/** * Copyright (C) 2007 Rob Buis * (C) 2007 Nikolas Zimmermann * Copyright (C) Research In Motion Limited 2010. All rights reserved. * * 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 "Frame.h" #include "GraphicsContext.h" #include "InlineFlowBox.h" #include "RenderSVGResource.h" #include "SVGRootInlineBox.h" #include "SVGTextLayoutUtilities.h" #include "Text.h" #include namespace WebCore { SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj) : InlineTextBox(obj) , m_height(0) { } 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(parentBox); } float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset, int extraCharsAvailable, int& charsConsumed, String& glyphName) const { ASSERT(style); return style->font().floatWidth(svgTextRunForInlineTextBox(textRenderer()->characters() + offset, 1, style, this, 0), extraCharsAvailable, charsConsumed, glyphName); } float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int, int) const { // 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; // FIXME: account for multi-character glyphs int charsConsumed; String glyphName; if (direction() == LTR) glyphWidth = calculateGlyphWidth(style, offset, 0, charsConsumed, glyphName); else glyphWidth = calculateGlyphWidth(style, start() + end() - offset, 0, charsConsumed, glyphName); 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 glyphRect = svgChar.characterTransform().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_offsetOfHitCharacter(0) { } void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm, const Vector::iterator& start, const Vector::iterator& end) { RenderStyle* style = textBox->textRenderer()->style(); Vector::iterator closestCharacter = 0; unsigned int closestOffset = UINT_MAX; for (Vector::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->direction() == RTL) 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_offsetOfHitCharacter = closestOffset; } } SVGChar* character() const { return m_character; } int offsetOfHitCharacter() const { if (!m_character) return 0; return m_offsetOfHitCharacter; } private: Vector::iterator m_character; float m_distance; int m_x; int m_y; int m_offsetOfHitCharacter; }; // Helper class for selectionRect() struct SVGInlineTextBoxSelectionRectWalker { SVGInlineTextBoxSelectionRectWalker() { } void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm, const Vector::iterator& start, const Vector::iterator& end) { RenderStyle* style = textBox->textRenderer()->style(); for (Vector::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& offsetOfHitCharacter) const { SVGRootInlineBox* rootBox = svgRootInlineBox(); if (!rootBox) return 0; SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y); SVGTextChunkWalker walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback); rootBox->walkTextChunks(&walker, this); offsetOfHitCharacter = walkerCallback.offsetOfHitCharacter(); return walkerCallback.character(); } bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& closestOffsetInBox) const { int offsetOfHitCharacter = 0; SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offsetOfHitCharacter); if (!charAtPosPtr) return false; SVGChar& charAtPos = *charAtPosPtr; RenderStyle* style = textRenderer()->style(m_firstLine); FloatRect glyphRect = calculateGlyphBoundaries(style, offsetOfHitCharacter, charAtPos); // FIXME: Why? if (direction() == RTL) offsetOfHitCharacter++; // The caller actually the closest offset before/after the hit char // closestCharacterToPosition returns us offsetOfHitCharacter. closestOffsetInBox = offsetOfHitCharacter; // FIXME: (bug 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 (closestOffsetInBox > 0 && direction() == LTR) return true; if (closestOffsetInBox < static_cast(end()) && direction() == RTL) return true; return false; } // Adjust the closest offset to after the char if x was after the char midpoint if (x >= charAtPos.x + glyphRect.width() / 2.0) closestOffsetInBox += direction() == RTL ? -1 : 1; // If we are past the last glyph of this box, don't mark it as 'hit' if (x >= charAtPos.x + glyphRect.width() && closestOffsetInBox == (int) end()) return