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224 lines
6.8 KiB
224 lines
6.8 KiB
// Copyright 2014 PDFium Authors. All rights reserved. |
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// Use of this source code is governed by a BSD-style license that can be |
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// found in the LICENSE file. |
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// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com |
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#include "xfa/fde/cfde_path.h" |
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#include "third_party/base/stl_util.h" |
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#include "xfa/fde/fde_object.h" |
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void CFDE_Path::CloseFigure() { |
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m_Path.ClosePath(); |
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} |
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bool CFDE_Path::FigureClosed() const { |
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const std::vector<FX_PATHPOINT>& points = m_Path.GetPoints(); |
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return points.empty() ? true : points.back().m_CloseFigure; |
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} |
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void CFDE_Path::MoveTo(const CFX_PointF& point) { |
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m_Path.AppendPoint(point, FXPT_TYPE::MoveTo, false); |
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} |
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void CFDE_Path::LineTo(const CFX_PointF& point) { |
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m_Path.AppendPoint(point, FXPT_TYPE::LineTo, false); |
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} |
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void CFDE_Path::BezierTo(const CFX_PointF& p1, |
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const CFX_PointF& p2, |
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const CFX_PointF& p3) { |
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m_Path.AppendPoint(p1, FXPT_TYPE::BezierTo, false); |
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m_Path.AppendPoint(p2, FXPT_TYPE::BezierTo, false); |
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m_Path.AppendPoint(p3, FXPT_TYPE::BezierTo, false); |
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} |
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void CFDE_Path::ArcTo(bool bStart, |
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const CFX_RectF& rect, |
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FX_FLOAT startAngle, |
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FX_FLOAT endAngle) { |
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FX_FLOAT rx = rect.width / 2; |
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FX_FLOAT ry = rect.height / 2; |
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FX_FLOAT cx = rect.left + rx; |
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FX_FLOAT cy = rect.top + ry; |
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FX_FLOAT alpha = |
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FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle)); |
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FX_FLOAT beta = |
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FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle)); |
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if (FXSYS_fabs(beta - alpha) > FX_PI) { |
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if (beta > alpha) |
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beta -= 2 * FX_PI; |
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else |
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alpha -= 2 * FX_PI; |
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} |
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FX_FLOAT half_delta = (beta - alpha) / 2; |
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FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta); |
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FX_FLOAT sin_alpha = FXSYS_sin(alpha); |
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FX_FLOAT sin_beta = FXSYS_sin(beta); |
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FX_FLOAT cos_alpha = FXSYS_cos(alpha); |
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FX_FLOAT cos_beta = FXSYS_cos(beta); |
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if (bStart) |
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MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha)); |
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BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha), |
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cy + ry * (sin_alpha + bcp * cos_alpha)), |
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CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta), |
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cy + ry * (sin_beta - bcp * cos_beta)), |
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CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta)); |
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} |
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void CFDE_Path::AddBezier(const std::vector<CFX_PointF>& points) { |
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if (points.size() != 4) |
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return; |
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MoveTo(points[0]); |
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BezierTo(points[1], points[2], points[3]); |
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} |
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void CFDE_Path::AddBeziers(const std::vector<CFX_PointF>& points) { |
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int32_t iCount = points.size(); |
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if (iCount < 4) |
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return; |
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const CFX_PointF* p = points.data(); |
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const CFX_PointF* pEnd = p + iCount; |
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MoveTo(p[0]); |
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for (++p; p <= pEnd - 3; p += 3) |
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BezierTo(p[0], p[1], p[2]); |
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} |
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void CFDE_Path::GetCurveTangents(const std::vector<CFX_PointF>& points, |
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std::vector<CFX_PointF>* tangents, |
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bool bClosed, |
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FX_FLOAT fTension) const { |
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int32_t iCount = pdfium::CollectionSize<int32_t>(points); |
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tangents->resize(iCount); |
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if (iCount < 3) |
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return; |
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FX_FLOAT fCoefficient = fTension / 3.0f; |
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const CFX_PointF* pPoints = points.data(); |
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CFX_PointF* pTangents = tangents->data(); |
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for (int32_t i = 0; i < iCount; ++i) { |
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int32_t r = i + 1; |
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int32_t s = i - 1; |
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if (r >= iCount) |
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r = bClosed ? (r - iCount) : (iCount - 1); |
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if (s < 0) |
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s = bClosed ? (s + iCount) : 0; |
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pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x)); |
