/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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/. */ #ifndef NSCOORD_H #define NSCOORD_H #include "nsAlgorithm.h" #include "nscore.h" #include "nsMathUtils.h" #include #include #include #include "nsDebug.h" #include /* * Basic type used for the geometry classes. * * Normally all coordinates are maintained in an app unit coordinate * space. An app unit is 1/60th of a CSS device pixel, which is, in turn * an integer number of device pixels, such at the CSS DPI is as close to * 96dpi as possible. */ // This controls whether we're using integers or floats for coordinates. We // want to eventually use floats. //#define NS_COORD_IS_FLOAT inline float NS_IEEEPositiveInfinity() { union { uint32_t mPRUint32; float mFloat; } pun; pun.mPRUint32 = 0x7F800000; return pun.mFloat; } inline bool NS_IEEEIsNan(float aF) { union { uint32_t mBits; float mFloat; } pun; pun.mFloat = aF; return (pun.mBits & 0x7F800000) == 0x7F800000 && (pun.mBits & 0x007FFFFF) != 0; } #ifdef NS_COORD_IS_FLOAT typedef float nscoord; #define nscoord_MAX NS_IEEEPositiveInfinity() #else typedef int32_t nscoord; #define nscoord_MAX nscoord(1 << 30) #endif #define nscoord_MIN (-nscoord_MAX) inline void VERIFY_COORD(nscoord aCoord) { #ifdef NS_COORD_IS_FLOAT NS_ASSERTION(floorf(aCoord) == aCoord, "Coords cannot have fractions"); #endif } /** * Divide aSpace by aN. Assign the resulting quotient to aQuotient and * return the remainder. */ inline nscoord NSCoordDivRem(nscoord aSpace, size_t aN, nscoord* aQuotient) { #ifdef NS_COORD_IS_FLOAT *aQuotient = aSpace / aN; return 0.0f; #else div_t result = div(aSpace, aN); *aQuotient = nscoord(result.quot); return nscoord(result.rem); #endif } inline nscoord NSCoordMulDiv(nscoord aMult1, nscoord aMult2, nscoord aDiv) { #ifdef NS_COORD_IS_FLOAT return (aMult1 * aMult2 / aDiv); #else return (int64_t(aMult1) * int64_t(aMult2) / int64_t(aDiv)); #endif } inline nscoord NSToCoordRound(float aValue) { #if defined(XP_WIN32) && defined(_M_IX86) && !defined(__GNUC__) && !defined(__clang__) return NS_lroundup30(aValue); #else return nscoord(floorf(aValue + 0.5f)); #endif /* XP_WIN32 && _M_IX86 && !__GNUC__ */ } inline nscoord NSToCoordRound(double aValue) { #if defined(XP_WIN32) && defined(_M_IX86) && !defined(__GNUC__) && !defined(__clang__) return NS_lroundup30((float)aValue); #else return nscoord(floor(aValue + 0.5f)); #endif /* XP_WIN32 && _M_IX86 && !__GNUC__ */ } inline nscoord NSToCoordRoundWithClamp(float aValue) { #ifndef NS_COORD_IS_FLOAT // Bounds-check before converting out of float, to avoid overflow if (aValue >= nscoord_MAX) { return nscoord_MAX; } if (aValue <= nscoord_MIN) { return nscoord_MIN; } #endif return NSToCoordRound(aValue); } /** * Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as * appropriate for the signs of aCoord and aScale. If requireNotNegative is * true, this method will enforce that aScale is not negative; use that * parametrization to get a check of that fact in debug builds. */ inline nscoord _nscoordSaturatingMultiply(nscoord aCoord, float aScale, bool requireNotNegative) { VERIFY_COORD(aCoord); if (requireNotNegative) { MOZ_ASSERT(aScale >= 0.0f, "negative scaling factors must be handled manually"); } #ifdef NS_COORD_IS_FLOAT return floorf(aCoord * aScale); #else float product = aCoord * aScale; if (requireNotNegative ? aCoord > 0 : (aCoord > 0) == (aScale > 0)) return NSToCoordRoundWithClamp(std::min(nscoord_MAX, product)); return NSToCoordRoundWithClamp(std::max(nscoord_MIN, product)); #endif } /** * Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as * appropriate for the sign of aCoord. This method requires