MatchingStyle.cs source code in C# .NET

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Code:

/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / Core / CSharp / MS / Internal / FontFace / MatchingStyle.cs / 1 / MatchingStyle.cs

                            //------------------------------------------------------------------------ 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
//  File:      MatchingStyle.cs 
//
//  Contents:  Font face matching style 
// 
//  Created:   11-4-2003 Worachai Chaoweeraprasit (wchao)
//             11-14-2005 mleonov - Removed style simulation logic. 
//  Now simulated faces are created when constructing a font collection.
//
//-----------------------------------------------------------------------
 

using System; 
using System.Diagnostics; 
using System.Security;
using System.Runtime.InteropServices; 
using System.Windows;
using System.Windows.Media;

 
namespace MS.Internal.FontFace
{ 
    ///  
    /// Font face style used for style matching of face
    ///  
    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
                );
        } 

 
        ///  
        /// Equality testing between two matching styles
        ///  
        public static bool operator ==(MatchingStyle l, MatchingStyle r)
        {
            return l._vector == r._vector;
        } 

        ///  
        /// Inequality testing between two matching styles 
        /// 
        public static bool operator !=(MatchingStyle l, MatchingStyle r) 
        {
            return l._vector != r._vector;
        }
 
        /// 
        /// Equality testing between two matching styles 
        ///  
        public override bool Equals(Object o)
        { 
            if(o == null)
                return false;

            return o is MatchingStyle && this == (MatchingStyle)o; 

        } 
 
        /// 
        /// Get hash code for this style 
        /// 
        public override int GetHashCode()
        {
            return _vector.GetHashCode(); 
        }
 
 
        /// 
        /// See whether this is a better match to the specified matching target style 
        /// 
        /// matching target style
        /// current best match
        /// matching style 
        internal static bool IsBetterMatch(
            MatchingStyle           target, 
            MatchingStyle           best, 
            ref MatchingStyle       matching
            ) 
        {
            return matching.IsBetterMatch(target, best);
        }
 

        ///  
        /// See whether this is a better match to the specified matching target 
        /// 
        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; 
        }
 
 
        /// 
        /// Small subset of 3D-vector implementation for style matching specific use 
        /// 
        /// 
        /// 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. 
        /// 
        private struct Vector 
        {
            private double _x, _y, _z;

 
            /// 
            /// Constructor that sets vector's initial values. 
            ///  
            /// Value of the X coordinate of the new vector.
            /// Value of the Y coordinate of the new vector. 
            /// Value of the Z coordinate of the new vector.
            internal Vector(double x, double y, double z)
            {
                _x = x; 
                _y = y;
                _z = z; 
            } 

            ///  
            /// Retrieves or sets vector's X value.
            /// 
            internal double X
            { 
                get { return _x; }
            } 
 
            /// 
            /// Retrieves or sets vector's Y value. 
            /// 
            internal double Y
            {
                get { return _y; } 
            }
 
            ///  
            /// Retrieves or sets vector's Z value.
            ///  
            internal double Z
            {
                get { return _z; }
            } 

            ///  
            /// Length of the vector squared. 
            /// 
            internal double LengthSquared 
            {
                get{ return _x * _x + _y * _y + _z * _z; }
            }
 

            ///  
            /// Vector dot product. 
            /// 
            internal static double DotProduct(Vector l, Vector r) 
            {
                return l._x * r._x + l._y * r._y + l._z * r._z;
            }
 

            ///  
            /// Vector subtraction. 
            /// 
            public static Vector operator -(Vector l, Vector r) 
            {
                return new Vector(l._x - r._x, l._y - r._y, l._z - r._z);
            }
 

            ///  
            /// Equality testing between two vectors. 
            /// 
            public static bool operator ==(Vector l, Vector r) 
            {
                return ((l._x == r._x) && (l._y == r._y) && (l._z == r._z));
            }
 

            ///  
            /// Inequality testing between two vectors. 
            /// 
            public static bool operator !=(Vector l, Vector r) 
            {
                return !(l == r);
            }
 

            ///  
            /// Equality testing between the vector and a given object. 
            /// 
            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; 
                } 
            }
 

