mirror of
https://github.com/classilla/tenfourfox.git
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444 lines
12 KiB
C
444 lines
12 KiB
C
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef NSCOORD_H
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#define NSCOORD_H
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#include "nsAlgorithm.h"
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#include "nscore.h"
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#include "nsMathUtils.h"
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#include <math.h>
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#include <float.h>
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#include <stdlib.h>
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#include "nsDebug.h"
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#include <algorithm>
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/*
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* Basic type used for the geometry classes.
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*
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* Normally all coordinates are maintained in an app unit coordinate
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* space. An app unit is 1/60th of a CSS device pixel, which is, in turn
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* an integer number of device pixels, such at the CSS DPI is as close to
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* 96dpi as possible.
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*/
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// This controls whether we're using integers or floats for coordinates. We
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// want to eventually use floats.
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//#define NS_COORD_IS_FLOAT
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inline float NS_IEEEPositiveInfinity() {
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union { uint32_t mPRUint32; float mFloat; } pun;
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pun.mPRUint32 = 0x7F800000;
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return pun.mFloat;
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}
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inline bool NS_IEEEIsNan(float aF) {
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union { uint32_t mBits; float mFloat; } pun;
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pun.mFloat = aF;
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return (pun.mBits & 0x7F800000) == 0x7F800000 &&
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(pun.mBits & 0x007FFFFF) != 0;
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}
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#ifdef NS_COORD_IS_FLOAT
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typedef float nscoord;
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#define nscoord_MAX NS_IEEEPositiveInfinity()
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#else
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typedef int32_t nscoord;
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#define nscoord_MAX nscoord(1 << 30)
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#endif
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#define nscoord_MIN (-nscoord_MAX)
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inline void VERIFY_COORD(nscoord aCoord) {
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#ifdef NS_COORD_IS_FLOAT
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NS_ASSERTION(floorf(aCoord) == aCoord,
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"Coords cannot have fractions");
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#endif
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}
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/**
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* Divide aSpace by aN. Assign the resulting quotient to aQuotient and
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* return the remainder.
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*/
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inline nscoord NSCoordDivRem(nscoord aSpace, size_t aN, nscoord* aQuotient)
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{
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#ifdef NS_COORD_IS_FLOAT
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*aQuotient = aSpace / aN;
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return 0.0f;
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#else
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div_t result = div(aSpace, aN);
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*aQuotient = nscoord(result.quot);
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return nscoord(result.rem);
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#endif
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}
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inline nscoord NSCoordMulDiv(nscoord aMult1, nscoord aMult2, nscoord aDiv) {
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#ifdef NS_COORD_IS_FLOAT
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return (aMult1 * aMult2 / aDiv);
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#else
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return (int64_t(aMult1) * int64_t(aMult2) / int64_t(aDiv));
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#endif
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}
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inline nscoord NSToCoordRound(float aValue)
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{
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#if defined(XP_WIN32) && defined(_M_IX86) && !defined(__GNUC__) && !defined(__clang__)
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return NS_lroundup30(aValue);
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#else
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return nscoord(floorf(aValue + 0.5f));
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#endif /* XP_WIN32 && _M_IX86 && !__GNUC__ */
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}
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inline nscoord NSToCoordRound(double aValue)
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{
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#if defined(XP_WIN32) && defined(_M_IX86) && !defined(__GNUC__) && !defined(__clang__)
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return NS_lroundup30((float)aValue);
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#else
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return nscoord(floor(aValue + 0.5f));
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#endif /* XP_WIN32 && _M_IX86 && !__GNUC__ */
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}
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inline nscoord NSToCoordRoundWithClamp(float aValue)
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{
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#ifndef NS_COORD_IS_FLOAT
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// Bounds-check before converting out of float, to avoid overflow
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if (aValue >= nscoord_MAX) {
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return nscoord_MAX;
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}
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if (aValue <= nscoord_MIN) {
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return nscoord_MIN;
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}
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#endif
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return NSToCoordRound(aValue);
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}
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/**
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* Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as
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* appropriate for the signs of aCoord and aScale. If requireNotNegative is
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* true, this method will enforce that aScale is not negative; use that
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* parametrization to get a check of that fact in debug builds.
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*/
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inline nscoord _nscoordSaturatingMultiply(nscoord aCoord, float aScale,
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bool requireNotNegative) {
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VERIFY_COORD(aCoord);
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if (requireNotNegative) {
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MOZ_ASSERT(aScale >= 0.0f,
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"negative scaling factors must be handled manually");
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}
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#ifdef NS_COORD_IS_FLOAT
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return floorf(aCoord * aScale);
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#else
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float product = aCoord * aScale;
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if (requireNotNegative ? aCoord > 0 : (aCoord > 0) == (aScale > 0))
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return NSToCoordRoundWithClamp(std::min<float>(nscoord_MAX, product));
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return NSToCoordRoundWithClamp(std::max<float>(nscoord_MIN, product));
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#endif
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}
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/**
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* Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as
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* appropriate for the sign of aCoord. This method requires aScale to not be
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* negative; use this method when you know that aScale should never be
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* negative to get a sanity check of that invariant in debug builds.
