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+/**
+ * This file is part of the DOM implementation for KDE.
+ *
+ * Copyright (C) 2007 Rob Buis <buis@kde.org>
+ * (C) 2007 Nikolas Zimmermann <zimmermann@kde.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "config.h"
+
+#if ENABLE(SVG)
+#include "SVGInlineTextBox.h"
+
+#include "Document.h"
+#include "Editor.h"
+#include "Frame.h"
+#include "GraphicsContext.h"
+#include "InlineFlowBox.h"
+#include "Range.h"
+#include "SVGPaintServer.h"
+#include "SVGRootInlineBox.h"
+#include "Text.h"
+
+#include <float.h>
+
+using std::max;
+
+namespace WebCore {
+
+SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj)
+ : InlineTextBox(obj)
+{
+}
+
+int SVGInlineTextBox::selectionTop()
+{
+ return m_y;
+}
+
+int SVGInlineTextBox::selectionHeight()
+{
+ return m_height;
+}
+
+SVGRootInlineBox* SVGInlineTextBox::svgRootInlineBox() const
+{
+ // Find associated root inline box
+ InlineFlowBox* parentBox = parent();
+
+ while (parentBox && !parentBox->isRootInlineBox())
+ parentBox = parentBox->parent();
+
+ ASSERT(parentBox);
+ ASSERT(parentBox->isRootInlineBox());
+
+ if (!parentBox->isSVGRootInlineBox())
+ return 0;
+
+ return static_cast<SVGRootInlineBox*>(parentBox);
+}
+
+float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset) const
+{
+ ASSERT(style);
+ return style->font().floatWidth(svgTextRunForInlineTextBox(textObject()->text()->characters() + offset, 1, style, this, 0));
+}
+
+float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int offset) const
+{
+ ASSERT(style);
+
+ // This is just a guess, and the only purpose of this function is to centralize this hack.
+ // In real-life top-top-bottom scripts this won't be enough, I fear.
+ return style->font().ascent() + style->font().descent();
+}
+
+FloatRect SVGInlineTextBox::calculateGlyphBoundaries(RenderStyle* style, int offset, const SVGChar& svgChar) const
+{
+ const Font& font = style->font();
+
+ // Take RTL text into account and pick right glyph width/height.
+ float glyphWidth = 0.0f;
+
+ if (!m_reversed)
+ glyphWidth = calculateGlyphWidth(style, offset);
+ else
+ glyphWidth = calculateGlyphWidth(style, start() + end() - offset);
+
+ float x1 = svgChar.x;
+ float x2 = svgChar.x + glyphWidth;
+
+ float y1 = svgChar.y - font.ascent();
+ float y2 = svgChar.y + font.descent();
+
+ FloatRect glyphRect(x1, y1, x2 - x1, y2 - y1);
+
+ // Take per-character transformations into account
+ AffineTransform ctm = svgChar.characterTransform();
+ if (!ctm.isIdentity())
+ glyphRect = ctm.mapRect(glyphRect);
+
+ return glyphRect;
+}
+
+// Helper class for closestCharacterToPosition()
+struct SVGInlineTextBoxClosestCharacterToPositionWalker {
+ SVGInlineTextBoxClosestCharacterToPositionWalker(int x, int y)
+ : m_character(0)
+ , m_distance(FLT_MAX)
+ , m_x(x)
+ , m_y(y)
+ , m_offset(0)
+ {
+ }
+
+ void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
+ const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
+ {
+ RenderStyle* style = textBox->textObject()->style();
+
+ Vector<SVGChar>::iterator closestCharacter = 0;
+ unsigned int closestOffset = UINT_MAX;
+
+ for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
+ if (it->isHidden())
+ continue;
+
+ unsigned int newOffset = textBox->start() + (it - start) + startOffset;
+ FloatRect glyphRect = chunkCtm.mapRect(textBox->calculateGlyphBoundaries(style, newOffset, *it));
+
+ // Take RTL text into account and pick right glyph width/height.
+ // NOTE: This offset has to be corrected _after_ calling calculateGlyphBoundaries
+ if (textBox->m_reversed)
+ newOffset = textBox->start() + textBox->end() - newOffset;
+
+ // Calculate distances relative to the glyph mid-point. I hope this is accurate enough.
+ float xDistance = glyphRect.x() + glyphRect.width() / 2.0f - m_x;
+ float yDistance = glyphRect.y() - glyphRect.height() / 2.0f - m_y;
+
+ float newDistance = sqrtf(xDistance * xDistance + yDistance * yDistance);
+ if (newDistance <= m_distance) {
+ m_distance = newDistance;
+ closestOffset = newOffset;
+ closestCharacter = it;
+ }
+ }
+
+ if (closestOffset != UINT_MAX) {
+ // Record current chunk, if it contains the current closest character next to the mouse.
