зеркало из https://github.com/mozilla/pjs.git
Bug 173051. Do transforms consistently. r+sr=dbaron
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c35b33393b
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@ -432,14 +432,8 @@ void nsTransform2D :: TransformCoord(nscoord *ptX, nscoord *ptY)
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break;
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case MG_2DSCALE | MG_2DTRANSLATION:
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// You can not use a translation that is not rounded to calculate a
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// final destination and get consistent results. The translation is rounded
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// separately only for the final coordinate location. Its ok
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// to keep the tranlation in floating for the matrix.. just don't use it
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// pre-rounded for coordinate locations. Its not valid to translate 1.333 pixels for example
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// on output since .33 pixel is not a valid output unit and can cause inconsistencies. (dcone)
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*ptX = NSToCoordRound(*ptX * m00) + NSToCoordRound(m20);
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*ptY = NSToCoordRound(*ptY * m11) + NSToCoordRound(m21);
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*ptX = NSToCoordRound(*ptX * m00 + m20);
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*ptY = NSToCoordRound(*ptY * m11 + m21);
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break;
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default:
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@ -517,85 +511,12 @@ void nsTransform2D :: Transform(float *aX, float *aY, float *aWidth, float *aHei
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void nsTransform2D :: TransformCoord(nscoord *aX, nscoord *aY, nscoord *aWidth, nscoord *aHeight)
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{
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float x, y;
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float ex,ey;
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switch (type)
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{
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case MG_2DIDENTITY:
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break;
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case MG_2DTRANSLATION:
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*aX += NSToCoordRound(m20);
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*aY += NSToCoordRound(m21);
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break;
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case MG_2DSCALE:
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*aX = NSToCoordRound(*aX * m00);
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*aY = NSToCoordRound(*aY * m11);
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*aWidth = NSToCoordRound(*aWidth * m00);
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*aHeight = NSToCoordRound(*aHeight * m11);
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break;
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case MG_2DGENERAL:
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x = (float)*aX;
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y = (float)*aY;
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*aX = NSToCoordRound(x * m00 + y * m10);
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*aY = NSToCoordRound(x * m01 + y * m11);
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x = (float)*aWidth;
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y = (float)*aHeight;
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*aWidth = NSToCoordRound(x * m00 + y * m10);
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*aHeight = NSToCoordRound(x * m01 + y * m11);
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break;
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case MG_2DSCALE | MG_2DTRANSLATION:
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// first transform the X and Y locations
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x = *aX * m00 + NSToCoordRound(m20);
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y = *aY * m11 + NSToCoordRound(m21);
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*aX = NSToCoordRound(x);
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*aY = NSToCoordRound(y);
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// the starting locations have a direct effect on the width and height if and only if
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// the width and height are used to calculate positions relative to these locations.
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// The layout engine does count on the width and height to be so many units away, so an
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// error can be introduced if you round and then add a rounded width. To compensate, this error
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// should be added to the width or height before rounding. If the width or height is used as a
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// measurment, or distance, then use the direct floating point number. This width and height
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// has an error adjustment for the starting locations inorder to calculate the ending positions.
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// The error is the fractional difference between the transformed point and the next pixel
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// calculate the error
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ex = x - float(NSToCoordRound(x));
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ey = y - float(NSToCoordRound(y));
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// now you can transform with the error added in
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*aWidth = NSToCoordRound(*aWidth * m00 + ex);
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*aHeight = NSToCoordRound(*aHeight * m11 + ey);
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break;
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default:
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case MG_2DGENERAL | MG_2DTRANSLATION:
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x = (float)*aX;
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y = (float)*aY;
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x = x * m00 + y * m10 + m20;
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y = x * m01 + y * m11 + m21;
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ex = x - float(NSToCoordRound(x));
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ey = y - float(NSToCoordRound(y));
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*aX = NSToCoordRound(x);
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*aY = NSToCoordRound(y);
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x = (float)*aWidth;
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y = (float)*aHeight;
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*aWidth = NSToCoordRound((x * m00 + y * m10)+ex);
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*aHeight = NSToCoordRound((x * m01 + y * m11)+ey);
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break;
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}
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nscoord x2 = *aX + *aWidth;
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nscoord y2 = *aY + *aHeight;
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TransformCoord(aX, aY);
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TransformCoord(&x2, &y2);
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*aWidth = x2 - *aX;
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*aHeight = y2 - *aY;
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}
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void nsTransform2D :: AddTranslation(float ptX, float ptY)
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