blob: 016cb5a91812f8d3f33d104e97deb789023691bf [file] [log] [blame]
/*
* Copyright (C) 2006 Apple Inc.
* Copyright (C) 2006 Alexander Kellett <lypanov@kde.org>
* Copyright (C) 2006 Oliver Hunt <ojh16@student.canterbury.ac.nz>
* Copyright (C) 2007 Nikolas Zimmermann <zimmermann@kde.org>
* Copyright (C) 2008 Rob Buis <buis@kde.org>
* Copyright (C) 2009 Dirk Schulze <krit@webkit.org>
* Copyright (C) Research In Motion Limited 2010-2012. All rights reserved.
* Copyright (C) 2012 Google Inc.
*
* 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"
#include "RenderSVGText.h"
#include "FloatQuad.h"
#include "Font.h"
#include "GraphicsContext.h"
#include "HitTestRequest.h"
#include "HitTestResult.h"
#include "LayoutRepainter.h"
#include "PointerEventsHitRules.h"
#include "RenderIterator.h"
#include "RenderSVGBlockInlines.h"
#include "RenderSVGInline.h"
#include "RenderSVGInlineText.h"
#include "RenderSVGResource.h"
#include "RenderSVGRoot.h"
#include "SVGElementTypeHelpers.h"
#include "SVGLengthList.h"
#include "SVGResourcesCache.h"
#include "SVGRootInlineBox.h"
#include "SVGTextElement.h"
#include "SVGURIReference.h"
#include "TransformState.h"
#include "VisiblePosition.h"
#include <wtf/IsoMallocInlines.h>
#include <wtf/StackStats.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(RenderSVGText);
RenderSVGText::RenderSVGText(SVGTextElement& element, RenderStyle&& style)
: RenderSVGBlock(element, WTFMove(style))
, m_needsReordering(false)
, m_needsPositioningValuesUpdate(false)
, m_needsTransformUpdate(true)
, m_needsTextMetricsUpdate(false)
{
}
RenderSVGText::~RenderSVGText()
{
ASSERT(m_layoutAttributes.isEmpty());
}
SVGTextElement& RenderSVGText::textElement() const
{
return downcast<SVGTextElement>(RenderSVGBlock::graphicsElement());
}
bool RenderSVGText::isChildAllowed(const RenderObject& child, const RenderStyle&) const
{
return child.isInline();
}
RenderSVGText* RenderSVGText::locateRenderSVGTextAncestor(RenderObject& start)
{
return lineageOfType<RenderSVGText>(start).first();
}
const RenderSVGText* RenderSVGText::locateRenderSVGTextAncestor(const RenderObject& start)
{
return lineageOfType<RenderSVGText>(start).first();
}
static inline void collectLayoutAttributes(RenderObject* text, Vector<SVGTextLayoutAttributes*>& attributes)
{
for (RenderObject* descendant = text; descendant; descendant = descendant->nextInPreOrder(text)) {
if (is<RenderSVGInlineText>(*descendant))
attributes.append(downcast<RenderSVGInlineText>(*descendant).layoutAttributes());
}
}
static inline bool findPreviousAndNextAttributes(RenderElement& start, RenderSVGInlineText* locateElement, bool& stopAfterNext, SVGTextLayoutAttributes*& previous, SVGTextLayoutAttributes*& next)
{
ASSERT(locateElement);
// FIXME: Make this iterative.
for (auto& child : childrenOfType<RenderObject>(start)) {
if (is<RenderSVGInlineText>(child)) {
auto& text = downcast<RenderSVGInlineText>(child);
if (locateElement != &text) {
if (stopAfterNext) {
next = text.layoutAttributes();
return true;
}
previous = text.layoutAttributes();
continue;
}
stopAfterNext = true;
continue;
}
if (!is<RenderSVGInline>(child))
continue;
if (findPreviousAndNextAttributes(downcast<RenderElement>(child), locateElement, stopAfterNext, previous, next))
return true;
}
return false;
}
inline bool RenderSVGText::shouldHandleSubtreeMutations() const
{
if (beingDestroyed() || !everHadLayout()) {
ASSERT(m_layoutAttributes.isEmpty());
ASSERT(!m_layoutAttributesBuilder.numberOfTextPositioningElements());
return false;
}
return true;
}
void RenderSVGText::subtreeChildWasAdded(RenderObject* child)
{
ASSERT(child);
if (!shouldHandleSubtreeMutations() || renderTreeBeingDestroyed())
return;
// The positioning elements cache doesn't include the new 'child' yet. Clear the
// cache, as the next buildLayoutAttributesForTextRenderer() call rebuilds it.
m_layoutAttributesBuilder.clearTextPositioningElements();
if (!child->isSVGInlineText() && !child->isSVGInline())
return;
// Detect changes in layout attributes and only measure those text parts that have changed!