aScale to not be * negative; use this method when you know that aScale should never be * negative to get a sanity check of that invariant in debug builds. */ inline nscoord NSCoordSaturatingNonnegativeMultiply(nscoord aCoord, float aScale) { return _nscoordSaturatingMultiply(aCoord, aScale, true); } /** * Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as * appropriate for the signs of aCoord and aScale. */ inline nscoord NSCoordSaturatingMultiply(nscoord aCoord, float aScale) { return _nscoordSaturatingMultiply(aCoord, aScale, false); } /** * Returns a + b, capping the sum to nscoord_MAX. * * This function assumes that neither argument is nscoord_MIN. * * Note: If/when we start using floats for nscoords, this function won't be as * necessary. Normal float addition correctly handles adding with infinity, * assuming we aren't adding nscoord_MIN. (-infinity) */ inline nscoord NSCoordSaturatingAdd(nscoord a, nscoord b) { VERIFY_COORD(a); VERIFY_COORD(b); #ifdef NS_COORD_IS_FLOAT // Float math correctly handles a+b, given that neither is -infinity. return a + b; #else if (a == nscoord_MAX || b == nscoord_MAX) { // infinity + anything = anything + infinity = infinity return nscoord_MAX; } else { // a + b = a + b // Cap the result, just in case we're dealing with numbers near nscoord_MAX return std::min(nscoord_MAX, a + b); } #endif } /** * Returns a - b, gracefully handling cases involving nscoord_MAX. * This function assumes that neither argument is nscoord_MIN. * * The behavior is as follows: * * a) infinity - infinity -> infMinusInfResult * b) N - infinity -> 0 (unexpected -- triggers NOTREACHED) * c) infinity - N -> infinity * d) N1 - N2 -> N1 - N2 * * Note: For float nscoords, cases (c) and (d) are handled by normal float * math. We still need to explicitly specify the behavior for cases (a) * and (b), though. (Under normal float math, those cases would return NaN * and -infinity, respectively.) */ inline nscoord NSCoordSaturatingSubtract(nscoord a, nscoord b, nscoord infMinusInfResult) { VERIFY_COORD(a); VERIFY_COORD(b); if (b == nscoord_MAX) { if (a == nscoord_MAX) { // case (a) return infMinusInfResult; } else { // case (b) NS_NOTREACHED("Attempted to subtract [n - nscoord_MAX]"); return 0; } } else { #ifdef NS_COORD_IS_FLOAT // case (c) and (d) for floats. (float math handles both) return a - b; #else if (a == nscoord_MAX) { // case (c) for integers return nscoord_MAX; } else { // case (d) for integers // Cap the result, in case we're dealing with numbers near nscoord_MAX return std::min(nscoord_MAX, a - b); } #endif } } inline float NSCoordToFloat(nscoord aCoord) { VERIFY_COORD(aCoord); #ifdef NS_COORD_IS_FLOAT NS_ASSERTION(!NS_IEEEIsNan(aCoord), "NaN encountered in float conversion"); #endif return (float)aCoord; } /* * Coord Rounding Functions */ inline nscoord NSToCoordFloor(float aValue) { return nscoord(floorf(aValue)); } inline nscoord NSToCoordFloor(double aValue) { return nscoord(floor(aValue)); } inline nscoord NSToCoordFloorClamped(float aValue) { #ifndef NS_COORD_IS_FLOAT // Bounds-check before converting out of float, to avoid overflow if (aValue >= nscoord_MAX) { return nscoord_MAX; } if (aValue <= nscoord_MIN) { return nscoord_MIN; } #endif return NSToCoordFloor(aValue); } inline nscoord NSToCoordCeil(float aValue) { return nscoord(ceilf(aValue)); } inline nscoord NSToCoordCeil(double aValue) { return nscoord(ceil(aValue)); } inline nscoord NSToCoordCeilClamped(double aValue) { #ifndef NS_COORD_IS_FLOAT // Bounds-check before converting out of double, to avoid overflow if (aValue >= nscoord_MAX) { return nscoord_MAX; } if (aValue <= nscoord_MIN) { return nscoord_MIN; } #endif