cfx_path.cpp revision 5ae9d0c6fd838a2967cca72aa5751b51dadc2769
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/cfx_path.h" 8 9#include "core/fxge/cfx_pathdata.h" 10#include "third_party/base/ptr_util.h" 11 12CFX_Path::CFX_Path() {} 13 14CFX_Path::~CFX_Path() {} 15 16void CFX_Path::Clear() { 17 data_.Clear(); 18} 19 20void CFX_Path::Close() { 21 data_.ClosePath(); 22} 23 24void CFX_Path::MoveTo(const CFX_PointF& point) { 25 data_.AppendPoint(point, FXPT_TYPE::MoveTo, false); 26} 27 28void CFX_Path::LineTo(const CFX_PointF& point) { 29 data_.AppendPoint(point, FXPT_TYPE::LineTo, false); 30} 31 32void CFX_Path::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 40void CFX_Path::ArcTo(const CFX_PointF& pos, 41 const CFX_SizeF& size, 42 FX_FLOAT start_angle, 43 FX_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 49void CFX_Path::ArcToInternal(const CFX_PointF& pos, 50 const CFX_SizeF& size, 51 FX_FLOAT start_angle, 52 FX_FLOAT sweep_angle) { 53 FX_FLOAT x0 = FXSYS_cos(sweep_angle / 2); 54 FX_FLOAT y0 = FXSYS_sin(sweep_angle / 2); 55 FX_FLOAT tx = ((1.0f - x0) * 4) / (3 * 1.0f); 56 FX_FLOAT ty = y0 - ((tx * x0) / y0); 57 58 CFX_PointF points[] = {CFX_PointF(x0 + tx, -ty), CFX_PointF(x0 + tx, ty)}; 59 FX_FLOAT sn = FXSYS_sin(start_angle + sweep_angle / 2); 60 FX_FLOAT cs = FXSYS_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 * FXSYS_cos(start_angle + sweep_angle)); 72 bezier.y = pos.y + (size.height * FXSYS_sin(start_angle + sweep_angle)); 73 data_.AppendPoint(bezier, FXPT_TYPE::BezierTo, false); 74} 75 76void CFX_Path::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 81void CFX_Path::AddRectangle(FX_FLOAT left, 82 FX_FLOAT top, 83 FX_FLOAT width, 84 FX_FLOAT height) { 85 data_.AppendRect(left, top, left + width, top + height); 86} 87 88void CFX_Path::AddEllipse(const CFX_RectF& rect) { 89 AddArc(rect.TopLeft(), rect.Size(), 0, FX_PI * 2); 90} 91 92void CFX_Path::AddArc(const CFX_PointF& original_pos, 93 const CFX_SizeF& original_size, 94 FX_FLOAT start_angle, 95 FX_FLOAT sweep_angle) { 96 if (sweep_angle == 0) 97 return; 98 99 const FX_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 * FXSYS_cos(start_angle), 112 size.height * FXSYS_sin(start_angle)), 113 FXPT_TYPE::MoveTo, false); 114 115 FX_FLOAT total_sweep = 0; 116 FX_FLOAT local_sweep = 0; 117 FX_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 143void CFX_Path::AddSubpath(CFX_Path* path) { 144 if (!path) 145 return; 146 data_.Append(&path->data_, nullptr); 147} 148 149void CFX_Path::TransformBy(const CFX_Matrix& mt) { 150 data_.Transform(&mt); 151} 152