/* -*- 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); // We always want integer scaling, otherwise the "bitmap" glyphs will look // even uglier than usual when zoomed int32_t scale = std::max(1, nsDeviceContext::AppUnitsPerCSSPixel() / aAppUnitsPerDevPixel); aContext->SetMatrix( aContext->CurrentMatrix().Translate(center).Scale(scale, 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; }