Files
QuestPDF/QuestPDF/Drawing/FontStyleSet.cs
T

132 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
using SkiaSharp;
namespace QuestPDF.Drawing
{
internal class FontStyleSet
{
private ConcurrentDictionary<SKFontStyle, SKTypeface> Styles { get; } = new();
public void Add(SKTypeface typeface)
{
var style = typeface.FontStyle;
Styles.AddOrUpdate(style, _ => typeface, (_, _) => typeface);
}
public SKTypeface? Match(SKFontStyle target)
{
SKFontStyle? bestStyle = null;
SKTypeface? bestTypeface = null;
foreach (var entry in Styles)
{
if (IsBetterMatch(target, entry.Key, bestStyle))
{
bestStyle = entry.Key;
bestTypeface = entry.Value;
}
}
return bestTypeface;
}
private static Dictionary<SKFontStyleSlant, List<SKFontStyleSlant>> SlantFallbacks = new()
{
{ SKFontStyleSlant.Italic, new() { SKFontStyleSlant.Italic, SKFontStyleSlant.Oblique, SKFontStyleSlant.Upright } },
{ SKFontStyleSlant.Oblique, new() { SKFontStyleSlant.Oblique, SKFontStyleSlant.Italic, SKFontStyleSlant.Upright } },
{ SKFontStyleSlant.Upright, new() { SKFontStyleSlant.Upright, SKFontStyleSlant.Oblique, SKFontStyleSlant.Italic } },
};
// Checks whether style a is a better match for the target then style b. Uses the CSS font style matching algorithm
internal static bool IsBetterMatch(SKFontStyle? target, SKFontStyle? a, SKFontStyle? b)
{
// A font is better than no font
if (b == null)
return true;
if (a == null)
return false;
// First check font width
// For normal and condensed widths prefer smaller widths
// For expanded widths prefer larger widths
if (target.Width <= (int)SKFontStyleWidth.Normal)
{
if (a.Width <= target.Width && b.Width > target.Width)
return true;
if (a.Width > target.Width && b.Width <= target.Width)
return false;
}
else
{
if (a.Width >= target.Width && b.Width < target.Width)
return true;
if (a.Width < target.Width && b.Width >= target.Width)
return false;
}
// Prefer closest match
var widthDifferenceA = Math.Abs(a.Width - target.Width);
var widthDifferenceB = Math.Abs(b.Width - target.Width);
if (widthDifferenceA < widthDifferenceB)
return true;
if (widthDifferenceB < widthDifferenceA)
return false;
// Prefer closest slant based on provided fallback list
var slantFallback = SlantFallbacks[target.Slant];
var slantIndexA = slantFallback.IndexOf(a.Slant);
var slantIndexB = slantFallback.IndexOf(b.Slant);
if (slantIndexA < slantIndexB)
return true;
if (slantIndexB < slantIndexA)
return false;
// Check weight last
// For thin (<400) weights, prefer thinner weights
// For regular (400-500) weights, prefer other regular weights, then use rule for thin or bold
// For bold (>500) weights, prefer thicker weights
// Behavior for values other than multiples of 100 is not given in the specification
if (target.Weight >= 400 && target.Weight <= 500)
{
if ((a.Weight >= 400 && a.Weight <= 500) && !(b.Weight >= 400 && b.Weight <= 500))
return true;
if (!(a.Weight >= 400 && a.Weight <= 500) && (b.Weight >= 400 && b.Weight <= 500))
return false;
}
if (target.Weight < 450)
{
if (a.Weight <= target.Weight && b.Weight > target.Weight)
return true;
if (a.Weight > target.Weight && b.Weight <= target.Weight)
return false;
}
else
{
if (a.Weight >= target.Weight && b.Weight < target.Weight)
return true;
if (a.Weight < target.Weight && b.Weight >= target.Weight)
return false;
}
// Prefer closest weight
var weightDifferenceA = Math.Abs(a.Weight - target.Weight);
var weightDifferenceB = Math.Abs(b.Weight - target.Weight);
return weightDifferenceA < weightDifferenceB;
}
}
}