| // Copyright 2016 PDFium Authors. All rights reserved. |
| // 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 |
| |
| #include "xfa/fxgraphics/cfx_path.h" |
| |
| #include "core/fxge/cfx_pathdata.h" |
| #include "third_party/base/ptr_util.h" |
| |
| CFX_Path::CFX_Path() {} |
| |
| CFX_Path::~CFX_Path() {} |
| |
| void CFX_Path::Clear() { |
| data_.Clear(); |
| } |
| |
| void CFX_Path::Close() { |
| data_.ClosePath(); |
| } |
| |
| void CFX_Path::MoveTo(const CFX_PointF& point) { |
| data_.AppendPoint(point, FXPT_TYPE::MoveTo, false); |
| } |
| |
| void CFX_Path::LineTo(const CFX_PointF& point) { |
| data_.AppendPoint(point, FXPT_TYPE::LineTo, false); |
| } |
| |
| void CFX_Path::BezierTo(const CFX_PointF& c1, |
| const CFX_PointF& c2, |
| const CFX_PointF& to) { |
| data_.AppendPoint(c1, FXPT_TYPE::BezierTo, false); |
| data_.AppendPoint(c2, FXPT_TYPE::BezierTo, false); |
| data_.AppendPoint(to, FXPT_TYPE::BezierTo, false); |
| } |
| |
| void CFX_Path::ArcTo(const CFX_PointF& pos, |
| const CFX_SizeF& size, |
| FX_FLOAT start_angle, |
| FX_FLOAT sweep_angle) { |
| CFX_SizeF new_size = size / 2.0f; |
| ArcToInternal(CFX_PointF(pos.x + new_size.width, pos.y + new_size.height), |
| new_size, start_angle, sweep_angle); |
| } |
| |
| void CFX_Path::ArcToInternal(const CFX_PointF& pos, |
| const CFX_SizeF& size, |
| FX_FLOAT start_angle, |
| FX_FLOAT sweep_angle) { |
| FX_FLOAT x0 = FXSYS_cos(sweep_angle / 2); |
| FX_FLOAT y0 = FXSYS_sin(sweep_angle / 2); |
| FX_FLOAT tx = ((1.0f - x0) * 4) / (3 * 1.0f); |
| FX_FLOAT ty = y0 - ((tx * x0) / y0); |
| |
| CFX_PointF points[] = {CFX_PointF(x0 + tx, -ty), CFX_PointF(x0 + tx, ty)}; |
| FX_FLOAT sn = FXSYS_sin(start_angle + sweep_angle / 2); |
| FX_FLOAT cs = FXSYS_cos(start_angle + sweep_angle / 2); |
| |
| CFX_PointF bezier; |
| bezier.x = pos.x + (size.width * ((points[0].x * cs) - (points[0].y * sn))); |
| bezier.y = pos.y + (size.height * ((points[0].x * sn) + (points[0].y * cs))); |
| data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false); |
| |
| bezier.x = pos.x + (size.width * ((points[1].x * cs) - (points[1].y * sn))); |
| bezier.y = pos.y + (size.height * ((points[1].x * sn) + (points[1].y * cs))); |
| data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false); |
| |
| bezier.x = pos.x + (size.width * FXSYS_cos(start_angle + sweep_angle)); |
| bezier.y = pos.y + (size.height * FXSYS_sin(start_angle + sweep_angle)); |
| data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false); |
| } |
| |
| void CFX_Path::AddLine(const CFX_PointF& p1, const CFX_PointF& p2) { |
| data_.AppendPoint(p1, FXPT_TYPE::MoveTo, false); |
| data_.AppendPoint(p2, FXPT_TYPE::LineTo, false); |
| } |
| |
| void CFX_Path::AddRectangle(FX_FLOAT left, |
| FX_FLOAT top, |
| FX_FLOAT width, |
| FX_FLOAT height) { |
| data_.AppendRect(left, top, left + width, top + height); |
| } |
| |
| void CFX_Path::AddEllipse(const CFX_RectF& rect) { |
| AddArc(rect.TopLeft(), rect.Size(), 0, FX_PI * 2); |
| } |
| |
| void CFX_Path::AddArc(const CFX_PointF& original_pos, |
| const CFX_SizeF& original_size, |
| FX_FLOAT start_angle, |
| FX_FLOAT sweep_angle) { |
| if (sweep_angle == 0) |
| return; |
| |
| const FX_FLOAT bezier_arc_angle_epsilon = 0.01f; |
| while (start_angle > FX_PI * 2) |
| start_angle -= FX_PI * 2; |
| while (start_angle < 0) |
| start_angle += FX_PI * 2; |
| if (sweep_angle >= FX_PI * 2) |
| sweep_angle = FX_PI * 2; |
| if (sweep_angle <= -FX_PI * 2) |
| sweep_angle = -FX_PI * 2; |
| |
| CFX_SizeF size = original_size / 2; |
| CFX_PointF pos(original_pos.x + size.width, original_pos.y + size.height); |
| data_.AppendPoint(pos + CFX_PointF(size.width * FXSYS_cos(start_angle), |
| size.height * FXSYS_sin(start_angle)), |
| FXPT_TYPE::MoveTo, false); |
| |
| FX_FLOAT total_sweep = 0; |
| FX_FLOAT local_sweep = 0; |
| FX_FLOAT prev_sweep = 0; |
| bool done = false; |
| do { |
| if (sweep_angle < 0) { |
| prev_sweep = total_sweep; |
| local_sweep = -FX_PI / 2; |
| total_sweep -= FX_PI / 2; |
| if (total_sweep <= sweep_angle + bezier_arc_angle_epsilon) { |
| local_sweep = sweep_angle - prev_sweep; |
| done = true; |
| } |
| } else { |
| prev_sweep = total_sweep; |
| local_sweep = FX_PI / 2; |
| total_sweep += FX_PI / 2; |
| if (total_sweep >= sweep_angle - bezier_arc_angle_epsilon) { |
| local_sweep = sweep_angle - prev_sweep; |
| done = true; |
| } |
| } |
| |
| ArcToInternal(pos, size, start_angle, local_sweep); |
| start_angle += local_sweep; |
| } while (!done); |
| } |
| |
| void CFX_Path::AddSubpath(CFX_Path* path) { |
| if (!path) |
| return; |
| data_.Append(&path->data_, nullptr); |
| } |
| |
| void CFX_Path::TransformBy(const CFX_Matrix& mt) { |
| data_.Transform(&mt); |
| } |