зеркало из https://github.com/stride3d/freetype.git
New function FT_Outline_EmboldenXY.
* include/freetype/ftoutln.h (FT_Outline_EmboldenXY): Define it. * src/base/ftoutln.c (FT_Outline_EmboldenXY): Implement it, using a simplified embolding algorithm. (FT_Outline_Embolden): Make it a special case of `FT_Outline_EmboldenXY'
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11
ChangeLog
11
ChangeLog
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@ -1,3 +1,14 @@
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2012-05-28 Alexei Podtelezhnikov <apodtele@gmail.com>
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New function FT_Outline_EmboldenXY.
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* include/freetype/ftoutln.h (FT_Outline_EmboldenXY): Define it.
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* src/base/ftoutln.c (FT_Outline_EmboldenXY): Implement it, using a
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simplified embolding algorithm.
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(FT_Outline_Embolden): Make it a special case of
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`FT_Outline_EmboldenXY'
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2012-05-07 Werner Lemberg <wl@gnu.org>
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[type1] Fix Savannah bug #36386.
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@ -59,6 +59,7 @@ FT_BEGIN_HEADER
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/* FT_Outline_Translate */
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/* FT_Outline_Transform */
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/* FT_Outline_Embolden */
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/* FT_Outline_EmboldenXY */
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/* FT_Outline_Reverse */
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/* FT_Outline_Check */
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/* */
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@ -350,6 +351,23 @@ FT_BEGIN_HEADER
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FT_Pos strength );
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/*************************************************************************/
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/* */
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/* <Function> */
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/* FT_Outline_EmboldenXY */
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/* */
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/* <Description> */
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/* Embolden an outline. The new outline will be `xstrength' pixels */
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/* wider and `ystrength' pixels higher. Otherwise, it is similar to */
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/* @FT_Outline_Embolden, which uses the same strength in both */
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/* directions. */
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/* */
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FT_EXPORT( FT_Error )
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FT_Outline_EmboldenXY( FT_Outline* outline,
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FT_Pos xstrength,
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FT_Pos ystrength );
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/*************************************************************************/
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/* */
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/* <Function> */
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@ -881,10 +881,20 @@
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FT_EXPORT_DEF( FT_Error )
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FT_Outline_Embolden( FT_Outline* outline,
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FT_Pos strength )
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{
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return FT_Outline_EmboldenXY( outline, strength, strength );
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}
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/* documentation is in ftoutln.h */
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FT_EXPORT_DEF( FT_Error )
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FT_Outline_EmboldenXY( FT_Outline* outline,
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FT_Pos xstrength,
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FT_Pos ystrength )
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{
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FT_Vector* points;
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FT_Vector v_prev, v_first, v_next, v_cur;
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FT_Angle rotate, angle_in, angle_out;
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FT_Int c, n, first;
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FT_Int orientation;
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@ -892,8 +902,9 @@
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if ( !outline )
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return FT_Err_Invalid_Argument;
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strength /= 2;
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if ( strength == 0 )
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xstrength /= 2;
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ystrength /= 2;
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if ( xstrength == 0 && ystrength == 0 )
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return FT_Err_Ok;
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orientation = FT_Outline_Get_Orientation( outline );
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@ -905,62 +916,63 @@
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return FT_Err_Ok;
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}
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if ( orientation == FT_ORIENTATION_TRUETYPE )
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rotate = -FT_ANGLE_PI2;
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else
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rotate = FT_ANGLE_PI2;
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points = outline->points;
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first = 0;
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for ( c = 0; c < outline->n_contours; c++ )
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{
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int last = outline->contours[c];
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FT_Vector in, out, shift;
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FT_Fixed l_in, l_out, d;
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int last = outline->contours[c];
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v_first = points[first];
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v_prev = points[last];
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v_cur = v_first;
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/* compute the incoming vector and its length */
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in.x = v_cur.x - v_prev.x;
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in.y = v_cur.y - v_prev.y;
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l_in = FT_Vector_Length( &in );
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for ( n = first; n <= last; n++ )
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{
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FT_Vector in, out;
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FT_Angle angle_diff;
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FT_Pos d;
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FT_Fixed scale;
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if ( n < last )
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v_next = points[n + 1];
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else
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v_next = v_first;
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/* compute the in and out vectors */
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in.x = v_cur.x - v_prev.x;
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in.y = v_cur.y - v_prev.y;
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/* compute the outgoing vector and its length */
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out.x = v_next.x - v_cur.x;
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out.y = v_next.y - v_cur.y;
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l_out = FT_Vector_Length( &out );
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angle_in = FT_Atan2( in.x, in.y );
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angle_out = FT_Atan2( out.x, out.y );
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angle_diff = FT_Angle_Diff( angle_in, angle_out );
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scale = FT_Cos( angle_diff / 2 );
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d = l_in * l_out + in.x * out.x + in.y * out.y;
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if ( scale < 0x4000L && scale > -0x4000L )
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in.x = in.y = 0;
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else
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/* shift only if turn is less then ~160 degrees */
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if ( 16 * d > l_in * l_out )
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{
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d = FT_DivFix( strength, scale );
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/* shift components are rotated */
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shift.x = FT_DivFix( l_out * in.y + l_in * out.y, d );
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shift.y = FT_DivFix( l_out * in.x + l_in * out.x, d );
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FT_Vector_From_Polar( &in, d, angle_in + angle_diff / 2 - rotate );
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if ( orientation == FT_ORIENTATION_TRUETYPE )
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shift.x = -shift.x;
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else
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shift.y = -shift.y;
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shift.x = FT_MulFix( xstrength, shift.x );
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shift.y = FT_MulFix( ystrength, shift.y );
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}
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else
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shift.x = shift.y = 0;
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outline->points[n].x = v_cur.x + strength + in.x;
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outline->points[n].y = v_cur.y + strength + in.y;
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outline->points[n].x = v_cur.x + xstrength + shift.x;
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outline->points[n].y = v_cur.y + ystrength + shift.y;
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v_prev = v_cur;
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v_cur = v_next;
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in = out;
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l_in = l_out;
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v_cur = v_next;
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}
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first = last + 1;
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