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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