| /** |
| * 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 |