Vector<SVGTextLayoutAttributes*> newLayoutAttributes;
collectLayoutAttributes(this, newLayoutAttributes);
if (newLayoutAttributes.isEmpty()) {
ASSERT(m_layoutAttributes.isEmpty());
return;
}
// Compare m_layoutAttributes with newLayoutAttributes to figure out which attribute got added.
size_t size = newLayoutAttributes.size();
SVGTextLayoutAttributes* attributes = 0;
for (size_t i = 0; i < size; ++i) {
attributes = newLayoutAttributes[i];
if (m_layoutAttributes.find(attributes) == notFound) {
// Every time this is invoked, there's only a single new entry in the newLayoutAttributes list, compared to the old in m_layoutAttributes.
bool stopAfterNext = false;
SVGTextLayoutAttributes* previous = 0;
SVGTextLayoutAttributes* next = 0;
ASSERT_UNUSED(child, &attributes->context() == child);
findPreviousAndNextAttributes(*this, &attributes->context(), stopAfterNext, previous, next);
if (previous)
m_layoutAttributesBuilder.buildLayoutAttributesForTextRenderer(previous->context());
m_layoutAttributesBuilder.buildLayoutAttributesForTextRenderer(attributes->context());
if (next)
m_layoutAttributesBuilder.buildLayoutAttributesForTextRenderer(next->context());
break;
}
}
#ifndef NDEBUG
// Verify that m_layoutAttributes only differs by a maximum of one entry.
for (size_t i = 0; i < size; ++i)
ASSERT(m_layoutAttributes.find(newLayoutAttributes[i]) != notFound || newLayoutAttributes[i] == attributes);
#endif
m_layoutAttributes = newLayoutAttributes;
}
static inline void checkLayoutAttributesConsistency(RenderSVGText* text, Vector<SVGTextLayoutAttributes*>& expectedLayoutAttributes)
{
#ifndef NDEBUG
Vector<SVGTextLayoutAttributes*> newLayoutAttributes;
collectLayoutAttributes(text, newLayoutAttributes);
ASSERT(newLayoutAttributes == expectedLayoutAttributes);
#else
UNUSED_PARAM(text);
UNUSED_PARAM(expectedLayoutAttributes);
#endif
}
void RenderSVGText::willBeDestroyed()
{
m_layoutAttributes.clear();
m_layoutAttributesBuilder.clearTextPositioningElements();
RenderSVGBlock::willBeDestroyed();
}
void RenderSVGText::subtreeChildWillBeRemoved(RenderObject* child, Vector<SVGTextLayoutAttributes*, 2>& affectedAttributes)
{
ASSERT(child);
if (!shouldHandleSubtreeMutations())
return;
checkLayoutAttributesConsistency(this, m_layoutAttributes);
// The positioning elements cache depends on the size of each text renderer in the
// subtree. If this changes, clear the cache. It's going to be rebuilt below.
m_layoutAttributesBuilder.clearTextPositioningElements();
if (m_layoutAttributes.isEmpty() || !child->isSVGInlineText())
return;
// This logic requires that the 'text' child is still inserted in the tree.
auto& text = downcast<RenderSVGInlineText>(*child);
bool stopAfterNext = false;
SVGTextLayoutAttributes* previous = nullptr;
SVGTextLayoutAttributes* next = nullptr;
if (!renderTreeBeingDestroyed())
findPreviousAndNextAttributes(*this, &text, stopAfterNext, previous, next);
if (previous)
affectedAttributes.append(previous);
if (next)
affectedAttributes.append(next);
bool removed = m_layoutAttributes.removeFirst(text.layoutAttributes());
ASSERT_UNUSED(removed, removed);
}
void RenderSVGText::subtreeChildWasRemoved(const Vector<SVGTextLayoutAttributes*, 2>& affectedAttributes)
{
if (!shouldHandleSubtreeMutations() || renderTreeBeingDestroyed()) {
ASSERT(affectedAttributes.isEmpty());
return;
}
// This is called immediately after subtreeChildWillBeDestroyed, once the RenderSVGInlineText::willBeDestroyed() method
// passes on to the base class, which removes us from the render tree. At this point we can update the layout attributes.