return NSToCoordCeil(aValue); } // The NSToCoordTrunc* functions remove the fractional component of // aValue, and are thus equivalent to NSToCoordFloor* for positive // values and NSToCoordCeil* for negative values. inline nscoord NSToCoordTrunc(float aValue) { // There's no need to use truncf() since it matches the default // rules for float to integer conversion. return nscoord(aValue); } inline nscoord NSToCoordTrunc(double aValue) { // There's no need to use trunc() since it matches the default // rules for float to integer conversion. return nscoord(aValue); } inline nscoord NSToCoordTruncClamped(float aValue) { #ifndef NS_COORD_IS_FLOAT // Bounds-check before converting out of float, to avoid overflow if (aValue >= nscoord_MAX) { return nscoord_MAX; } if (aValue <= nscoord_MIN) { return nscoord_MIN; } #endif return NSToCoordTrunc(aValue); } inline nscoord NSToCoordTruncClamped(double aValue) { #ifndef NS_COORD_IS_FLOAT // Bounds-check before converting out of double, to avoid overflow if (aValue >= nscoord_MAX) { return nscoord_MAX; } if (aValue <= nscoord_MIN) { return nscoord_MIN; } #endif return NSToCoordTrunc(aValue); } /* * Int Rounding Functions */ inline int32_t NSToIntFloor(float aValue) { return int32_t(floorf(aValue)); } inline int32_t NSToIntCeil(float aValue) { return int32_t(ceilf(aValue)); } inline int32_t NSToIntRound(float aValue) { return NS_lroundf(aValue); } inline int32_t NSToIntRound(double aValue) { return NS_lround(aValue); } inline int32_t NSToIntRoundUp(double aValue) { return int32_t(floor(aValue + 0.5)); } /* * App Unit/Pixel conversions */ inline nscoord NSFloatPixelsToAppUnits(float aPixels, float aAppUnitsPerPixel) { return NSToCoordRoundWithClamp(aPixels * aAppUnitsPerPixel); } inline nscoord NSIntPixelsToAppUnits(int32_t aPixels, int32_t aAppUnitsPerPixel) { // The cast to nscoord makes sure we don't overflow if we ever change // nscoord to float nscoord r = aPixels * (nscoord)aAppUnitsPerPixel; VERIFY_COORD(r); return r; } inline float NSAppUnitsToFloatPixels(nscoord aAppUnits, float aAppUnitsPerPixel) { return (float(aAppUnits) / aAppUnitsPerPixel); } inline double NSAppUnitsToDoublePixels(nscoord aAppUnits, double aAppUnitsPerPixel) { return (double(aAppUnits) / aAppUnitsPerPixel); } inline int32_t NSAppUnitsToIntPixels(nscoord aAppUnits, float aAppUnitsPerPixel) { return NSToIntRound(float(aAppUnits) / aAppUnitsPerPixel); } inline float NSCoordScale(nscoord aCoord, int32_t aFromAPP, int32_t aToAPP) { return (NSCoordToFloat(aCoord) * aToAPP) / aFromAPP; } /// handy constants #define TWIPS_PER_POINT_INT 20 #define TWIPS_PER_POINT_FLOAT 20.0f #define POINTS_PER_INCH_INT 72 #define POINTS_PER_INCH_FLOAT 72.0f #define CM_PER_INCH_FLOAT 2.54f #define MM_PER_INCH_FLOAT 25.4f /* * Twips/unit conversions */ inline float NSUnitsToTwips(float aValue, float aPointsPerUnit) { return aValue * aPointsPerUnit * TWIPS_PER_POINT_FLOAT; } inline float NSTwipsToUnits(float aTwips, float aUnitsPerPoint) { return (aTwips * (aUnitsPerPoint / TWIPS_PER_POINT_FLOAT)); } /// Unit conversion macros //@{ #define NS_POINTS_TO_TWIPS(x) NSUnitsToTwips((x), 1.0f) #define NS_INCHES_TO_TWIPS(x) NSUnitsToTwips((x), POINTS_PER_INCH_FLOAT) // 72 points per inch #define NS_MILLIMETERS_TO_TWIPS(x) NSUnitsToTwips((x), (POINTS_PER_INCH_FLOAT * 0.03937f)) #define NS_POINTS_TO_INT_TWIPS(x) NSToIntRound(NS_POINTS_TO_TWIPS(x)) #define NS_INCHES_TO_INT_TWIPS(x) NSToIntRound(NS_INCHES_TO_TWIPS(x)) #define NS_TWIPS_TO_INCHES(x) NSTwipsToUnits((x), 1.0f / POINTS_PER_INCH_FLOAT) #define NS_TWIPS_TO_MILLIMETERS(x) NSTwipsToUnits((x), 1.0f / (POINTS_PER_INCH_FLOAT * 0.03937f)) //@} #endif /* NSCOORD_H */