1 // Copyright 2014 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/src/foxitlib.h"
8 #include "fde_object.h"
9 #include "fde_geobject.h"
10 #ifndef _FDEPLUS
Create()11 IFDE_Path* IFDE_Path::Create() {
12 return new CFDE_Path;
13 }
StartFigure()14 FX_BOOL CFDE_Path::StartFigure() {
15 return CloseFigure();
16 }
CloseFigure()17 FX_BOOL CFDE_Path::CloseFigure() {
18 FX_PATHPOINT* pPoint = GetLastPoint();
19 if (pPoint) {
20 pPoint->m_Flag |= FXPT_CLOSEFIGURE;
21 }
22 return TRUE;
23 }
GetLastPoint(int32_t iCount) const24 FX_PATHPOINT* CFDE_Path::GetLastPoint(int32_t iCount) const {
25 if (iCount < 1) {
26 return NULL;
27 }
28 int32_t iPoints = m_Path.GetPointCount();
29 if (iCount > iPoints) {
30 return NULL;
31 }
32 return m_Path.GetPoints() + iPoints - iCount;
33 }
FigureClosed() const34 FX_BOOL CFDE_Path::FigureClosed() const {
35 FX_PATHPOINT* pPoint = GetLastPoint();
36 return pPoint ? (pPoint->m_Flag & FXPT_CLOSEFIGURE) : TRUE;
37 }
AddPoints(int32_t iCount)38 FX_PATHPOINT* CFDE_Path::AddPoints(int32_t iCount) {
39 if (iCount < 1) {
40 return NULL;
41 }
42 int32_t iPoints = m_Path.GetPointCount();
43 m_Path.AddPointCount(iCount);
44 return m_Path.GetPoints() + iPoints;
45 }
MoveTo(FX_FLOAT fx,FX_FLOAT fy)46 void CFDE_Path::MoveTo(FX_FLOAT fx, FX_FLOAT fy) {
47 FX_PATHPOINT* pPoint = AddPoints(1);
48 pPoint->m_PointX = fx;
49 pPoint->m_PointY = fy;
50 pPoint->m_Flag = FXPT_MOVETO;
51 }
LineTo(FX_FLOAT fx,FX_FLOAT fy)52 void CFDE_Path::LineTo(FX_FLOAT fx, FX_FLOAT fy) {
53 FX_PATHPOINT* pPoint = AddPoints(1);
54 pPoint->m_PointX = fx;
55 pPoint->m_PointY = fy;
56 pPoint->m_Flag = FXPT_LINETO;
57 }
BezierTo(const CFX_PointF & p1,const CFX_PointF & p2,const CFX_PointF & p3)58 void CFDE_Path::BezierTo(const CFX_PointF& p1,
59 const CFX_PointF& p2,
60 const CFX_PointF& p3) {
61 FX_PATHPOINT* p = AddPoints(3);
62 p[0].m_PointX = p1.x;
63 p[0].m_PointY = p1.y;
64 p[0].m_Flag = FXPT_BEZIERTO;
65 p[1].m_PointX = p2.x;
66 p[1].m_PointY = p2.y;
67 p[1].m_Flag = FXPT_BEZIERTO;
68 p[2].m_PointX = p3.x;
69 p[2].m_PointY = p3.y;
70 p[2].m_Flag = FXPT_BEZIERTO;
71 }
ArcTo(FX_BOOL bStart,const CFX_RectF & rect,FX_FLOAT startAngle,FX_FLOAT endAngle)72 void CFDE_Path::ArcTo(FX_BOOL bStart,
73 const CFX_RectF& rect,
74 FX_FLOAT startAngle,
75 FX_FLOAT endAngle) {
76 FX_FLOAT rx = rect.width / 2;
77 FX_FLOAT ry = rect.height / 2;
78 FX_FLOAT cx = rect.left + rx;
79 FX_FLOAT cy = rect.top + ry;
80 FX_FLOAT alpha =
81 FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle));
82 FX_FLOAT beta =
83 FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle));
84 if (FXSYS_fabs(beta - alpha) > FX_PI) {
85 if (beta > alpha) {
86 beta -= 2 * FX_PI;
87 } else {
88 alpha -= 2 * FX_PI;
89 }
90 }
91 FX_FLOAT half_delta = (beta - alpha) / 2;
92 FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta);
93 FX_FLOAT sin_alpha = FXSYS_sin(alpha);
