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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
//
// Contents: Font face matching style
//
using System.Windows;
namespace MS.Internal.FontFace
{
/// <summary>
/// Font face style used for style matching of face
/// </summary>
internal struct MatchingStyle
{
private Vector _vector;
// These should be prime numbers.
private const double FontWeightScale = 5;
private const double FontStyleScale = 7;
private const double FontStretchScale = 11;
internal MatchingStyle(
FontStyle style,
FontWeight weight,
FontStretch stretch
)
{
_vector = new Vector(
(stretch.ToOpenTypeStretch() - FontStretches.Normal.ToOpenTypeStretch()) * FontStretchScale,
style.GetStyleForInternalConstruction() * FontStyleScale,
(weight.ToOpenTypeWeight() - FontWeights.Normal.ToOpenTypeWeight()) / 100.0 * FontWeightScale
);
}
/// <summary>
/// Equality testing between two matching styles
/// </summary>
public static bool operator ==(MatchingStyle l, MatchingStyle r)
{
return l._vector == r._vector;
}
/// <summary>
/// Inequality testing between two matching styles
/// </summary>
public static bool operator !=(MatchingStyle l, MatchingStyle r)
{
return l._vector != r._vector;
}
/// <summary>
/// Equality testing between two matching styles
/// </summary>
public override bool Equals(Object o)
{
if(o == null)
return false;
return o is MatchingStyle && this == (MatchingStyle)o;
}
/// <summary>
/// Get hash code for this style
/// </summary>
public override int GetHashCode()
{
return _vector.GetHashCode();
}
/// <summary>
/// See whether this is a better match to the specified matching target style
/// </summary>
/// <param name="target">matching target style</param>
/// <param name="best">current best match</param>
/// <param name="matching">matching style</param>
internal static bool IsBetterMatch(
MatchingStyle target,
MatchingStyle best,
ref MatchingStyle matching
)
{
return matching.IsBetterMatch(target, best);
}
/// <summary>
/// See whether this is a better match to the specified matching target
/// </summary>
internal bool IsBetterMatch(
MatchingStyle target,
MatchingStyle best
)
{
double currentDiffSize = (_vector - target._vector).LengthSquared;
double bestDiffSize = (best._vector - target._vector).LengthSquared;
// better match found when...
if(currentDiffSize < bestDiffSize)
{
// the distance from the current vector to target is shorter
return true;
}
else if(currentDiffSize == bestDiffSize)
{
double dotCurrent = Vector.DotProduct(_vector, target._vector);
double dotBest = Vector.DotProduct(best._vector, target._vector);
if(dotCurrent > dotBest)
{
// when distances are equal, the current vector has a stronger
// projection onto target.
return true;
}
else if(dotCurrent == dotBest)
{
if( _vector.X > best._vector.X
|| ( _vector.X == best._vector.X
&& ( _vector.Y > best._vector.Y
|| ( _vector.Y == best._vector.Y
&& _vector.Z > best._vector.Z))))
{
// when projections onto target are still equally strong, the current
// vector has a stronger component.
return true;
}
}
}
return false;
}
/// <summary>
/// Small subset of 3D-vector implementation for style matching specific use
/// </summary>
/// <remarks>
/// There is a generic Vector class in 3D land, but using it would bring in
/// many other 3D types which is unnecessary for our limited use of vector.
///
/// Using 3D types here would also mean introducing 3D types to FontCacheService
/// code which logically should have nothing to do with it.
/// </remarks>
private struct Vector
{
private double _x, _y, _z;
/// <summary>
/// Constructor that sets vector's initial values.
/// </summary>
/// <param name="x">Value of the X coordinate of the new vector.</param>
/// <param name="y">Value of the Y coordinate of the new vector.</param>
/// <param name="z">Value of the Z coordinate of the new vector.</param>
internal Vector(double x, double y, double z)
{
_x = x;
_y = y;
_z = z;
}
/// <summary>
/// Retrieves or sets vector's X value.
/// </summary>
internal double X
{
get { return _x; }
}
/// <summary>
/// Retrieves or sets vector's Y value.
/// </summary>
internal double Y
{
get { return _y; }
}
/// <summary>
/// Retrieves or sets vector's Z value.
/// </summary>
internal double Z
{
get { return _z; }
}
/// <summary>
/// Length of the vector squared.
/// </summary>
internal double LengthSquared
{
get{ return _x * _x + _y * _y + _z * _z; }
}
/// <summary>
/// Vector dot product.
/// </summary>
internal static double DotProduct(Vector l, Vector r)
{
return l._x * r._x + l._y * r._y + l._z * r._z;
}
/// <summary>
/// Vector subtraction.
/// </summary>
public static Vector operator -(Vector l, Vector r)
{
return new Vector(l._x - r._x, l._y - r._y, l._z - r._z);
}
/// <summary>
/// Equality testing between two vectors.
/// </summary>
public static bool operator ==(Vector l, Vector r)
{
return ((l._x == r._x) && (l._y == r._y) && (l._z == r._z));
}
/// <summary>
/// Inequality testing between two vectors.
/// </summary>
public static bool operator !=(Vector l, Vector r)
{
return !(l == r);
}
/// <summary>
/// Equality testing between the vector and a given object.
/// </summary>
public override bool Equals(Object o)
{
if(null == o)
{
return false;
}
if(o is Vector)
{
Vector vector = (Vector)o;
return (this == vector);
}
else
{
return false;
}
}
/// <summary>
/// Compute a hash code for this vector.
/// </summary>
public override int GetHashCode()
{
return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
}
}
}
}
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