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https://github.com/mozilla/gecko-dev.git
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eff9a278ad
--HG-- extra : rebase_source : af198eb9b9739ce718ba0d16c385624a722cde51
281 lines
9.7 KiB
C++
281 lines
9.7 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "gfxFontMissingGlyphs.h"
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#include "nsDeviceContext.h"
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#include "gfxContext.h"
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#include "gfxColor.h"
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#define CHAR_BITS(b00, b01, b02, b10, b11, b12, b20, b21, b22, b30, b31, b32, b40, b41, b42) \
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((b00 << 0) | (b01 << 1) | (b02 << 2) | (b10 << 3) | (b11 << 4) | (b12 << 5) | \
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(b20 << 6) | (b21 << 7) | (b22 << 8) | (b30 << 9) | (b31 << 10) | (b32 << 11) | \
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(b40 << 12) | (b41 << 13) | (b42 << 14))
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static const uint16_t glyphMicroFont[16] = {
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CHAR_BITS(0, 1, 0,
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1, 0, 1,
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1, 0, 1,
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1, 0, 1,
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0, 1, 0),
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CHAR_BITS(0, 1, 0,
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0, 1, 0,
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0, 1, 0,
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0, 1, 0,
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0, 1, 0),
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CHAR_BITS(1, 1, 1,
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0, 0, 1,
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1, 1, 1,
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1, 0, 0,
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1, 1, 1),
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CHAR_BITS(1, 1, 1,
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0, 0, 1,
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1, 1, 1,
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0, 0, 1,
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1, 1, 1),
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CHAR_BITS(1, 0, 1,
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1, 0, 1,
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1, 1, 1,
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0, 0, 1,
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0, 0, 1),
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CHAR_BITS(1, 1, 1,
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1, 0, 0,
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1, 1, 1,
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0, 0, 1,
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1, 1, 1),
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CHAR_BITS(1, 1, 1,
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1, 0, 0,
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1, 1, 1,
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1, 0, 1,
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1, 1, 1),
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CHAR_BITS(1, 1, 1,
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0, 0, 1,
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0, 0, 1,
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0, 0, 1,
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0, 0, 1),
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CHAR_BITS(0, 1, 0,
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1, 0, 1,
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0, 1, 0,
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1, 0, 1,
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0, 1, 0),
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CHAR_BITS(1, 1, 1,
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1, 0, 1,
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1, 1, 1,
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0, 0, 1,
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0, 0, 1),
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CHAR_BITS(1, 1, 1,
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1, 0, 1,
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1, 1, 1,
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1, 0, 1,
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1, 0, 1),
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CHAR_BITS(1, 1, 0,
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1, 0, 1,
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1, 1, 0,
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1, 0, 1,
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1, 1, 0),
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CHAR_BITS(0, 1, 1,
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1, 0, 0,
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1, 0, 0,
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1, 0, 0,
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0, 1, 1),
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CHAR_BITS(1, 1, 0,
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1, 0, 1,
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1, 0, 1,
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1, 0, 1,
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1, 1, 0),
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CHAR_BITS(1, 1, 1,
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1, 0, 0,
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1, 1, 1,
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1, 0, 0,
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1, 1, 1),
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CHAR_BITS(1, 1, 1,
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1, 0, 0,
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1, 1, 1,
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1, 0, 0,
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1, 0, 0)
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};
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/* Parameters that control the rendering of hexboxes. They look like this:
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BMP codepoints non-BMP codepoints
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(U+0000 - U+FFFF) (U+10000 - U+10FFFF)
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+---------+ +-------------+
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| | | |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| | | |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| HHH HHH | | HHH HHH HHH |
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| | | |
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+---------+ +-------------+
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*/
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/** Width of a minifont glyph (see above) */
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static const int MINIFONT_WIDTH = 3;
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/** Height of a minifont glyph (see above) */
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static const int MINIFONT_HEIGHT = 5;
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/**
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* Gap between minifont glyphs (both horizontal and vertical) and also
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* the minimum desired gap between the box border and the glyphs
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*/
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static const int HEX_CHAR_GAP = 1;
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/**
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* The amount of space between the vertical edge of the glyphbox and the
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* box border. We make this nonzero so that when multiple missing glyphs
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* occur consecutively there's a gap between their rendered boxes.
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*/
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static const int BOX_HORIZONTAL_INSET = 1;
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/** The width of the border */
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static const int BOX_BORDER_WIDTH = 1;
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/**
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* The scaling factor for the border opacity; this is multiplied by the current
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* opacity being used to draw the text.
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*/
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static const gfxFloat BOX_BORDER_OPACITY = 0.5;
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/**
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* Draw a single hex character using the current color. A nice way to do this
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* would be to fill in an A8 image surface and then use it as a mask
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* to paint the current color. Tragically this doesn't currently work with the
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* Quartz cairo backend which doesn't generally support masking with surfaces.
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* So for now we just paint a bunch of rectangles...