94 FX_FLOAT sin_beta = FXSYS_sin(beta);
95 FX_FLOAT cos_alpha = FXSYS_cos(alpha);
96 FX_FLOAT cos_beta = FXSYS_cos(beta);
97 if (bStart) {
98 CFX_PointF p0;
99 p0.Set(cx + rx * cos_alpha, cy + ry * sin_alpha);
100 MoveTo(p0);
101 }
102 CFX_PointF p1;
103 p1.Set(cx + rx * (cos_alpha - bcp * sin_alpha),
104 cy + ry * (sin_alpha + bcp * cos_alpha));
105 CFX_PointF p2;
106 p2.Set(cx + rx * (cos_beta + bcp * sin_beta),
107 cy + ry * (sin_beta - bcp * cos_beta));
108 CFX_PointF p3;
109 p3.Set(cx + rx * cos_beta, cy + ry * sin_beta);
110 BezierTo(p1, p2, p3);
111 }
AddBezier(const CFX_PointsF & points)112 void CFDE_Path::AddBezier(const CFX_PointsF& points) {
113 if (points.GetSize() != 4) {
114 return;
115 }
116 FX_LPCPOINTF p = points.GetData();
117 MoveTo(p[0]);
118 BezierTo(p[1], p[2], p[3]);
119 }
AddBeziers(const CFX_PointsF & points)120 void CFDE_Path::AddBeziers(const CFX_PointsF& points) {
121 int32_t iCount = points.GetSize();
122 if (iCount < 4) {
123 return;
124 }
125 FX_LPCPOINTF p = points.GetData();
126 FX_LPCPOINTF pEnd = p + iCount;
127 MoveTo(p[0]);
128 for (++p; p <= pEnd - 3; p += 3) {
129 BezierTo(p[0], p[1], p[2]);
130 }
131 }
GetCurveTangents(const CFX_PointsF & points,CFX_PointsF & tangents,FX_BOOL bClosed,FX_FLOAT fTension) const132 void CFDE_Path::GetCurveTangents(const CFX_PointsF& points,
133 CFX_PointsF& tangents,
134 FX_BOOL bClosed,
135 FX_FLOAT fTension) const {
136 int32_t iCount = points.GetSize();
137 tangents.SetSize(iCount);
138 if (iCount < 3) {
139 return;
140 }
141 FX_FLOAT fCoefficient = fTension / 3.0f;
142 FX_LPCPOINTF pPoints = points.GetData();
143 FX_LPPOINTF pTangents = tangents.GetData();
144 for (int32_t i = 0; i < iCount; ++i) {
145 int32_t r = i + 1;
146 int32_t s = i - 1;
147 if (r >= iCount) {
148 r = bClosed ? (r - iCount) : (iCount - 1);
149 }
150 if (s < 0) {
151 s = bClosed ? (s + iCount) : 0;
152 }
153 pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x));
154 pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y));
155 }
156 }
AddCurve(const CFX_PointsF & points,FX_BOOL bClosed,FX_FLOAT fTension)157 void CFDE_Path::AddCurve(const CFX_PointsF& points,
158 FX_BOOL bClosed,
159 FX_FLOAT fTension) {
160 int32_t iLast = points.GetUpperBound();
161 if (iLast < 1) {
162 return;
163 }
164 CFX_PointsF tangents;
165 GetCurveTangents(points, tangents, bClosed, fTension);
166 FX_LPCPOINTF pPoints = points.GetData();
167 FX_LPPOINTF pTangents = tangents.GetData();
168 MoveTo(pPoints[0]);
169 for (int32_t i = 0; i < iLast; ++i) {
170 int32_t j = i + 1;
171 CFX_PointF p1;
172 p1.Set(pPoints[i].x + pTangents[i].x, pPoints[i].y + pTangents[i].y);
173 CFX_PointF p2;
174 p2.Set(pPoints[j].x - pTangents[j].x, pPoints[j].y - pTangents[j].y);
175 CFX_PointF p3;
176 p3.Set(pPoints[j].x, pPoints[j].y);
177 BezierTo(p1, p2, p3);
178 }
179 if (bClosed) {
180 CFX_PointF p1;
181 p1.Set(pPoints[iLast].x + pTangents[iLast].x,