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pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y)); |
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} |
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} |
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void CFDE_Path::AddCurve(const std::vector<CFX_PointF>& points, |
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bool bClosed, |
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FX_FLOAT fTension) { |
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int32_t iLast = pdfium::CollectionSize<int32_t>(points) - 1; |
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if (iLast < 1) |
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return; |
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std::vector<CFX_PointF> tangents; |
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GetCurveTangents(points, &tangents, bClosed, fTension); |
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const CFX_PointF* pPoints = points.data(); |
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CFX_PointF* pTangents = tangents.data(); |
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MoveTo(pPoints[0]); |
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for (int32_t i = 0; i < iLast; ++i) { |
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BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x, |
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pPoints[i].y + pTangents[i].y), |
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CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x, |
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pPoints[i + 1].y - pTangents[i + 1].y), |
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CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y)); |
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} |
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if (bClosed) { |
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BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x, |
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pPoints[iLast].y + pTangents[iLast].y), |
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CFX_PointF(pPoints[0].x - pTangents[0].x, |
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pPoints[0].y - pTangents[0].y), |
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CFX_PointF(pPoints[0].x, pPoints[0].y)); |
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CloseFigure(); |
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} |
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} |
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void CFDE_Path::AddEllipse(const CFX_RectF& rect) { |
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FX_FLOAT fStartAngle = 0; |
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FX_FLOAT fEndAngle = FX_PI / 2; |
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for (int32_t i = 0; i < 4; ++i) { |
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ArcTo(i == 0, rect, fStartAngle, fEndAngle); |
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fStartAngle += FX_PI / 2; |
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fEndAngle += FX_PI / 2; |
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} |
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CloseFigure(); |
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} |
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void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) { |
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std::vector<FX_PATHPOINT>& points = m_Path.GetPoints(); |
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if (points.empty() || FXSYS_fabs(points.back().m_Point.x - pt1.x) > 0.001 || |
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FXSYS_fabs(points.back().m_Point.y - pt1.y) > 0.001) { |
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MoveTo(pt1); |
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} |
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LineTo(pt2); |
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} |
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void CFDE_Path::AddPath(const CFDE_Path* pSrc, bool bConnect) { |
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if (!pSrc) |
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return; |
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if (pSrc->m_Path.GetPoints().empty()) |
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return; |
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if (bConnect) |
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LineTo(pSrc->m_Path.GetPoint(0)); |
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m_Path.Append(&pSrc->m_Path, nullptr); |
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} |
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void CFDE_Path::AddPolygon(const std::vector<CFX_PointF>& points) { |
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size_t iCount = points.size(); |
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if (iCount < 2) |
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return; |
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AddLines(points); |
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const CFX_PointF* p = points.data(); |
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if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f || |
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FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) { |
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LineTo(p[0]); |
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} |
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CloseFigure(); |
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} |
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void CFDE_Path::AddLines(const std::vector<CFX_PointF>& points) { |
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size_t iCount = points.size(); |
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if (iCount < 2) |
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return; |
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const CFX_PointF* p = points.data(); |
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const CFX_PointF* pEnd = p + iCount; |
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MoveTo(p[0]); |
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for (++p; p < pEnd; ++p) |
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LineTo(*p); |
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} |
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void CFDE_Path::AddRectangle(const CFX_RectF& rect) { |
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MoveTo(rect.TopLeft()); |
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LineTo(rect.TopRight()); |
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LineTo(rect.BottomRight()); |
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LineTo(rect.BottomLeft()); |
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CloseFigure(); |
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} |
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CFX_RectF CFDE_Path::GetBBox() const { |
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CFX_FloatRect rect = m_Path.GetBoundingBox(); |
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CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height()); |
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bbox.Normalize(); |
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return bbox; |
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} |
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CFX_RectF CFDE_Path::GetBBox(FX_FLOAT fLineWidth, FX_FLOAT fMiterLimit) const { |
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CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit); |
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CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height()); |
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bbox.Normalize(); |
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return bbox; |
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}
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