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*/
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inline nscoord NSCoordSaturatingNonnegativeMultiply(nscoord aCoord, float aScale) {
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return _nscoordSaturatingMultiply(aCoord, aScale, true);
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}
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/**
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* Returns aCoord * aScale, capping the product to nscoord_MAX or nscoord_MIN as
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* appropriate for the signs of aCoord and aScale.
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*/
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inline nscoord NSCoordSaturatingMultiply(nscoord aCoord, float aScale) {
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return _nscoordSaturatingMultiply(aCoord, aScale, false);
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}
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/**
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* Returns a + b, capping the sum to nscoord_MAX.
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*
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* This function assumes that neither argument is nscoord_MIN.
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*
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* Note: If/when we start using floats for nscoords, this function won't be as
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* necessary. Normal float addition correctly handles adding with infinity,
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* assuming we aren't adding nscoord_MIN. (-infinity)
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*/
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inline nscoord
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NSCoordSaturatingAdd(nscoord a, nscoord b)
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{
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VERIFY_COORD(a);
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VERIFY_COORD(b);
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#ifdef NS_COORD_IS_FLOAT
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// Float math correctly handles a+b, given that neither is -infinity.
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return a + b;
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#else
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if (a == nscoord_MAX || b == nscoord_MAX) {
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// infinity + anything = anything + infinity = infinity
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return nscoord_MAX;
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} else {
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// a + b = a + b
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// Cap the result, just in case we're dealing with numbers near nscoord_MAX
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return std::min(nscoord_MAX, a + b);
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}
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#endif
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}
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/**
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* Returns a - b, gracefully handling cases involving nscoord_MAX.
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* This function assumes that neither argument is nscoord_MIN.
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*
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* The behavior is as follows:
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*
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* a) infinity - infinity -> infMinusInfResult
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* b) N - infinity -> 0 (unexpected -- triggers NOTREACHED)
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* c) infinity - N -> infinity
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* d) N1 - N2 -> N1 - N2
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*
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* Note: For float nscoords, cases (c) and (d) are handled by normal float
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* math. We still need to explicitly specify the behavior for cases (a)
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* and (b), though. (Under normal float math, those cases would return NaN
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* and -infinity, respectively.)
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*/
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inline nscoord
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NSCoordSaturatingSubtract(nscoord a, nscoord b,
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nscoord infMinusInfResult)
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{
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VERIFY_COORD(a);
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VERIFY_COORD(b);
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if (b == nscoord_MAX) {
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if (a == nscoord_MAX) {
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// case (a)
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return infMinusInfResult;
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} else {
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// case (b)
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NS_NOTREACHED("Attempted to subtract [n - nscoord_MAX]");
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return 0;
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}
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} else {
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#ifdef NS_COORD_IS_FLOAT
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// case (c) and (d) for floats. (float math handles both)
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return a - b;
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#else
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if (a == nscoord_MAX) {
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// case (c) for integers
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return nscoord_MAX;
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} else {
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// case (d) for integers
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// Cap the result, in case we're dealing with numbers near nscoord_MAX
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return std::min(nscoord_MAX, a - b);
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}
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#endif
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}
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}
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inline float NSCoordToFloat(nscoord aCoord) {
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VERIFY_COORD(aCoord);
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#ifdef NS_COORD_IS_FLOAT
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NS_ASSERTION(!NS_IEEEIsNan(aCoord), "NaN encountered in float conversion");
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#endif
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return (float)aCoord;
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}
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/*
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* Coord Rounding Functions
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*/
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inline nscoord NSToCoordFloor(float aValue)
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{
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return nscoord(floorf(aValue));
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}
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inline nscoord NSToCoordFloor(double aValue)
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{
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return nscoord(floor(aValue));
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}
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inline nscoord NSToCoordFloorClamped(float aValue)
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{
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#ifndef NS_COORD_IS_FLOAT
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// Bounds-check before converting out of float, to avoid overflow
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if (aValue >= nscoord_MAX) {
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return nscoord_MAX;
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}
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if (aValue <= nscoord_MIN) {
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return nscoord_MIN;
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}
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#endif
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return NSToCoordFloor(aValue);
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}
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inline nscoord NSToCoordCeil(float aValue)
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{
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return nscoord(ceilf(aValue));
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}
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inline nscoord NSToCoordCeil(double aValue)
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{
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return nscoord(ceil(aValue));
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}
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inline nscoord NSToCoordCeilClamped(double aValue)
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{
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#ifndef NS_COORD_IS_FLOAT
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// Bounds-check before converting out of double, to avoid overflow
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if (aValue >= nscoord_MAX) {
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return nscoord_MAX;
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}
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if (aValue <= nscoord_MIN) {
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return nscoord_MIN;
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}
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#endif
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return NSToCoordCeil(aValue);
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}
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// The NSToCoordTrunc* functions remove the fractional component of
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// aValue, and are thus equivalent to NSToCoordFloor* for positive
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// values and NSToCoordCeil* for negative values.
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inline nscoord NSToCoordTrunc(float aValue)
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{
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// There's no need to use truncf() since it matches the default
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// rules for float to integer conversion.
