[Vertical] fix vertical gpos
Wow, it took me a few days to find the right fix! We now set the advance for attached marks to zero, but we do this in the _finish() state of gpos, so it shouldn't regress with fonts like DejaVuSansMono that explicitly decrease the mark advance width to set it to zero.
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@ -873,38 +873,57 @@ struct CursivePosFormat1
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(this+this_record.exitAnchor).get_anchor (c->font, c->buffer->info[i].codepoint, &exit_x, &exit_y);
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(this+next_record.entryAnchor).get_anchor (c->font, c->buffer->info[j].codepoint, &entry_x, &entry_y);
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/* Align the exit anchor of the left/top glyph with the entry anchor of the right/bottom glyph
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* by adjusting advance of the left/top glyph. */
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if (HB_DIRECTION_IS_BACKWARD (c->direction))
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{
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if (likely (HB_DIRECTION_IS_HORIZONTAL (c->direction)))
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c->buffer->pos[j].x_advance = c->buffer->pos[j].x_offset + entry_x - exit_x;
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else
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c->buffer->pos[j].y_advance = c->buffer->pos[j].y_offset + entry_y - exit_y;
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}
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else
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{
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if (likely (HB_DIRECTION_IS_HORIZONTAL (c->direction)))
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c->buffer->pos[i].x_advance = c->buffer->pos[i].x_offset + exit_x - entry_x;
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else
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c->buffer->pos[i].y_advance = c->buffer->pos[i].y_offset + exit_y - entry_y;
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hb_glyph_position_t *pos = c->buffer->pos;
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hb_position_t d;
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/* Main-direction adjustment */
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switch (c->direction) {
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case HB_DIRECTION_LTR:
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pos[i].x_advance = exit_x + pos[i].x_offset;
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d = entry_x + pos[j].x_offset;
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pos[j].x_advance -= d;
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pos[j].x_offset -= d;
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break;
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case HB_DIRECTION_RTL:
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d = exit_x + pos[i].x_offset;
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pos[i].x_advance -= d;
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pos[i].x_offset -= d;
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pos[j].x_advance = entry_x + pos[j].x_offset;
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break;
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case HB_DIRECTION_TTB:
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pos[i].y_advance = exit_y + pos[i].y_offset;
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d = entry_y + pos[j].y_offset;
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pos[j].y_advance -= d;
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pos[j].y_offset -= d;
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break;
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case HB_DIRECTION_BTT:
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d = exit_y + pos[i].y_offset;
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pos[i].y_advance -= d;
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pos[i].y_offset -= d;
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pos[j].y_advance = entry_y;
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break;
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case HB_DIRECTION_INVALID:
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default:
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break;
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}
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if (c->lookup_props & LookupFlag::RightToLeft)
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{
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c->buffer->pos[i].cursive_chain() = j - i;
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/* Cross-direction adjustment */
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if (c->lookup_props & LookupFlag::RightToLeft) {
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pos[i].cursive_chain() = j - i;
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if (likely (HB_DIRECTION_IS_HORIZONTAL (c->direction)))
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c->buffer->pos[i].y_offset = entry_y - exit_y;
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pos[i].y_offset = entry_y - exit_y;
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else
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c->buffer->pos[i].x_offset = entry_x - exit_x;
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}
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else
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{
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c->buffer->pos[j].cursive_chain() = i - j;
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pos[i].x_offset = entry_x - exit_x;
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} else {
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pos[j].cursive_chain() = i - j;
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if (likely (HB_DIRECTION_IS_HORIZONTAL (c->direction)))
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c->buffer->pos[j].y_offset = exit_y - entry_y;
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pos[j].y_offset = exit_y - entry_y;
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else
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c->buffer->pos[j].x_offset = exit_x - entry_x;
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pos[j].x_offset = exit_x - entry_x;
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}
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c->buffer->i = j;
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@ -1500,61 +1519,69 @@ struct GPOS : GSUBGPOS
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DEFINE_SIZE_STATIC (10);
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};
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static void
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fix_cursive_minor_offset (hb_glyph_position_t *pos, unsigned int i, hb_direction_t direction)
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{
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unsigned int j = pos[i].cursive_chain();
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if (likely (!j))
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return;
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j += i;
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pos[i].cursive_chain() = 0;
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fix_cursive_minor_offset (pos, j, direction);
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if (HB_DIRECTION_IS_HORIZONTAL (direction))
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pos[i].y_offset += pos[j].y_offset;
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else
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pos[i].x_offset += pos[j].x_offset;
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}