unsigned size = affectedAttributes.size();
for (unsigned i = 0; i < size; ++i)
m_layoutAttributesBuilder.buildLayoutAttributesForTextRenderer(affectedAttributes[i]->context());
}
void RenderSVGText::subtreeStyleDidChange(RenderSVGInlineText* text)
{
ASSERT(text);
if (!shouldHandleSubtreeMutations() || renderTreeBeingDestroyed())
return;
checkLayoutAttributesConsistency(this, m_layoutAttributes);
// Only update the metrics cache, but not the text positioning element cache
// nor the layout attributes cached in the leaf #text renderers.
for (RenderObject* descendant = text; descendant; descendant = descendant->nextInPreOrder(text)) {
if (is<RenderSVGInlineText>(*descendant))
m_layoutAttributesBuilder.rebuildMetricsForTextRenderer(downcast<RenderSVGInlineText>(*descendant));
}
}
void RenderSVGText::subtreeTextDidChange(RenderSVGInlineText* text)
{
ASSERT(text);
ASSERT(!beingDestroyed());
if (!everHadLayout()) {
ASSERT(m_layoutAttributes.isEmpty());
ASSERT(!m_layoutAttributesBuilder.numberOfTextPositioningElements());
return;
}
// Text transforms can cause text change to be signaled during addChild before m_layoutAttributes has been updated.
if (!m_layoutAttributes.contains(text->layoutAttributes())) {
ASSERT(!text->everHadLayout());
return;
}
// The positioning elements cache depends on the size of each text renderer in the
// subtree. If this changes, clear the cache. It's going to be rebuilt below.
m_layoutAttributesBuilder.clearTextPositioningElements();
checkLayoutAttributesConsistency(this, m_layoutAttributes);
for (RenderObject* descendant = text; descendant; descendant = descendant->nextInPreOrder(text)) {
if (is<RenderSVGInlineText>(*descendant))
m_layoutAttributesBuilder.buildLayoutAttributesForTextRenderer(downcast<RenderSVGInlineText>(*descendant));
}
}
static inline void updateFontInAllDescendants(RenderObject* start, SVGTextLayoutAttributesBuilder* builder = nullptr)
{
for (RenderObject* descendant = start; descendant; descendant = descendant->nextInPreOrder(start)) {
if (!is<RenderSVGInlineText>(*descendant))
continue;
auto& text = downcast<RenderSVGInlineText>(*descendant);
text.updateScaledFont();
if (builder)
builder->rebuildMetricsForTextRenderer(text);
}
}
void RenderSVGText::layout()
{
StackStats::LayoutCheckPoint layoutCheckPoint;
ASSERT(needsLayout());
LayoutRepainter repainter(*this, SVGRenderSupport::checkForSVGRepaintDuringLayout(*this));
bool updateCachedBoundariesInParents = false;
if (m_needsTransformUpdate) {
m_localTransform = textElement().animatedLocalTransform();
m_needsTransformUpdate = false;
updateCachedBoundariesInParents = true;
}
if (!everHadLayout()) {
// When laying out initially, collect all layout attributes, build the character data map,
// and propogate resulting SVGLayoutAttributes to all RenderSVGInlineText children in the subtree.
ASSERT(m_layoutAttributes.isEmpty());
collectLayoutAttributes(this, m_layoutAttributes);
updateFontInAllDescendants(this);
m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);
m_needsReordering = true;
m_needsTextMetricsUpdate = false;
m_needsPositioningValuesUpdate = false;
updateCachedBoundariesInParents = true;
} else if (m_needsPositioningValuesUpdate) {
// When the x/y/dx/dy/rotate lists change, recompute the layout attributes, and eventually
// update the on-screen font objects as well in all descendants.
if (m_needsTextMetricsUpdate) {
updateFontInAllDescendants(this);
m_needsTextMetricsUpdate = false;
}
m_layoutAttributesBuilder.buildLayoutAttributesForForSubtree(*this);
m_needsReordering = true;
m_needsPositioningValuesUpdate = false;
updateCachedBoundariesInParents = true;
} else {
RenderSVGRoot* rootObj = SVGRenderSupport::findTreeRootObject(*this);
if (m_needsTextMetricsUpdate || (rootObj && rootObj->isLayoutSizeChanged())) {
// If the root layout size changed (eg. window size changes) or the transform to the root
// context has changed then recompute the on-screen font size.
updateFontInAllDescendants(this, &m_layoutAttributesBuilder);
ASSERT(!m_needsReordering);
ASSERT(!m_needsPositioningValuesUpdate);
m_needsTextMetricsUpdate = false;
updateCachedBoundariesInParents = true;
}
}
checkLayoutAttributesConsistency(this, m_layoutAttributes);
// Reduced version of RenderBlock::layoutBlock(), which only takes care of SVG text.