            /// 
            /// Compute a hash code for this vector.
            ///  
            public override int GetHashCode()
            { 
                return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode(); 
            }
        } 
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//------------------------------------------------------------------------ 
//
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
//  File:      MatchingStyle.cs 
//
//  Contents:  Font face matching style 
// 
//  Created:   11-4-2003 Worachai Chaoweeraprasit (wchao)
//             11-14-2005 mleonov - Removed style simulation logic. 
//  Now simulated faces are created when constructing a font collection.
//
//-----------------------------------------------------------------------
 

using System; 
using System.Diagnostics; 
using System.Security;
using System.Runtime.InteropServices; 
using System.Windows;
using System.Windows.Media;

 
namespace MS.Internal.FontFace
{ 
    ///  
    /// Font face style used for style matching of face
    ///  
    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
                );
        } 

 
        ///  
        /// Equality testing between two matching styles
        ///  
        public static bool operator ==(MatchingStyle l, MatchingStyle r)
        {
            return l._vector == r._vector;
        } 

        ///  
        /// Inequality testing between two matching styles 
        /// 
        public static bool operator !=(MatchingStyle l, MatchingStyle r) 
        {
            return l._vector != r._vector;
        }
 
        /// 
        /// Equality testing between two matching styles 
        ///  
        public override bool Equals(Object o)
        { 
            if(o == null)
                return false;

            return o is MatchingStyle && this == (MatchingStyle)o; 

        } 
 
        /// 
        /// Get hash code for this style 
        /// 
        public override int GetHashCode()
        {
            return _vector.GetHashCode(); 
        }
 
 
        /// 
        /// See whether this is a better match to the specified matching target style 
        /// 
        /// matching target style
        /// current best match
        /// matching style 
        internal static bool IsBetterMatch(
            MatchingStyle           target, 
            MatchingStyle           best, 
            ref MatchingStyle       matching
            ) 
        {
            return matching.IsBetterMatch(target, best);
        }
 

        ///  
        /// See whether this is a better match to the specified matching target 
        /// 
        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; 
        }
 
 
        /// 
        /// Small subset of 3D-vector implementation for style matching specific use 
        /// 
        /// 
        /// 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. 
        /// 
        private struct Vector 
        {
            private double _x, _y, _z;

 
            /// 
            /// Constructor that sets vector's initial values. 
            ///  
            /// Value of the X coordinate of the new vector.
            /// Value of the Y coordinate of the new vector. 
            /// Value of the Z coordinate of the new vector.
            internal Vector(double x, double y, double z)
            {
                _x = x; 
                _y = y;
                _z = z; 
            } 

            ///  
            /// Retrieves or sets vector's X value.
            /// 
            internal double X
            { 
                get { return _x; }
            } 
 
            /// 
            /// Retrieves or sets vector's Y value. 
            /// 
            internal double Y
            {
                get { return _y; } 
            }
 
            ///  
            /// Retrieves or sets vector's Z value.
            ///  
            internal double Z
            {
                get { return _z; }
            } 

            ///  
            /// Length of the vector squared. 
            /// 
            internal double LengthSquared 
            {
                get{ return _x * _x + _y * _y + _z * _z; }
            }
 

            ///  
            /// Vector dot product. 
            /// 
            internal static double DotProduct(Vector l, Vector r) 
            {
                return l._x * r._x + l._y * r._y + l._z * r._z;
            }
 

            ///  
            /// Vector subtraction. 
            /// 
            public static Vector operator -(Vector l, Vector r) 
            {
                return new Vector(l._x - r._x, l._y - r._y, l._z - r._z);
            }
 

            ///  
            /// Equality testing between two vectors. 
            /// 
            public static bool operator ==(Vector l, Vector r) 
            {
                return ((l._x == r._x) && (l._y == r._y) && (l._z == r._z));
            }
 

            ///  
            /// Inequality testing between two vectors. 
            /// 
            public static bool operator !=(Vector l, Vector r) 
            {
                return !(l == r);
            }
 

            ///  
            /// Equality testing between the vector and a given object. 
            /// 
            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; 
                } 
            }
 

            /// 
            /// Compute a hash code for this vector.
            ///  
            public override int GetHashCode()
            { 
                return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode(); 
            }
        } 
    }
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
                        

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