sweep;
122       local_sweep = -FX_PI / 2;
123       total_sweep -= FX_PI / 2;
124       if (total_sweep <= sweep_angle + bezier_arc_angle_epsilon) {
125         local_sweep = sweep_angle - prev_sweep;
126         done = true;
127       }
128     } else {
129       prev_sweep = total_sweep;
130       local_sweep = FX_PI / 2;
131       total_sweep += FX_PI / 2;
132       if (total_sweep >= sweep_angle - bezier_arc_angle_epsilon) {
133         local_sweep = sweep_angle - prev_sweep;
134         done = true;
135       }
136     }
137 
138     ArcToInternal(pos, size, start_angle, local_sweep);
139     start_angle += local_sweep;
140   } while (!done);
141 }
142 
AddSubpath(CXFA_GEPath * path)143 void CXFA_GEPath::AddSubpath(CXFA_GEPath* path) {
144   if (!path)
145     return;
146   data_.Append(&path->data_, nullptr);
147 }
148 
TransformBy(const CFX_Matrix & mt)149 void CXFA_GEPath::TransformBy(const CFX_Matrix& mt) {
150   data_.Transform(&mt);
151 }
152