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*/
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#ifndef MOZ_GFX_OPTIMIZE_MOBILE
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static void
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DrawHexChar(gfxContext *aContext, const gfxPoint& aPt, uint32_t aDigit)
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{
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aContext->NewPath();
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uint32_t glyphBits = glyphMicroFont[aDigit];
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int x, y;
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for (y = 0; y < MINIFONT_HEIGHT; ++y) {
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for (x = 0; x < MINIFONT_WIDTH; ++x) {
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if (glyphBits & 1) {
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aContext->Rectangle(gfxRect(x, y, 1, 1) + aPt, true);
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}
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glyphBits >>= 1;
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}
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}
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aContext->Fill();
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}
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#endif // MOZ_GFX_OPTIMIZE_MOBILE
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void
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gfxFontMissingGlyphs::DrawMissingGlyph(gfxContext *aContext,
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const gfxRect& aRect,
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uint32_t aChar,
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uint32_t aAppUnitsPerDevPixel)
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{
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aContext->Save();
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gfxRGBA currentColor;
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if (!aContext->GetDeviceColor(currentColor)) {
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// We're currently drawing with some kind of pattern... Just draw
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// the missing-glyph data in black.
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currentColor = gfxRGBA(0,0,0,1);
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}
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// Stroke a rectangle so that the stroke's left edge is inset one pixel
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// from the left edge of the glyph box and the stroke's right edge
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// is inset one pixel from the right edge of the glyph box.
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gfxFloat halfBorderWidth = BOX_BORDER_WIDTH / 2.0;
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gfxFloat borderLeft = aRect.X() + BOX_HORIZONTAL_INSET + halfBorderWidth;
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gfxFloat borderRight = aRect.XMost() - BOX_HORIZONTAL_INSET - halfBorderWidth;
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gfxRect borderStrokeRect(borderLeft, aRect.Y() + halfBorderWidth,
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borderRight - borderLeft,
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aRect.Height() - 2.0 * halfBorderWidth);
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if (!borderStrokeRect.IsEmpty()) {
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aContext->SetLineWidth(BOX_BORDER_WIDTH);
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aContext->SetDash(gfxContext::gfxLineSolid);
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aContext->SetLineCap(gfxContext::LINE_CAP_SQUARE);
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aContext->SetLineJoin(gfxContext::LINE_JOIN_MITER);
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gfxRGBA color = currentColor;
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color.a *= BOX_BORDER_OPACITY;
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aContext->SetDeviceColor(color);
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aContext->NewPath();
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aContext->Rectangle(borderStrokeRect);
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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aContext->Fill();
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#else
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aContext->Stroke();
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#endif
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}
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#ifndef MOZ_GFX_OPTIMIZE_MOBILE
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gfxPoint center(aRect.X() + aRect.Width() / 2,
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aRect.Y() + aRect.Height() / 2);
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gfxFloat halfGap = HEX_CHAR_GAP / 2.0;
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gfxFloat top = -(MINIFONT_HEIGHT + halfGap);
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aContext->SetDeviceColor(currentColor);
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aContext->Translate(center);
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// We always want integer scaling, otherwise the "bitmap" glyphs will look
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// even uglier than usual when zoomed
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int32_t scale =
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std::max<int32_t>(1, nsDeviceContext::AppUnitsPerCSSPixel() /
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aAppUnitsPerDevPixel);
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aContext->Scale(gfxFloat(scale), gfxFloat(scale));
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if (aChar < 0x10000) {
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if (aRect.Width() >= 2 * (MINIFONT_WIDTH + HEX_CHAR_GAP) &&
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aRect.Height() >= 2 * MINIFONT_HEIGHT + HEX_CHAR_GAP) {
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// Draw 4 digits for BMP
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gfxFloat left = -(MINIFONT_WIDTH + halfGap);
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DrawHexChar(aContext,
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gfxPoint(left, top), (aChar >> 12) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(halfGap, top), (aChar >> 8) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(left, halfGap), (aChar >> 4) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(halfGap, halfGap), aChar & 0xF);
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}
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} else {
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if (aRect.Width() >= 3 * (MINIFONT_WIDTH + HEX_CHAR_GAP) &&
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aRect.Height() >= 2 * MINIFONT_HEIGHT + HEX_CHAR_GAP) {
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// Draw 6 digits for non-BMP
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gfxFloat first = -(MINIFONT_WIDTH * 1.5 + HEX_CHAR_GAP);
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gfxFloat second = -(MINIFONT_WIDTH / 2.0);
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gfxFloat third = (MINIFONT_WIDTH / 2.0 + HEX_CHAR_GAP);
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DrawHexChar(aContext,
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gfxPoint(first, top), (aChar >> 20) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(second, top), (aChar >> 16) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(third, top), (aChar >> 12) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(first, halfGap), (aChar >> 8) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(second, halfGap), (aChar >> 4) & 0xF);
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DrawHexChar(aContext,
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gfxPoint(third, halfGap), aChar & 0xF);
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}
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}
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#endif
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aContext->Restore();
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}
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gfxFloat
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gfxFontMissingGlyphs::GetDesiredMinWidth(uint32_t aChar,
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uint32_t aAppUnitsPerDevPixel)
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{
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/**
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* The minimum desired width for a missing-glyph glyph box. I've laid it out
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* like this so you can see what goes where.
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*/
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gfxFloat width = BOX_HORIZONTAL_INSET + BOX_BORDER_WIDTH + HEX_CHAR_GAP +
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MINIFONT_WIDTH + HEX_CHAR_GAP + MINIFONT_WIDTH +
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((aChar < 0x10000) ? 0 : HEX_CHAR_GAP + MINIFONT_WIDTH) +
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HEX_CHAR_GAP + BOX_BORDER_WIDTH + BOX_HORIZONTAL_INSET;
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// Note that this will give us floating-point division, so the width will
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// -not- be snapped to integer multiples of its basic pixel value
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width *= gfxFloat(nsDeviceContext::AppUnitsPerCSSPixel()) / aAppUnitsPerDevPixel;
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return width;
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}
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