{ 0, FC_WEIGHT_THIN },
{ 100, FC_WEIGHT_THIN },
{ 200, FC_WEIGHT_EXTRALIGHT },
- { 350, FC_WEIGHT_DEMILIGHT },
{ 300, FC_WEIGHT_LIGHT },
+ { 350, FC_WEIGHT_DEMILIGHT },
{ 380, FC_WEIGHT_BOOK },
{ 400, FC_WEIGHT_REGULAR },
{ 500, FC_WEIGHT_MEDIUM },
{1000, FC_WEIGHT_EXTRABLACK },
};
-static int lerp(int x, int x1, int x2, int y1, int y2)
+static double lerp(double x, int x1, int x2, int y1, int y2)
{
int dx = x2 - x1;
int dy = y2 - y1;
return y1 + (dy*(x-x1) + dx/2) / dx;
}
-int
-FcWeightFromOpenType (int ot_weight)
+double
+FcWeightFromOpenTypeDouble (double ot_weight)
{
int i;
- /* Loosely based on WPF Font Selection Model's advice. */
-
if (ot_weight < 0)
return -1;
- else if (1 <= ot_weight && ot_weight <= 9)
- {
- /* WPF Font Selection Model says do "ot_weight *= 100",
- * but Greg Hitchcock revealed that GDI had a mapping
- * reflected below: */
- switch (ot_weight) {
- case 1: ot_weight = 80; break;
- case 2: ot_weight = 160; break;
- case 3: ot_weight = 240; break;
- case 4: ot_weight = 320; break;
- case 5: ot_weight = 400; break;
- case 6: ot_weight = 550; break;
- case 7: ot_weight = 700; break;
- case 8: ot_weight = 800; break;
- case 9: ot_weight = 900; break;
- }
- }
+
ot_weight = FC_MIN (ot_weight, map[(sizeof (map) / sizeof (map[0])) - 1].ot);
for (i = 1; ot_weight > map[i].ot; i++)
return lerp (ot_weight, map[i-1].ot, map[i].ot, map[i-1].fc, map[i].fc);
}
-int
-FcWeightToOpenType (int fc_weight)
+double
+FcWeightToOpenTypeDouble (double fc_weight)
{
int i;
if (fc_weight < 0 || fc_weight > FC_WEIGHT_EXTRABLACK)
return lerp (fc_weight, map[i-1].fc, map[i].fc, map[i-1].ot, map[i].ot);
}
+int
+FcWeightFromOpenType (int ot_weight)
+{
+ return FcWeightFromOpenTypeDouble (ot_weight) + .5;
+}
+
+int
+FcWeightToOpenType (int fc_weight)
+{
+ return FcWeightToOpenTypeDouble (fc_weight) + .5;
+}
+
#define __fcweight__
#include "fcaliastail.h"
#undef __fcweight__