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289 lines
10 KiB
C++
289 lines
10 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 "gfxUtils.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Helpers.h"
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#include "mozilla/gfx/PathHelpers.h"
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#include "mozilla/RefPtr.h"
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#include "nsDeviceContext.h"
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#include "nsLayoutUtils.h"
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using namespace mozilla;
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using namespace mozilla::gfx;
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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 Float 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(uint32_t aDigit, const Point& aPt, DrawTarget& aDrawTarget,
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const Pattern &aPattern)
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{
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// To avoid the potential for seams showing between rects when we're under
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// a transform we concat all the rects into a PathBuilder and fill the
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// resulting Path (rather than using DrawTarget::FillRect).
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RefPtr<PathBuilder> builder = aDrawTarget.CreatePathBuilder();
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uint32_t glyphBits = glyphMicroFont[aDigit];
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for (int y = 0; y < MINIFONT_HEIGHT; ++y) {
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for (int x = 0; x < MINIFONT_WIDTH; ++x) {
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if (glyphBits & 1) {
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Rect r(aPt.x + x, aPt.y + y, 1, 1);
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MaybeSnapToDevicePixels(r, aDrawTarget, true);
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builder->MoveTo(r.TopLeft());
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builder->LineTo(r.TopRight());
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builder->LineTo(r.BottomRight());
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builder->LineTo(r.BottomLeft());
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builder->Close();
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}
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glyphBits >>= 1;
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}
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}
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RefPtr<Path> path = builder->Finish();
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aDrawTarget.Fill(path, aPattern);
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}
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#endif // MOZ_GFX_OPTIMIZE_MOBILE
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void
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gfxFontMissingGlyphs::DrawMissingGlyph(uint32_t aChar,
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const Rect& aRect,
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DrawTarget& aDrawTarget,
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const Pattern& aPattern,
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uint32_t aAppUnitsPerDevPixel)
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{
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// If we're currently drawing with some kind of pattern, we just draw the
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// missing-glyph data in black.
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ColorPattern color = aPattern.GetType() == PatternType::COLOR ?
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static_cast<const ColorPattern&>(aPattern) :
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ColorPattern(ToDeviceColor(Color(0.f, 0.f, 0.f, 1.f)));
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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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Float halfBorderWidth = BOX_BORDER_WIDTH / 2.0;
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Float borderLeft = aRect.X() + BOX_HORIZONTAL_INSET + halfBorderWidth;
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Float borderRight = aRect.XMost() - BOX_HORIZONTAL_INSET - halfBorderWidth;
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Rect 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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ColorPattern adjustedColor = color;
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color.mColor.a *= BOX_BORDER_OPACITY;
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#ifdef MOZ_GFX_OPTIMIZE_MOBILE
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aDrawTarget.FillRect(borderStrokeRect, adjustedColor);
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#else
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StrokeOptions strokeOptions(BOX_BORDER_WIDTH);
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aDrawTarget.StrokeRect(borderStrokeRect, adjustedColor, strokeOptions);
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#endif
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}
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#ifndef MOZ_GFX_OPTIMIZE_MOBILE
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Point center = aRect.Center();
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Float halfGap = HEX_CHAR_GAP / 2.f;
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Float top = -(MINIFONT_HEIGHT + halfGap);
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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 devPixelsPerCSSPx =
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std::max<int32_t>(1, nsDeviceContext::AppUnitsPerCSSPixel() /
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aAppUnitsPerDevPixel);
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AutoRestoreTransform autoRestoreTransform(&aDrawTarget);
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aDrawTarget.SetTransform(
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aDrawTarget.GetTransform().PreTranslate(center).
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PreScale(devPixelsPerCSSPx,
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devPixelsPerCSSPx));
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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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Float left = -(MINIFONT_WIDTH + halfGap);
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DrawHexChar((aChar >> 12) & 0xF,
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Point(left, top), aDrawTarget, color);
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DrawHexChar((aChar >> 8) & 0xF,
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Point(halfGap, top), aDrawTarget, color);
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DrawHexChar((aChar >> 4) & 0xF,
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Point(left, halfGap), aDrawTarget, color);
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DrawHexChar(aChar & 0xF,
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Point(halfGap, halfGap), aDrawTarget, color);
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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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Float first = -(MINIFONT_WIDTH * 1.5 + HEX_CHAR_GAP);
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Float second = -(MINIFONT_WIDTH / 2.0);
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Float third = (MINIFONT_WIDTH / 2.0 + HEX_CHAR_GAP);
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DrawHexChar((aChar >> 20) & 0xF,
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Point(first, top), aDrawTarget, color);
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DrawHexChar((aChar >> 16) & 0xF,
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Point(second, top), aDrawTarget, color);
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DrawHexChar((aChar >> 12) & 0xF,
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Point(third, top), aDrawTarget, color);
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DrawHexChar((aChar >> 8) & 0xF,
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Point(first, halfGap), aDrawTarget, color);
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DrawHexChar((aChar >> 4) & 0xF,
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Point(second, halfGap), aDrawTarget, color);
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DrawHexChar(aChar & 0xF,
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Point(third, halfGap), aDrawTarget, color);
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}
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}
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#endif
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}
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Float
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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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Float 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 *= Float(nsDeviceContext::AppUnitsPerCSSPixel()) / aAppUnitsPerDevPixel;
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return width;
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}
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