+ m_character = closestCharacter;
+ m_offset = closestOffset;
+ }
+ }
+
+ SVGChar* character() const
+ {
+ return m_character;
+ }
+
+ int offset() const
+ {
+ if (!m_character)
+ return 0;
+
+ return m_offset;
+ }
+
+private:
+ Vector<SVGChar>::iterator m_character;
+ float m_distance;
+
+ int m_x;
+ int m_y;
+ int m_offset;
+};
+
+// Helper class for selectionRect()
+struct SVGInlineTextBoxSelectionRectWalker {
+ SVGInlineTextBoxSelectionRectWalker()
+ {
+ }
+
+ void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
+ const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
+ {
+ RenderStyle* style = textBox->textObject()->style();
+
+ for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
+ if (it->isHidden())
+ continue;
+
+ unsigned int newOffset = textBox->start() + (it - start) + startOffset;
+ m_selectionRect.unite(textBox->calculateGlyphBoundaries(style, newOffset, *it));
+ }
+
+ m_selectionRect = chunkCtm.mapRect(m_selectionRect);
+ }
+
+ FloatRect selectionRect() const
+ {
+ return m_selectionRect;
+ }
+
+private:
+ FloatRect m_selectionRect;
+};
+
+SVGChar* SVGInlineTextBox::closestCharacterToPosition(int x, int y, int& offset) const
+{
+ SVGRootInlineBox* rootBox = svgRootInlineBox();
+ if (!rootBox)
+ return 0;
+
+ SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y);
+ SVGTextChunkWalker<SVGInlineTextBoxClosestCharacterToPositionWalker> walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback);
+
+ rootBox->walkTextChunks(&walker, this);
+
+ offset = walkerCallback.offset();
+ return walkerCallback.character();
+}
+
+bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& offset) const
+{
+ SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offset);
+ if (!charAtPosPtr)
+ return false;
+
+ SVGChar& charAtPos = *charAtPosPtr;
+ RenderStyle* style = textObject()->style(m_firstLine);
+ FloatRect glyphRect = calculateGlyphBoundaries(style, offset, charAtPos);
+
+ if (m_reversed)
+ offset++;
+
+ // FIXME: todo list
+ // (#13910) This code does not handle bottom-to-top/top-to-bottom vertical text.
+
+ // Check whether y position hits the current character
+ if (y < charAtPos.y - glyphRect.height() || y > charAtPos.y)
+ return false;
+
+ // Check whether x position hits the current character
+ if (x < charAtPos.x) {
+ if (offset > 0 && !m_reversed)
+ return true;
+ else if (offset < (int) end() && m_reversed)
+ return true;
+
+ return false;
+ }
+
+ // If we are past the last glyph of this box, don't mark it as 'hit' anymore.
+ if (x >= charAtPos.x + glyphRect.width() && offset == (int) end())
+ return false;
+
+ // Snap to character at half of it's advance
+ if (x >= charAtPos.x + glyphRect.width() / 2.0)
+ offset += m_reversed ? -1 : 1;
+
+ return true;
+}
+
+int SVGInlineTextBox::offsetForPosition(int x, bool includePartialGlyphs) const
+{
+ // SVG doesn't use the offset <-> position selection system.
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+int SVGInlineTextBox::positionForOffset(int offset) const
+{
+ // SVG doesn't use the offset <-> position selection system.
+ ASSERT_NOT_REACHED();
+ return 0;
+}
+
+bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty)
+{
+ ASSERT(!isLineBreak());
+
+ IntRect rect = selectionRect(0, 0, 0, len());
+ if (object()->style()->visibility() == VISIBLE && rect.contains(x, y)) {
+ object()->updateHitTestResult(result, IntPoint(x - tx, y - ty));
+ return true;
+ }
+
+ return false;
+}
+
+IntRect SVGInlineTextBox::selectionRect(int, int, int startPos, int endPos)
+{
+ if (startPos >= endPos)
+ return IntRect();
+
+ // TODO: Actually respect startPos/endPos - we're returning the _full_ selectionRect
+ // here. This won't lead to visible bugs, but to extra work being done. Investigate.