false; return true; } int SVGInlineTextBox::offsetForPosition(int, bool) const { // SVG doesn't use the offset <-> position selection system. ASSERT_NOT_REACHED(); return 0; } int SVGInlineTextBox::positionForOffset(int) const { // SVG doesn't use the offset <-> position selection system. ASSERT_NOT_REACHED(); return 0; } bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest&, HitTestResult& result, int x, int y, int tx, int ty) { ASSERT(!isLineBreak()); IntRect rect = selectionRect(0, 0, 0, len()); if (renderer()->style()->visibility() == VISIBLE && rect.contains(x, y)) { renderer()->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 walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback); rootBox->walkTextChunks(&walker, this); return enclosingIntRect(walkerCallback.selectionRect()); } bool SVGInlineTextBox::chunkSelectionStartEnd(const UChar* chunk, int chunkLength, int& selectionStart, int& selectionEnd) { // NOTE: We ignore SVGInlineTextBox::m_start here because it is always 0. // Curently SVG doesn't use HTML block-level layout, in which m_start would be set. int chunkStart = chunk - textRenderer()->characters(); ASSERT(0 <= chunkStart); selectionStartEnd(selectionStart, selectionEnd); if (selectionEnd <= chunkStart) return false; if (chunkStart + chunkLength <= selectionStart) return false; // Map indices from view-global to chunk-local. selectionStart -= chunkStart; selectionEnd -= chunkStart; // Then clamp with chunk range if (selectionStart < 0) selectionStart = 0; if (chunkLength < selectionEnd) selectionEnd = chunkLength; return selectionStart < selectionEnd; } void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGTextPaintInfo& textPaintInfo) { if (renderer()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline) return; ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines); RenderText* text = textRenderer(); 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(); 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 && textPaintInfo.subphase == SVGTextPaintSubphaseBackground) { #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); } } bool isGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFill || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStroke; bool isSelectionGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFillSelection || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStrokeSelection; if (isGlyphPhase || isSelectionGlyphPhase) { // Set a text shadow if we have one. // FIXME: Support multiple shadow effects. See how it's done in InlineTextBox.cpp. bool setShadow = false; if (styleToUse->textShadow()) { paintInfo.context->setShadow(IntSize(styleToUse->textShadow()->x(), styleToUse->textShadow()->y()), styleToUse->textShadow()->blur(), styleToUse->textShadow()->color(), styleToUse->colorSpace()); 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 painting resource used to draw the current text chunk. ASSERT(textPaintInfo.activePaintingResource); run.setActivePaintingResource(textPaintInfo.activePaintingResource); #endif int selectionStart = 0; int selectionEnd = 0; bool haveSelectedRange = haveSelection && chunkSelectionStartEnd(chars, length, selectionStart, selectionEnd); if (isGlyphPhase) { if (haveSelectedRange) { paintInfo.context->drawText(font, run, origin, 0, selectionStart); paintInfo.context->drawText(font, run, origin, selectionEnd, run.length()); } else paintInfo.context->drawText(font, run, origin); } else { ASSERT(isSelectionGlyphPhase); if (haveSelectedRange) paintInfo.context->drawText(font, run, origin, selectionStart, selectionEnd); } if (setShadow) paintInfo.context->clearShadow(); } if (paintInfo.phase != PaintPhaseSelection && textPaintInfo.subphase == SVGTextPaintSubphaseForeground) { paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false); if (useCustomUnderlines) { const Vector& 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 (!ctm.isIdentity()) paintInfo.context->concatCTM(ctm.inverse()); } void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar*, int length, GraphicsContext* p, RenderStyle* style, const Font& font) { if (selectionState() == RenderObject::SelectionNone) return; int startPos, endPos; selectionStartEnd(startPos, endPos); if (startPos >= endPos) return; Color textColor = style->color(); Color color = renderer()->selectionBackgroundColor(); if (!color.isValid() || !color.alpha()) 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(font, svgTextRunForInlineTextBox(textRenderer()->characters() + start() + boxStartOffset, length, style, this, svgChar.x), IntPoint((int) svgChar.x, (int) svgChar.y - font.ascent()), font.ascent() + font.descent(), color, style->colorSpace(), 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 (renderer()->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; int baseline = renderer()->style(m_firstLine)->font().ascent(); if (decoration == UNDERLINE) ty += baseline; else if (decoration == LINE_THROUGH) ty += 2 * 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 (RenderSVGResource* fillPaintingResource = RenderSVGResource::fillPaintingResource(fillObject, fillObject->style())) { context->addPath(pathForDecoration(decoration, fillObject, tx, ty, width)); if (fillPaintingResource->applyResource(fillObject, fillObject->style(), context, ApplyToFillMode)) fillPaintingResource->postApplyResource(fillObject, context, ApplyToFillMode); } } } if (isStroked) { if (RenderObject* strokeObject = info.strokeServerMap.get(decoration)) { if (RenderSVGResource* strokePaintingResource = RenderSVGResource::strokePaintingResource(strokeObject, strokeObject->style())) { context->addPath(pathForDecoration(decoration, strokeObject, tx, ty, width)); if (strokePaintingResource->applyResource(strokeObject, strokeObject->style(), context, ApplyToStrokeMode)) strokePaintingResource->postApplyResource(strokeObject, context, ApplyToStrokeMode); } } } context->restore(); } void SVGInlineTextBox::buildLayoutInformation(SVGCharacterLayoutInfo& info, SVGLastGlyphInfo& lastGlyph) { RenderText* textRenderer = this->textRenderer(); ASSERT(textRenderer); RenderStyle* style = textRenderer->style(isFirstLineStyle()); ASSERT(style); const Font& font = style->font(); const UChar* characters = textRenderer->characters(); TextDirection textDirection = direction(); unsigned startPosition = start(); unsigned endPosition = end(); unsigned length = len(); const SVGRenderStyle* svgStyle = style->svgStyle(); bool isVerticalText = isVerticalWritingMode(svgStyle); int charsConsumed = 0; for (unsigned i = 0; i < length; i += charsConsumed) { SVGChar svgChar; if (info.inPathLayout()) svgChar.pathData = SVGCharOnPath::create(); float glyphWidth = 0.0f; float glyphHeight = 0.0f; int extraCharsAvailable = length - i - 1; String unicodeStr; String glyphName; if (textDirection == RTL) { glyphWidth = calculateGlyphWidth(style, endPosition - i, extraCharsAvailable, charsConsumed, glyphName); glyphHeight = calculateGlyphHeight(style, endPosition - i, extraCharsAvailable); unicodeStr = String(characters + endPosition - i, charsConsumed); } else { glyphWidth = calculateGlyphWidth(style, startPosition + i, extraCharsAvailable, charsConsumed, glyphName); glyphHeight = calculateGlyphHeight(style, startPosition + i, extraCharsAvailable); unicodeStr = String(characters + startPosition + i, charsConsumed); } bool assignedX = false; bool assignedY = false; if (info.xValueAvailable() && (!info.inPathLayout() || (info.inPathLayout() && !isVerticalText))) { if (!isVerticalText) svgChar.newTextChunk = true; assignedX = true; svgChar.drawnSeperated = true; info.curx = info.xValueNext(); } if (info.yValueAvailable() && (!info.inPathLayout() || (info.inPathLayout() && isVerticalText))) { if (isVerticalText) svgChar.newTextChunk = true; assignedY = true; svgChar.drawnSeperated = true; info.cury = info.yValueNext(); } float dx = 0.0f; float dy = 0.0f; // Apply x-axis shift if (info.dxValueAvailable()) { svgChar.drawnSeperated = true; dx = info.dxValueNext(); info.dx += dx; if (!info.inPathLayout()) info.curx += dx; } // Apply y-axis shift if (info.dyValueAvailable()) { svgChar.drawnSeperated = true; dy = info.dyValueNext(); info.dy += dy; if (!info.inPathLayout()) info.cury += dy; } // Take