From f7c58f913131873a3de7b604d2b937e0a9a78403 Mon Sep 17 00:00:00 2001 From: Cameron McCormack Date: Fri, 8 Apr 2011 10:17:36 +1200 Subject: [PATCH] Bug 619498 - Part 1.5: Some nearby style cleanups (no change to code behavior) r=dholbert --- content/svg/content/src/SVGPathSegUtils.cpp | 104 ++++++++++---------- 1 file changed, 52 insertions(+), 52 deletions(-) diff --git a/content/svg/content/src/SVGPathSegUtils.cpp b/content/svg/content/src/SVGPathSegUtils.cpp index 2059fbedfab..d9786494f93 100644 --- a/content/svg/content/src/SVGPathSegUtils.cpp +++ b/content/svg/content/src/SVGPathSegUtils.cpp @@ -54,7 +54,7 @@ static const PRUint32 MAX_RECURSION = 10; /* static */ void -SVGPathSegUtils::GetValueAsString(const float *aSeg, nsAString& aValue) +SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue) { // Adding new seg type? Is the formatting below acceptable for the new types? PR_STATIC_ASSERT(NS_SVG_PATH_SEG_MAX_ARGS == 7); @@ -119,84 +119,84 @@ SVGPathSegUtils::GetValueAsString(const float *aSeg, nsAString& aValue) static float -CalcDistanceBetweenPoints(const gfxPoint &p1, const gfxPoint &p2) +CalcDistanceBetweenPoints(const gfxPoint& aP1, const gfxPoint& aP2) { - return NS_hypot(p2.x - p1.x, p2.y - p1.y); + return NS_hypot(aP2.x - aP1.x, aP2.y - aP1.y); } -static void SplitQuadraticBezier(const gfxPoint *curve, - gfxPoint *left, - gfxPoint *right) +static void +SplitQuadraticBezier(const gfxPoint* aCurve, gfxPoint* aLeft, gfxPoint* aRight) { - left[0].x = curve[0].x; - left[0].y = curve[0].y; - right[2].x = curve[2].x; - right[2].y = curve[2].y; - left[1].x = (curve[0].x + curve[1].x) / 2; - left[1].y = (curve[0].y + curve[1].y) / 2; - right[1].x = (curve[1].x + curve[2].x) / 2; - right[1].y = (curve[1].y + curve[2].y) / 2; - left[2].x = right[0].x = (left[1].x + right[1].x) / 2; - left[2].y = right[0].y = (left[1].y + right[1].y) / 2; + aLeft[0].x = aCurve[0].x; + aLeft[0].y = aCurve[0].y; + aRight[2].x = aCurve[2].x; + aRight[2].y = aCurve[2].y; + aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; + aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; + aRight[1].x = (aCurve[1].x + aCurve[2].x) / 2; + aRight[1].y = (aCurve[1].y + aCurve[2].y) / 2; + aLeft[2].x = aRight[0].x = (aLeft[1].x + aRight[1].x) / 2; + aLeft[2].y = aRight[0].y = (aLeft[1].y + aRight[1].y) / 2; } -static void SplitCubicBezier(const gfxPoint *curve, - gfxPoint *left, - gfxPoint *right) +static void +SplitCubicBezier(const gfxPoint* aCurve, gfxPoint* aLeft, gfxPoint* aRight) { gfxPoint tmp; - tmp.x = (curve[1].x + curve[2].x) / 4; - tmp.y = (curve[1].y + curve[2].y) / 4; - left[0].x = curve[0].x; - left[0].y = curve[0].y; - right[3].x = curve[3].x; - right[3].y = curve[3].y; - left[1].x = (curve[0].x + curve[1].x) / 2; - left[1].y = (curve[0].y + curve[1].y) / 2; - right[2].x = (curve[2].x + curve[3].x) / 2; - right[2].y = (curve[2].y + curve[3].y) / 2; - left[2].x = left[1].x / 2 + tmp.x; - left[2].y = left[1].y / 2 + tmp.y; - right[1].x = right[2].x / 2 + tmp.x; - right[1].y = right[2].y / 2 + tmp.y; - left[3].x = right[0].x = (left[2].x + right[1].x) / 2; - left[3].y = right[0].y = (left[2].y + right[1].y) / 2; + tmp.x = (aCurve[1].x + aCurve[2].x) / 4; + tmp.y = (aCurve[1].y + aCurve[2].y) / 4; + aLeft[0].x = aCurve[0].x; + aLeft[0].y = aCurve[0].y; + aRight[3].x = aCurve[3].x; + aRight[3].y = aCurve[3].y; + aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; + aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; + aRight[2].x = (aCurve[2].x + aCurve[3].x) / 2; + aRight[2].y = (aCurve[2].y + aCurve[3].y) / 2; + aLeft[2].x = aLeft[1].x / 2 + tmp.x; + aLeft[2].y = aLeft[1].y / 2 + tmp.y; + aRight[1].x = aRight[2].x / 2 + tmp.x; + aRight[1].y = aRight[2].y / 2 + tmp.y; + aLeft[3].x = aRight[0].x = (aLeft[2].x + aRight[1].x) / 2; + aLeft[3].y = aRight[0].y = (aLeft[2].y + aRight[1].y) / 2; } -static gfxFloat CalcBezLengthHelper(gfxPoint *curve, PRUint32 numPts, - PRUint32 recursion_count, - void (*split)(const gfxPoint*, gfxPoint*, gfxPoint*)) +static gfxFloat +CalcBezLengthHelper(gfxPoint* aCurve, PRUint32 aNumPts, + PRUint32 aRecursionCount, + void (*aSplit)(const gfxPoint*, gfxPoint*, gfxPoint*)) { gfxPoint left[4]; gfxPoint right[4]; gfxFloat length = 0, dist; - for (PRUint32 i = 0; i < numPts - 1; i++) { - length += CalcDistanceBetweenPoints(curve[i], curve[i+1]); + for (PRUint32 i = 0; i < aNumPts - 1; i++) { + length += CalcDistanceBetweenPoints(aCurve[i], aCurve[i+1]); } - dist = CalcDistanceBetweenPoints(curve[0], curve[numPts - 1]); - if (length - dist > PATH_SEG_LENGTH_TOLERANCE && recursion_count < MAX_RECURSION) { - split(curve, left, right); - ++recursion_count; - return CalcBezLengthHelper(left, numPts, recursion_count, split) + - CalcBezLengthHelper(right, numPts, recursion_count, split); + dist = CalcDistanceBetweenPoints(aCurve[0], aCurve[aNumPts - 1]); + if (length - dist > PATH_SEG_LENGTH_TOLERANCE && + aRecursionCount < MAX_RECURSION) { + aSplit(aCurve, left, right); + ++aRecursionCount; + return CalcBezLengthHelper(left, aNumPts, aRecursionCount, aSplit) + + CalcBezLengthHelper(right, aNumPts, aRecursionCount, aSplit); } return length; } static inline gfxFloat -CalcLengthOfCubicBezier(const gfxPoint &pos, const gfxPoint &cp1, - const gfxPoint &cp2, const gfxPoint &to) +CalcLengthOfCubicBezier(const gfxPoint& aPos, const gfxPoint &aCP1, + const gfxPoint& aCP2, const gfxPoint &aTo) { - gfxPoint curve[4] = { pos, cp1, cp2, to }; + gfxPoint curve[4] = { aPos, aCP1, aCP2, aTo }; return CalcBezLengthHelper(curve, 4, 0, SplitCubicBezier); } static inline gfxFloat -CalcLengthOfQuadraticBezier(const gfxPoint &pos, const gfxPoint &cp, - const gfxPoint &to) +CalcLengthOfQuadraticBezier(const gfxPoint& aPos, const gfxPoint& aCP, + const gfxPoint& aTo) { - gfxPoint curve[3] = { pos, cp, to }; + gfxPoint curve[3] = { aPos, aCP, aTo }; return CalcBezLengthHelper(curve, 3, 0, SplitQuadraticBezier); }