182 pPoints[iLast].y + pTangents[iLast].y);
183 CFX_PointF p2;
184 p2.Set(pPoints[0].x - pTangents[0].x, pPoints[0].y - pTangents[0].y);
185 CFX_PointF p3;
186 p3.Set(pPoints[0].x, pPoints[0].y);
187 BezierTo(p1, p2, p3);
188 CloseFigure();
189 }
190 }
AddEllipse(const CFX_RectF & rect)191 void CFDE_Path::AddEllipse(const CFX_RectF& rect) {
192 FX_FLOAT fStartAngle = 0;
193 FX_FLOAT fEndAngle = FX_PI / 2;
194 for (int32_t i = 0; i < 4; ++i) {
195 ArcTo(i == 0, rect, fStartAngle, fEndAngle);
196 fStartAngle += FX_PI / 2;
197 fEndAngle += FX_PI / 2;
198 }
199 CloseFigure();
200 }
AddLine(const CFX_PointF & pt1,const CFX_PointF & pt2)201 void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) {
202 FX_PATHPOINT* pLast = GetLastPoint();
203 if (pLast == NULL || FXSYS_fabs(pLast->m_PointX - pt1.x) > 0.001 ||
204 FXSYS_fabs(pLast->m_PointY - pt1.y) > 0.001) {
205 MoveTo(pt1);
206 }
207 LineTo(pt2);
208 }
AddPath(const IFDE_Path * pSrc,FX_BOOL bConnect)209 void CFDE_Path::AddPath(const IFDE_Path* pSrc, FX_BOOL bConnect) {
210 CFDE_Path* pPath = (CFDE_Path*)pSrc;
211 if (pPath == NULL) {
212 return;
213 }
214 int32_t iCount = pPath->m_Path.GetPointCount();
215 if (iCount < 1) {
216 return;
217 }
218 if (bConnect) {
219 LineTo(pPath->m_Path.GetPointX(0), pPath->m_Path.GetPointY(0));
220 }
221 m_Path.Append(&pPath->m_Path, NULL);
222 }
AddPolygon(const CFX_PointsF & points)223 void CFDE_Path::AddPolygon(const CFX_PointsF& points) {
224 int32_t iCount = points.GetSize();
225 if (iCount < 2) {
226 return;
227 }
228 AddLines(points);
229 FX_LPCPOINTF p = points.GetData();
230 if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f ||
231 FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) {
232 LineTo(p[0]);
233 }
234 CloseFigure();
235 }
AddLines(const CFX_PointsF & points)236 void CFDE_Path::AddLines(const CFX_PointsF& points) {
237 int32_t iCount = points.GetSize();
238 if (iCount < 2) {
239 return;
240 }
241 FX_LPCPOINTF p = points.GetData();
242 FX_LPCPOINTF pEnd = p + iCount;
243 MoveTo(p[0]);
244 for (++p; p < pEnd; ++p) {
245 LineTo(*p);
246 }
247 }
AddRectangle(const CFX_RectF & rect)248 void CFDE_Path::AddRectangle(const CFX_RectF& rect) {
249 MoveTo(rect.TopLeft());
250 LineTo(rect.TopRight());
251 LineTo(rect.BottomRight());
252 LineTo(rect.BottomLeft());
253 CloseFigure();
254 }
GetBBox(CFX_RectF & bbox) const255 void CFDE_Path::GetBBox(CFX_RectF& bbox) const {
256 CFX_FloatRect rect = m_Path.GetBoundingBox();
257 bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
258 bbox.Normalize();
259 }
GetBBox(CFX_RectF & bbox,FX_FLOAT fLineWidth,FX_FLOAT fMiterLimit) const260 void CFDE_Path::GetBBox(CFX_RectF& bbox,
261 FX_FLOAT fLineWidth,
262 FX_FLOAT fMiterLimit) const {
263 CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit);
264 bbox.Set(rect.left, rect.top, rect.Width(), rect.Height());
265 bbox.Normalize();
266 }
267 #endif
268