gecko-dev/gfx/thebes/gfxFontMissingGlyphs.cpp
Ehsan Akhgari eff9a278ad Bug 924221 - Minimize the #includes in gfx/thebes; r=bjacob
--HG--
extra : rebase_source : af198eb9b9739ce718ba0d16c385624a722cde51
2013-10-07 19:15:59 -04:00

281 lines
9.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gfxFontMissingGlyphs.h"
#include "nsDeviceContext.h"
#include "gfxContext.h"
#include "gfxColor.h"
#define CHAR_BITS(b00, b01, b02, b10, b11, b12, b20, b21, b22, b30, b31, b32, b40, b41, b42) \
((b00 << 0) | (b01 << 1) | (b02 << 2) | (b10 << 3) | (b11 << 4) | (b12 << 5) | \
(b20 << 6) | (b21 << 7) | (b22 << 8) | (b30 << 9) | (b31 << 10) | (b32 << 11) | \
(b40 << 12) | (b41 << 13) | (b42 << 14))
static const uint16_t glyphMicroFont[16] = {
CHAR_BITS(0, 1, 0,
1, 0, 1,
1, 0, 1,
1, 0, 1,
0, 1, 0),
CHAR_BITS(0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0),
CHAR_BITS(1, 1, 1,
0, 0, 1,
1, 1, 1,
1, 0, 0,
1, 1, 1),
CHAR_BITS(1, 1, 1,
0, 0, 1,
1, 1, 1,
0, 0, 1,
1, 1, 1),
CHAR_BITS(1, 0, 1,
1, 0, 1,
1, 1, 1,
0, 0, 1,
0, 0, 1),
CHAR_BITS(1, 1, 1,
1, 0, 0,
1, 1, 1,
0, 0, 1,
1, 1, 1),
CHAR_BITS(1, 1, 1,
1, 0, 0,
1, 1, 1,
1, 0, 1,
1, 1, 1),
CHAR_BITS(1, 1, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1),
CHAR_BITS(0, 1, 0,
1, 0, 1,
0, 1, 0,
1, 0, 1,
0, 1, 0),
CHAR_BITS(1, 1, 1,
1, 0, 1,
1, 1, 1,
0, 0, 1,
0, 0, 1),
CHAR_BITS(1, 1, 1,
1, 0, 1,
1, 1, 1,
1, 0, 1,
1, 0, 1),
CHAR_BITS(1, 1, 0,
1, 0, 1,
1, 1, 0,
1, 0, 1,
1, 1, 0),
CHAR_BITS(0, 1, 1,
1, 0, 0,
1, 0, 0,
1, 0, 0,
0, 1, 1),
CHAR_BITS(1, 1, 0,
1, 0, 1,
1, 0, 1,
1, 0, 1,
1, 1, 0),
CHAR_BITS(1, 1, 1,
1, 0, 0,
1, 1, 1,
1, 0, 0,
1, 1, 1),
CHAR_BITS(1, 1, 1,
1, 0, 0,
1, 1, 1,
1, 0, 0,
1, 0, 0)
};
/* Parameters that control the rendering of hexboxes. They look like this:
BMP codepoints non-BMP codepoints
(U+0000 - U+FFFF) (U+10000 - U+10FFFF)
+---------+ +-------------+
| | | |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| | | |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| HHH HHH | | HHH HHH HHH |
| | | |
+---------+ +-------------+
*/
/** Width of a minifont glyph (see above) */
static const int MINIFONT_WIDTH = 3;
/** Height of a minifont glyph (see above) */
static const int MINIFONT_HEIGHT = 5;
/**
* Gap between minifont glyphs (both horizontal and vertical) and also
* the minimum desired gap between the box border and the glyphs
*/
static const int HEX_CHAR_GAP = 1;
/**
* The amount of space between the vertical edge of the glyphbox and the
* box border. We make this nonzero so that when multiple missing glyphs
* occur consecutively there's a gap between their rendered boxes.
*/
static const int BOX_HORIZONTAL_INSET = 1;
/** The width of the border */
static const int BOX_BORDER_WIDTH = 1;
/**
* The scaling factor for the border opacity; this is multiplied by the current
* opacity being used to draw the text.
*/
static const gfxFloat BOX_BORDER_OPACITY = 0.5;
/**
* Draw a single hex character using the current color. A nice way to do this
* would be to fill in an A8 image surface and then use it as a mask
* to paint the current color. Tragically this doesn't currently work with the
* Quartz cairo backend which doesn't generally support masking with surfaces.
* So for now we just paint a bunch of rectangles...
*/
#ifndef MOZ_GFX_OPTIMIZE_MOBILE
static void
DrawHexChar(gfxContext *aContext, const gfxPoint& aPt, uint32_t aDigit)
{
aContext->NewPath();
uint32_t glyphBits = glyphMicroFont[aDigit];
int x, y;
for (y = 0; y < MINIFONT_HEIGHT; ++y) {
for (x = 0; x < MINIFONT_WIDTH; ++x) {
if (glyphBits & 1) {
aContext->Rectangle(gfxRect(x, y, 1, 1) + aPt, true);
}
glyphBits >>= 1;
}
}
aContext->Fill();
}
#endif // MOZ_GFX_OPTIMIZE_MOBILE
void
gfxFontMissingGlyphs::DrawMissingGlyph(gfxContext *aContext,
const gfxRect& aRect,
uint32_t aChar,
uint32_t aAppUnitsPerDevPixel)
{
aContext->Save();
gfxRGBA currentColor;
if (!aContext->GetDeviceColor(currentColor)) {
// We're currently drawing with some kind of pattern... Just draw
// the missing-glyph data in black.