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static void
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fix_mark_attachment (hb_glyph_position_t *pos, unsigned int i, hb_direction_t direction)
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{
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if (likely (!(pos[i].attach_lookback())))
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return;
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unsigned int j = i - pos[i].attach_lookback();
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pos[i].x_advance = 0;
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pos[i].y_advance = 0;
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pos[i].x_offset += pos[j].x_offset;
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pos[i].y_offset += pos[j].y_offset;
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if (HB_DIRECTION_IS_FORWARD (direction))
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for (unsigned int k = j; k < i; j++) {
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pos[i].x_offset -= pos[k].x_advance;
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pos[i].y_offset -= pos[k].y_advance;
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}
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else
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for (unsigned int k = j + 1; k < i + 1; j++) {
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pos[i].x_offset += pos[k].x_advance;
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pos[i].y_offset += pos[k].y_advance;
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}
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}
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void
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GPOS::position_finish (hb_buffer_t *buffer)
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{
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unsigned int i, j;
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unsigned int len;
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hb_glyph_position_t *pos = hb_buffer_get_glyph_positions (buffer, &len);
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hb_direction_t direction = buffer->props.direction;
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/* Handle cursive connections:
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* First handle all chain-back connections, then handle all chain-forward connections. */
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if (likely (HB_DIRECTION_IS_HORIZONTAL (direction)))
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/* Handle cursive connections */
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for (unsigned int i = 0; i < len; i++)
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{
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for (j = 0; j < len; j++) {
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if (pos[j].cursive_chain() < 0)
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pos[j].y_offset += pos[j + pos[j].cursive_chain()].y_offset;
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}
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for (i = len; i > 0; i--) {
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j = i - 1;
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if (pos[j].cursive_chain() > 0)
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pos[j].y_offset += pos[j + pos[j].cursive_chain()].y_offset;
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}
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fix_cursive_minor_offset (pos, i, direction);
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}
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else
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{
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for (j = 0; j < len; j++) {
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if (pos[j].cursive_chain() < 0)
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pos[j].x_offset += pos[j + pos[j].cursive_chain()].x_offset;
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}
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for (i = len; i > 0; i--) {
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j = i - 1;
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if (pos[j].cursive_chain() > 0)
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pos[j].x_offset += pos[j + pos[j].cursive_chain()].x_offset;
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}
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}
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/* Handle attachments */
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for (i = 0; i < len; i++)
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if (pos[i].attach_lookback())
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{
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unsigned int back = i - pos[i].attach_lookback();
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pos[i].x_offset += pos[back].x_offset;
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pos[i].y_offset += pos[back].y_offset;
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if (HB_DIRECTION_IS_BACKWARD (buffer->props.direction))
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for (j = back + 1; j < i + 1; j++) {
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pos[i].x_offset += pos[j].x_advance;
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pos[i].y_offset += pos[j].y_advance;
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}
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else
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for (j = back; j < i; j++) {
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pos[i].x_offset -= pos[j].x_advance;
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pos[i].y_offset -= pos[j].y_advance;
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}
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}
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for (unsigned int i = 0; i < len; i++)
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{
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fix_mark_attachment (pos, i, direction);
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}
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}
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@ -184,9 +184,12 @@ hb_ensure_native_direction (hb_ot_shape_context_t *c)
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{
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hb_direction_t direction = c->buffer->props.direction;
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/* XXX vertical */
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if (HB_DIRECTION_IS_HORIZONTAL (direction) &&
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direction != hb_script_get_horizontal_direction (c->buffer->props.script))
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/* TODO vertical:
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* The only BTT vertical script is Ogham, but it's not clear to me whether OpenType
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* Ogham fonts are supposed to be implemented BTT or not. Need to research that
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* first. */
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if ((HB_DIRECTION_IS_HORIZONTAL (direction) && direction != hb_script_get_horizontal_direction (c->buffer->props.script)) ||
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(HB_DIRECTION_IS_VERTICAL (direction) && direction != HB_DIRECTION_TTB))
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{
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hb_buffer_reverse_clusters (c->buffer);
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c->buffer->props.direction = HB_DIRECTION_REVERSE (c->buffer->props.direction);
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