+ SVGRootInlineBox* rootBox = svgRootInlineBox();
+ if (!rootBox)
+ return IntRect();
+
+ SVGInlineTextBoxSelectionRectWalker walkerCallback;
+ SVGTextChunkWalker<SVGInlineTextBoxSelectionRectWalker> walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback);
+
+ rootBox->walkTextChunks(&walker, this);
+ return enclosingIntRect(walkerCallback.selectionRect());
+}
+
+void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGPaintServer* activePaintServer)
+{
+ if (object()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline)
+ return;
+
+ ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines);
+
+ RenderText* text = textObject();
+ ASSERT(text);
+
+ bool isPrinting = text->document()->printing();
+
+ // Determine whether or not we're selected.
+ bool haveSelection = !isPrinting && selectionState() != RenderObject::SelectionNone;
+ if (!haveSelection && paintInfo.phase == PaintPhaseSelection)
+ // When only painting the selection, don't bother to paint if there is none.
+ return;
+
+ // Determine whether or not we have a composition.
+ bool containsComposition = text->document()->frame()->editor()->compositionNode() == text->node();
+ bool useCustomUnderlines = containsComposition && text->document()->frame()->editor()->compositionUsesCustomUnderlines();
+
+ // Set our font
+ RenderStyle* styleToUse = text->style(isFirstLineStyle());
+ const Font* font = &styleToUse->font();
+ if (*font != paintInfo.context->font())
+ paintInfo.context->setFont(*font);
+
+ AffineTransform ctm = svgChar.characterTransform();
+ if (!ctm.isIdentity())
+ paintInfo.context->concatCTM(ctm);
+
+ // 1. Paint backgrounds behind text if needed. Examples of such backgrounds include selection
+ // and marked text.
+ if (paintInfo.phase != PaintPhaseSelection && !isPrinting) {
+#if PLATFORM(MAC)
+ // Custom highlighters go behind everything else.
+ if (styleToUse->highlight() != nullAtom && !paintInfo.context->paintingDisabled())
+ paintCustomHighlight(tx, ty, styleToUse->highlight());
+#endif
+
+ if (containsComposition && !useCustomUnderlines)
+ paintCompositionBackground(paintInfo.context, tx, ty, styleToUse, font,
+ text->document()->frame()->editor()->compositionStart(),
+ text->document()->frame()->editor()->compositionEnd());
+
+ paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, true);
+
+ if (haveSelection && !useCustomUnderlines) {
+ int boxStartOffset = chars - text->characters() - start();
+ paintSelection(boxStartOffset, svgChar, chars, length, paintInfo.context, styleToUse, font);
+ }
+ }
+
+ // Set a text shadow if we have one.
+ // FIXME: Support multiple shadow effects. Need more from the CG API before
+ // we can do this.
+ bool setShadow = false;
+ if (styleToUse->textShadow()) {
+ paintInfo.context->setShadow(IntSize(styleToUse->textShadow()->x, styleToUse->textShadow()->y),
+ styleToUse->textShadow()->blur, styleToUse->textShadow()->color);
+ setShadow = true;
+ }
+
+ IntPoint origin((int) svgChar.x, (int) svgChar.y);
+ TextRun run = svgTextRunForInlineTextBox(chars, length, styleToUse, this, svgChar.x);
+
+#if ENABLE(SVG_FONTS)
+ // SVG Fonts need access to the paint server used to draw the current text chunk.
+ // They need to be able to call renderPath() on a SVGPaintServer object.
+ run.setActivePaintServer(activePaintServer);
+#endif
+
+ paintInfo.context->drawText(run, origin);
+
+ if (paintInfo.phase != PaintPhaseSelection) {
+ paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false);
+
+ if (useCustomUnderlines) {
+ const Vector<CompositionUnderline>& underlines = text->document()->frame()->editor()->customCompositionUnderlines();
+ size_t numUnderlines = underlines.size();
+
+ for (size_t index = 0; index < numUnderlines; ++index) {
+ const CompositionUnderline& underline = underlines[index];
+
+ if (underline.endOffset <= start())
+ // underline is completely before this run. This might be an underline that sits
+ // before the first run we draw, or underlines that were within runs we skipped
+ // due to truncation.
+ continue;
+
+ if (underline.startOffset <= end()) {
+ // underline intersects this run. Paint it.
+ paintCompositionUnderline(paintInfo.context, tx, ty, underline);
+ if (underline.endOffset > end() + 1)
+ // underline also runs into the next run. Bail now, no more marker advancement.
+ break;
+ } else
+ // underline is completely after this run, bail. A later run will paint it.