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return nscoord(aValue);
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}
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inline nscoord NSToCoordTrunc(double aValue)
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{
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// There's no need to use trunc() since it matches the default
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// rules for float to integer conversion.
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return nscoord(aValue);
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}
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inline nscoord NSToCoordTruncClamped(float aValue)
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{
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#ifndef NS_COORD_IS_FLOAT
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// Bounds-check before converting out of float, to avoid overflow
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if (aValue >= nscoord_MAX) {
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return nscoord_MAX;
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}
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if (aValue <= nscoord_MIN) {
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return nscoord_MIN;
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}
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#endif
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return NSToCoordTrunc(aValue);
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}
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inline nscoord NSToCoordTruncClamped(double aValue)
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{
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#ifndef NS_COORD_IS_FLOAT
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// Bounds-check before converting out of double, to avoid overflow
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if (aValue >= nscoord_MAX) {
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return nscoord_MAX;
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}
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if (aValue <= nscoord_MIN) {
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return nscoord_MIN;
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}
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#endif
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return NSToCoordTrunc(aValue);
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}
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/*
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* Int Rounding Functions
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*/
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inline int32_t NSToIntFloor(float aValue)
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{
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return int32_t(floorf(aValue));
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}
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inline int32_t NSToIntCeil(float aValue)
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{
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return int32_t(ceilf(aValue));
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}
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inline int32_t NSToIntRound(float aValue)
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{
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return NS_lroundf(aValue);
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}
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inline int32_t NSToIntRound(double aValue)
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{
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return NS_lround(aValue);
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}
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inline int32_t NSToIntRoundUp(double aValue)
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{
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return int32_t(floor(aValue + 0.5));
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}
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/*
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* App Unit/Pixel conversions
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*/
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inline nscoord NSFloatPixelsToAppUnits(float aPixels, float aAppUnitsPerPixel)
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{
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return NSToCoordRoundWithClamp(aPixels * aAppUnitsPerPixel);
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}
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inline nscoord NSIntPixelsToAppUnits(int32_t aPixels, int32_t aAppUnitsPerPixel)
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{
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// The cast to nscoord makes sure we don't overflow if we ever change
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// nscoord to float
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nscoord r = aPixels * (nscoord)aAppUnitsPerPixel;
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VERIFY_COORD(r);
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return r;
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}
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inline float NSAppUnitsToFloatPixels(nscoord aAppUnits, float aAppUnitsPerPixel)
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{
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return (float(aAppUnits) / aAppUnitsPerPixel);
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}
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inline double NSAppUnitsToDoublePixels(nscoord aAppUnits, double aAppUnitsPerPixel)
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{
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return (double(aAppUnits) / aAppUnitsPerPixel);
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}
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inline int32_t NSAppUnitsToIntPixels(nscoord aAppUnits, float aAppUnitsPerPixel)
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{
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return NSToIntRound(float(aAppUnits) / aAppUnitsPerPixel);
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}
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inline float NSCoordScale(nscoord aCoord, int32_t aFromAPP, int32_t aToAPP)
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{
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return (NSCoordToFloat(aCoord) * aToAPP) / aFromAPP;
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}
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/// handy constants
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#define TWIPS_PER_POINT_INT 20
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#define TWIPS_PER_POINT_FLOAT 20.0f
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#define POINTS_PER_INCH_INT 72
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#define POINTS_PER_INCH_FLOAT 72.0f
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#define CM_PER_INCH_FLOAT 2.54f
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#define MM_PER_INCH_FLOAT 25.4f
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/*
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* Twips/unit conversions
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*/
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inline float NSUnitsToTwips(float aValue, float aPointsPerUnit)
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{
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return aValue * aPointsPerUnit * TWIPS_PER_POINT_FLOAT;
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}
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inline float NSTwipsToUnits(float aTwips, float aUnitsPerPoint)
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{
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return (aTwips * (aUnitsPerPoint / TWIPS_PER_POINT_FLOAT));
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}
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/// Unit conversion macros
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//@{
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#define NS_POINTS_TO_TWIPS(x) NSUnitsToTwips((x), 1.0f)
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#define NS_INCHES_TO_TWIPS(x) NSUnitsToTwips((x), POINTS_PER_INCH_FLOAT) // 72 points per inch
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#define NS_MILLIMETERS_TO_TWIPS(x) NSUnitsToTwips((x), (POINTS_PER_INCH_FLOAT * 0.03937f))
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#define NS_POINTS_TO_INT_TWIPS(x) NSToIntRound(NS_POINTS_TO_TWIPS(x))
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#define NS_INCHES_TO_INT_TWIPS(x) NSToIntRound(NS_INCHES_TO_TWIPS(x))
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#define NS_TWIPS_TO_INCHES(x) NSTwipsToUnits((x), 1.0f / POINTS_PER_INCH_FLOAT)
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#define NS_TWIPS_TO_MILLIMETERS(x) NSTwipsToUnits((x), 1.0f / (POINTS_PER_INCH_FLOAT * 0.03937f))
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//@}
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#endif /* NSCOORD_H */
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