currentColor = gfxRGBA(0,0,0,1);
}
// Stroke a rectangle so that the stroke's left edge is inset one pixel
// from the left edge of the glyph box and the stroke's right edge
// is inset one pixel from the right edge of the glyph box.
gfxFloat halfBorderWidth = BOX_BORDER_WIDTH / 2.0;
gfxFloat borderLeft = aRect.X() + BOX_HORIZONTAL_INSET + halfBorderWidth;
gfxFloat borderRight = aRect.XMost() - BOX_HORIZONTAL_INSET - halfBorderWidth;
gfxRect borderStrokeRect(borderLeft, aRect.Y() + halfBorderWidth,
borderRight - borderLeft,
aRect.Height() - 2.0 * halfBorderWidth);
if (!borderStrokeRect.IsEmpty()) {
aContext->SetLineWidth(BOX_BORDER_WIDTH);
aContext->SetDash(gfxContext::gfxLineSolid);
aContext->SetLineCap(gfxContext::LINE_CAP_SQUARE);
aContext->SetLineJoin(gfxContext::LINE_JOIN_MITER);
gfxRGBA color = currentColor;
color.a *= BOX_BORDER_OPACITY;
aContext->SetDeviceColor(color);
aContext->NewPath();
aContext->Rectangle(borderStrokeRect);
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
aContext->Fill();
#else
aContext->Stroke();
#endif
}
#ifndef MOZ_GFX_OPTIMIZE_MOBILE
gfxPoint center(aRect.X() + aRect.Width() / 2,
aRect.Y() + aRect.Height() / 2);
gfxFloat halfGap = HEX_CHAR_GAP / 2.0;
gfxFloat top = -(MINIFONT_HEIGHT + halfGap);
aContext->SetDeviceColor(currentColor);
aContext->Translate(center);
// We always want integer scaling, otherwise the "bitmap" glyphs will look
// even uglier than usual when zoomed
int32_t scale =
std::max<int32_t>(1, nsDeviceContext::AppUnitsPerCSSPixel() /
aAppUnitsPerDevPixel);
aContext->Scale(gfxFloat(scale), gfxFloat(scale));
if (aChar < 0x10000) {
if (aRect.Width() >= 2 * (MINIFONT_WIDTH + HEX_CHAR_GAP) &&
aRect.Height() >= 2 * MINIFONT_HEIGHT + HEX_CHAR_GAP) {
// Draw 4 digits for BMP
gfxFloat left = -(MINIFONT_WIDTH + halfGap);
DrawHexChar(aContext,
gfxPoint(left, top), (aChar >> 12) & 0xF);
DrawHexChar(aContext,
gfxPoint(halfGap, top), (aChar >> 8) & 0xF);
DrawHexChar(aContext,
gfxPoint(left, halfGap), (aChar >> 4) & 0xF);
DrawHexChar(aContext,
gfxPoint(halfGap, halfGap), aChar & 0xF);
}
} else {
if (aRect.Width() >= 3 * (MINIFONT_WIDTH + HEX_CHAR_GAP) &&
aRect.Height() >= 2 * MINIFONT_HEIGHT + HEX_CHAR_GAP) {
// Draw 6 digits for non-BMP
gfxFloat first = -(MINIFONT_WIDTH * 1.5 + HEX_CHAR_GAP);
gfxFloat second = -(MINIFONT_WIDTH / 2.0);
gfxFloat third = (MINIFONT_WIDTH / 2.0 + HEX_CHAR_GAP);
DrawHexChar(aContext,
gfxPoint(first, top), (aChar >> 20) & 0xF);
DrawHexChar(aContext,
gfxPoint(second, top), (aChar >> 16) & 0xF);
DrawHexChar(aContext,
gfxPoint(third, top), (aChar >> 12) & 0xF);
DrawHexChar(aContext,
gfxPoint(first, halfGap), (aChar >> 8) & 0xF);
DrawHexChar(aContext,
gfxPoint(second, halfGap), (aChar >> 4) & 0xF);
DrawHexChar(aContext,
gfxPoint(third, halfGap), aChar & 0xF);
}
}
#endif
aContext->Restore();
}
gfxFloat
gfxFontMissingGlyphs::GetDesiredMinWidth(uint32_t aChar,
uint32_t aAppUnitsPerDevPixel)
{
/**
* The minimum desired width for a missing-glyph glyph box. I've laid it out
* like this so you can see what goes where.
*/
gfxFloat width = BOX_HORIZONTAL_INSET + BOX_BORDER_WIDTH + HEX_CHAR_GAP +
MINIFONT_WIDTH + HEX_CHAR_GAP + MINIFONT_WIDTH +
((aChar < 0x10000) ? 0 : HEX_CHAR_GAP + MINIFONT_WIDTH) +
HEX_CHAR_GAP + BOX_BORDER_WIDTH + BOX_HORIZONTAL_INSET;
// Note that this will give us floating-point division, so the width will
// -not- be snapped to integer multiples of its basic pixel value
width *= gfxFloat(nsDeviceContext::AppUnitsPerCSSPixel()) / aAppUnitsPerDevPixel;
return width;
}