+ break;
+ }
+ }
+
+ }
+
+ if (setShadow)
+ paintInfo.context->clearShadow();
+
+ if (!ctm.isIdentity())
+ paintInfo.context->concatCTM(ctm.inverse());
+}
+
+void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar* chars, int length, GraphicsContext* p, RenderStyle* style, const Font* f)
+{
+ if (selectionState() == RenderObject::SelectionNone)
+ return;
+
+ int startPos, endPos;
+ selectionStartEnd(startPos, endPos);
+
+ if (startPos >= endPos)
+ return;
+
+ Color textColor = style->color();
+ Color color = object()->selectionBackgroundColor();
+ if (!color.isValid() || color.alpha() == 0)
+ return;
+
+ // If the text color ends up being the same as the selection background, invert the selection
+ // background. This should basically never happen, since the selection has transparency.
+ if (textColor == color)
+ color = Color(0xff - color.red(), 0xff - color.green(), 0xff - color.blue());
+
+ // Map from text box positions and a given start offset to chunk positions
+ // 'boxStartOffset' represents the beginning of the text chunk.
+ if ((startPos > boxStartOffset && endPos > boxStartOffset + length) || boxStartOffset >= endPos)
+ return;
+
+ if (endPos > boxStartOffset + length)
+ endPos = boxStartOffset + length;
+
+ if (startPos < boxStartOffset)
+ startPos = boxStartOffset;
+
+ ASSERT(startPos >= boxStartOffset);
+ ASSERT(endPos <= boxStartOffset + length);
+ ASSERT(startPos < endPos);
+
+ p->save();
+
+ int adjust = startPos >= boxStartOffset ? boxStartOffset : 0;
+ p->drawHighlightForText(svgTextRunForInlineTextBox(textObject()->text()->characters() + start() + boxStartOffset, length, style, this, svgChar.x),
+ IntPoint((int) svgChar.x, (int) svgChar.y - f->ascent()),
+ f->ascent() + f->descent(), color, startPos - adjust, endPos - adjust);
+
+ p->restore();
+}
+
+static inline Path pathForDecoration(ETextDecoration decoration, RenderObject* object, float x, float y, float width)
+{
+ float thickness = SVGRenderStyle::cssPrimitiveToLength(object, object->style()->svgStyle()->strokeWidth(), 1.0f);
+
+ const Font& font = object->style()->font();
+ thickness = max(thickness * powf(font.size(), 2.0f) / font.unitsPerEm(), 1.0f);
+
+ if (decoration == UNDERLINE)
+ y += thickness * 1.5f; // For compatibility with Batik/Opera
+ else if (decoration == OVERLINE)
+ y += thickness;
+
+ float halfThickness = thickness / 2.0f;
+ return Path::createRectangle(FloatRect(x + halfThickness, y, width - 2.0f * halfThickness, thickness));
+}
+
+void SVGInlineTextBox::paintDecoration(ETextDecoration decoration, GraphicsContext* context, int tx, int ty, int width, const SVGChar& svgChar, const SVGTextDecorationInfo& info)
+{
+ if (object()->style()->visibility() != VISIBLE)
+ return;
+
+ // This function does NOT accept combinated text decorations. It's meant to be invoked for just one.
+ ASSERT(decoration == TDNONE || decoration == UNDERLINE || decoration == OVERLINE || decoration == LINE_THROUGH || decoration == BLINK);
+
+ bool isFilled = info.fillServerMap.contains(decoration);
+ bool isStroked = info.strokeServerMap.contains(decoration);
+
+ if (!isFilled && !isStroked)
+ return;
+
+ if (decoration == UNDERLINE)
+ ty += m_baseline;
+ else if (decoration == LINE_THROUGH)
+ ty += 2 * m_baseline / 3;
+
+ context->save();
+ context->beginPath();
+
+ AffineTransform ctm = svgChar.characterTransform();
+ if (!ctm.isIdentity())
+ context->concatCTM(ctm);
+
+ if (isFilled) {
+ if (RenderObject* fillObject = info.fillServerMap.get(decoration)) {
+ if (SVGPaintServer* fillPaintServer = SVGPaintServer::fillPaintServer(fillObject->style(), fillObject)) {
+ context->addPath(pathForDecoration(decoration, fillObject, tx, ty, width));
+ fillPaintServer->draw(context, fillObject, ApplyToFillTargetType);
+ }
+ }
+ }
+
+ if (isStroked) {
+ if (RenderObject* strokeObject = info.strokeServerMap.get(decoration)) {
+ if (SVGPaintServer* strokePaintServer = SVGPaintServer::strokePaintServer(strokeObject->style(), strokeObject)) {
+ context->addPath(pathForDecoration(decoration, strokeObject, tx, ty, width));
+ strokePaintServer->draw(context, strokeObject, ApplyToStrokeTargetType);
+ }
+ }
+ }
+
+ context->restore();
+}
+
+} // namespace WebCore
+
+#endif