// 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 #ifndef NDEBUG #include #endif #include "third_party/base/span.h" template 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& obj) { x += obj.x; y += obj.y; return *this; } CFX_PTemplate& operator-=(const CFX_PTemplate& 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; using CFX_Point = CFX_PTemplate; using CFX_PointF = CFX_PTemplate; template 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 CFX_STemplate As() const { return CFX_STemplate(static_cast(width), static_cast(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& obj) { width += obj.width; height += obj.height; return *this; } CFX_STemplate& operator-=(const CFX_STemplate& 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; using CFX_SizeF = CFX_STemplate; template class CFX_VTemplate final : public CFX_PTemplate { public: using CFX_PTemplate::x; using CFX_PTemplate::y; CFX_VTemplate() : CFX_PTemplate() {} CFX_VTemplate(BaseType new_x, BaseType new_y) : CFX_PTemplate(new_x, new_y) {} CFX_VTemplate(const CFX_VTemplate& other) : CFX_PTemplate(other) {} CFX_VTemplate(const CFX_PTemplate& point1, const CFX_PTemplate& point2) : CFX_PTemplate(point2.x - point1.x, point2.y - point1.y) {} float Length() const; void Normalize(); }; using CFX_Vector = CFX_VTemplate; using CFX_VectorF = CFX_VTemplate; // 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 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(that.left)), top(static_cast(that.top)), width(static_cast(that.Width())), height(static_cast(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(x), static_cast(y)); } void TranslatePrepend(int32_t x, int32_t y) { TranslatePrepend(static_cast(x), static_cast(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_