letter & word spacing and kerning into account float spacing = font.letterSpacing() + calculateCSSKerning(style); const UChar* currentCharacter = characters + (textDirection == RTL ? endPosition - i : startPosition + i); const UChar* lastCharacter = 0; if (textDirection == RTL) { if (i < endPosition) lastCharacter = characters + endPosition - i + 1; } else { if (i > 0) lastCharacter = characters + startPosition + i - 1; } // FIXME: SVG Kerning doesn't get applied on texts on path. bool appliedSVGKerning = applySVGKerning(info, style, lastGlyph, unicodeStr, glyphName, isVerticalText); if (info.nextDrawnSeperated || spacing != 0.0f || appliedSVGKerning) { info.nextDrawnSeperated = false; svgChar.drawnSeperated = true; } if (currentCharacter && Font::treatAsSpace(*currentCharacter) && lastCharacter && !Font::treatAsSpace(*lastCharacter)) { spacing += font.wordSpacing(); if (spacing != 0.0f && !info.inPathLayout()) info.nextDrawnSeperated = true; } float orientationAngle = glyphOrientationToAngle(svgStyle, isVerticalText, *currentCharacter); float xOrientationShift = 0.0f; float yOrientationShift = 0.0f; float glyphAdvance = applyGlyphAdvanceAndShiftRespectingOrientation(isVerticalText, orientationAngle, glyphWidth, glyphHeight, font, svgChar, xOrientationShift, yOrientationShift); // Handle textPath layout mode if (info.inPathLayout()) { float extraAdvance = isVerticalText ? dy : dx; float newOffset = FLT_MIN; if (assignedX && !isVerticalText) newOffset = info.curx; else if (assignedY && isVerticalText) newOffset = info.cury; float correctedGlyphAdvance = glyphAdvance; // Handle lengthAdjust="spacingAndGlyphs" by specifying per-character scale operations if (info.pathTextLength && info.pathChunkLength) { if (isVerticalText) { svgChar.pathData->yScale = info.pathChunkLength / info.pathTextLength; spacing *= svgChar.pathData->yScale; correctedGlyphAdvance *= svgChar.pathData->yScale; } else { svgChar.pathData->xScale = info.pathChunkLength / info.pathTextLength; spacing *= svgChar.pathData->xScale; correctedGlyphAdvance *= svgChar.pathData->xScale; } } // Handle letter & word spacing on text path float pathExtraAdvance = info.pathExtraAdvance; info.pathExtraAdvance += spacing; svgChar.pathData->hidden = !info.nextPathLayoutPointAndAngle(correctedGlyphAdvance, extraAdvance, newOffset); svgChar.drawnSeperated = true; info.pathExtraAdvance = pathExtraAdvance; } // Apply rotation if (info.angleValueAvailable()) info.angle = info.angleValueNext(); // Apply baseline-shift if (info.baselineShiftValueAvailable()) { svgChar.drawnSeperated = true; float shift = info.baselineShiftValueNext(); if (isVerticalText) info.shiftx += shift; else info.shifty -= shift; } // Take dominant-baseline / alignment-baseline into account yOrientationShift += alignmentBaselineToShift(isVerticalText, textRenderer, font); svgChar.x = info.curx; svgChar.y = info.cury; svgChar.angle = info.angle; // For text paths any shift (dx/dy/baseline-shift) has to be applied after the rotation if (!info.inPathLayout()) { svgChar.x += info.shiftx + xOrientationShift; svgChar.y += info.shifty + yOrientationShift; if (orientationAngle != 0.0f) svgChar.angle += orientationAngle; if (svgChar.angle != 0.0f) svgChar.drawnSeperated = true; } else { svgChar.pathData->orientationAngle = orientationAngle; if (isVerticalText) svgChar.angle -= 90.0f; svgChar.pathData->xShift = info.shiftx + xOrientationShift; svgChar.pathData->yShift = info.shifty + yOrientationShift; // Translate to glyph midpoint if (isVerticalText) { svgChar.pathData->xShift += info.dx; svgChar.pathData->yShift -= glyphAdvance / 2.0f; } else { svgChar.pathData->xShift -= glyphAdvance / 2.0f; svgChar.pathData->yShift += info.dy; } } // Advance to new position if (isVerticalText) { svgChar.drawnSeperated = true; info.cury += glyphAdvance + spacing; } else info.curx += glyphAdvance + spacing; // Advance to next character group for (int k = 0; k < charsConsumed; ++k) { info.svgChars.append(svgChar); info.processedSingleCharacter(); svgChar.drawnSeperated = false; svgChar.newTextChunk = false; } } } } // namespace WebCore #endif