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Diffstat (limited to 'gfx/thebes/gfxFontMissingGlyphs.cpp')
-rw-r--r-- | gfx/thebes/gfxFontMissingGlyphs.cpp | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/gfx/thebes/gfxFontMissingGlyphs.cpp b/gfx/thebes/gfxFontMissingGlyphs.cpp new file mode 100644 index 000000000..92ea5e967 --- /dev/null +++ b/gfx/thebes/gfxFontMissingGlyphs.cpp @@ -0,0 +1,288 @@ +/* -*- 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 "gfxUtils.h" +#include "mozilla/gfx/2D.h" +#include "mozilla/gfx/Helpers.h" +#include "mozilla/gfx/PathHelpers.h" +#include "mozilla/RefPtr.h" +#include "nsDeviceContext.h" +#include "nsLayoutUtils.h" + +using namespace mozilla; +using namespace mozilla::gfx; + +#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 Float 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(uint32_t aDigit, const Point& aPt, DrawTarget& aDrawTarget, + const Pattern &aPattern) +{ + // To avoid the potential for seams showing between rects when we're under + // a transform we concat all the rects into a PathBuilder and fill the + // resulting Path (rather than using DrawTarget::FillRect). + RefPtr<PathBuilder> builder = aDrawTarget.CreatePathBuilder(); + uint32_t glyphBits = glyphMicroFont[aDigit]; + for (int y = 0; y < MINIFONT_HEIGHT; ++y) { + for (int x = 0; x < MINIFONT_WIDTH; ++x) { + if (glyphBits & 1) { + Rect r(aPt.x + x, aPt.y + y, 1, 1); + MaybeSnapToDevicePixels(r, aDrawTarget, true); + builder->MoveTo(r.TopLeft()); + builder->LineTo(r.TopRight()); + builder->LineTo(r.BottomRight()); + builder->LineTo(r.BottomLeft()); + builder->Close(); + } + glyphBits >>= 1; + } + } + RefPtr<Path> path = builder->Finish(); + aDrawTarget.Fill(path, aPattern); +} +#endif // MOZ_GFX_OPTIMIZE_MOBILE + +void +gfxFontMissingGlyphs::DrawMissingGlyph(uint32_t aChar, + const Rect& aRect, + DrawTarget& aDrawTarget, + const Pattern& aPattern, + uint32_t aAppUnitsPerDevPixel) +{ + // If we're currently drawing with some kind of pattern, we just draw the + // missing-glyph data in black. + ColorPattern color = aPattern.GetType() == PatternType::COLOR ? + static_cast<const ColorPattern&>(aPattern) : + ColorPattern(ToDeviceColor(Color(0.f, 0.f, 0.f, 1.f))); + + // 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. + Float halfBorderWidth = BOX_BORDER_WIDTH / 2.0; + Float borderLeft = aRect.X() + BOX_HORIZONTAL_INSET + halfBorderWidth; + Float borderRight = aRect.XMost() - BOX_HORIZONTAL_INSET - halfBorderWidth; + Rect borderStrokeRect(borderLeft, aRect.Y() + halfBorderWidth, + borderRight - borderLeft, + aRect.Height() - 2.0 * halfBorderWidth); + if (!borderStrokeRect.IsEmpty()) { + ColorPattern adjustedColor = color; + color.mColor.a *= BOX_BORDER_OPACITY; +#ifdef MOZ_GFX_OPTIMIZE_MOBILE + aDrawTarget.FillRect(borderStrokeRect, adjustedColor); +#else + StrokeOptions strokeOptions(BOX_BORDER_WIDTH); + aDrawTarget.StrokeRect(borderStrokeRect, adjustedColor, strokeOptions); +#endif + } + +#ifndef MOZ_GFX_OPTIMIZE_MOBILE + Point center = aRect.Center(); + Float halfGap = HEX_CHAR_GAP / 2.f; + Float top = -(MINIFONT_HEIGHT + halfGap); + // We always want integer scaling, otherwise the "bitmap" glyphs will look + // even uglier than usual when zoomed + int32_t devPixelsPerCSSPx = + std::max<int32_t>(1, nsDeviceContext::AppUnitsPerCSSPixel() / + aAppUnitsPerDevPixel); + AutoRestoreTransform autoRestoreTransform(&aDrawTarget); + aDrawTarget.SetTransform( + aDrawTarget.GetTransform().PreTranslate(center). + PreScale(devPixelsPerCSSPx, + devPixelsPerCSSPx)); + 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 + Float left = -(MINIFONT_WIDTH + halfGap); + DrawHexChar((aChar >> 12) & 0xF, + Point(left, top), aDrawTarget, color); + DrawHexChar((aChar >> 8) & 0xF, + Point(halfGap, top), aDrawTarget, color); + DrawHexChar((aChar >> 4) & 0xF, + Point(left, halfGap), aDrawTarget, color); + DrawHexChar(aChar & 0xF, + Point(halfGap, halfGap), aDrawTarget, color); + } + } else { + if (aRect.Width() >= 3 * (MINIFONT_WIDTH + HEX_CHAR_GAP) && + aRect.Height() >= 2 * MINIFONT_HEIGHT + HEX_CHAR_GAP) { + // Draw 6 digits for non-BMP + Float first = -(MINIFONT_WIDTH * 1.5 + HEX_CHAR_GAP); + Float second = -(MINIFONT_WIDTH / 2.0); + Float third = (MINIFONT_WIDTH / 2.0 + HEX_CHAR_GAP); + DrawHexChar((aChar >> 20) & 0xF, + Point(first, top), aDrawTarget, color); + DrawHexChar((aChar >> 16) & 0xF, + Point(second, top), aDrawTarget, color); + DrawHexChar((aChar >> 12) & 0xF, + Point(third, top), aDrawTarget, color); + DrawHexChar((aChar >> 8) & 0xF, + Point(first, halfGap), aDrawTarget, color); + DrawHexChar((aChar >> 4) & 0xF, + Point(second, halfGap), aDrawTarget, color); + DrawHexChar(aChar & 0xF, + Point(third, halfGap), aDrawTarget, color); + } + } +#endif +} + +Float +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. + */ + Float 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 *= Float(nsDeviceContext::AppUnitsPerCSSPixel()) / aAppUnitsPerDevPixel; + return width; +} |