// All if branches that could cause early exit in RenderBlocks layoutBlock() method are turned into assertions.
ASSERT(!isInline());
ASSERT(!simplifiedLayout());
ASSERT(!scrollsOverflow());
ASSERT(!hasControlClip());
ASSERT(!multiColumnFlow());
ASSERT(!positionedObjects());
ASSERT(!m_overflow);
ASSERT(!isAnonymousBlock());
if (!firstChild())
setChildrenInline(true);
// FIXME: We need to find a way to only layout the child boxes, if needed.
FloatRect oldBoundaries = objectBoundingBox();
ASSERT(childrenInline());
LayoutUnit repaintLogicalTop;
LayoutUnit repaintLogicalBottom;
rebuildFloatingObjectSetFromIntrudingFloats();
layoutInlineChildren(true, repaintLogicalTop, repaintLogicalBottom);
if (m_needsReordering)
m_needsReordering = false;
if (!updateCachedBoundariesInParents)
updateCachedBoundariesInParents = oldBoundaries != objectBoundingBox();
// Invalidate all resources of this client if our layout changed.
if (everHadLayout() && selfNeedsLayout())
SVGResourcesCache::clientLayoutChanged(*this);
// If our bounds changed, notify the parents.
if (updateCachedBoundariesInParents)
RenderSVGBlock::setNeedsBoundariesUpdate();
repainter.repaintAfterLayout();
clearNeedsLayout();
}
bool RenderSVGText::nodeAtFloatPoint(const HitTestRequest& request, HitTestResult& result, const FloatPoint& pointInParent, HitTestAction hitTestAction)
{
PointerEventsHitRules hitRules(PointerEventsHitRules::SVG_TEXT_HITTESTING, request, style().pointerEvents());
bool isVisible = (style().visibility() == Visibility::Visible);
if (isVisible || !hitRules.requireVisible) {
if ((hitRules.canHitStroke && (style().svgStyle().hasStroke() || !hitRules.requireStroke))
|| (hitRules.canHitFill && (style().svgStyle().hasFill() || !hitRules.requireFill))) {
FloatPoint localPoint = localToParentTransform().inverse().value_or(AffineTransform()).mapPoint(pointInParent);
if (!SVGRenderSupport::pointInClippingArea(*this, localPoint))
return false;
SVGHitTestCycleDetectionScope hitTestScope(*this);
HitTestLocation hitTestLocation(LayoutPoint(flooredIntPoint(localPoint)));
return RenderBlock::nodeAtPoint(request, result, hitTestLocation, LayoutPoint(), hitTestAction);
}
}
return false;
}
VisiblePosition RenderSVGText::positionForPoint(const LayoutPoint& pointInContents, const RenderFragmentContainer* fragment)
{
LegacyRootInlineBox* rootBox = firstRootBox();
if (!rootBox)
return createVisiblePosition(0, Affinity::Downstream);
ASSERT(!rootBox->nextRootBox());
ASSERT(childrenInline());
LegacyInlineBox* closestBox = downcast<SVGRootInlineBox>(*rootBox).closestLeafChildForPosition(pointInContents);
if (!closestBox)
return createVisiblePosition(0, Affinity::Downstream);
return closestBox->renderer().positionForPoint({ pointInContents.x(), LayoutUnit(closestBox->y()) }, fragment);
}
void RenderSVGText::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) const
{
quads.append(localToAbsoluteQuad(strokeBoundingBox(), UseTransforms, wasFixed));
}
void RenderSVGText::paint(PaintInfo& paintInfo, const LayoutPoint&)
{
if (paintInfo.context().paintingDisabled())
return;
if (paintInfo.phase != PaintPhase::Foreground && paintInfo.phase != PaintPhase::Selection)
return;
PaintInfo blockInfo(paintInfo);
GraphicsContextStateSaver stateSaver(blockInfo.context());
blockInfo.applyTransform(localToParentTransform());
RenderBlock::paint(blockInfo, LayoutPoint());
// Paint the outlines, if any
if (paintInfo.phase == PaintPhase::Foreground) {
blockInfo.phase = PaintPhase::SelfOutline;
RenderBlock::paint(blockInfo, LayoutPoint());
}
}
FloatRect RenderSVGText::strokeBoundingBox() const
{
FloatRect strokeBoundaries = objectBoundingBox();
const SVGRenderStyle& svgStyle = style().svgStyle();
if (!svgStyle.hasStroke())
return strokeBoundaries;
SVGLengthContext lengthContext(&textElement());
strokeBoundaries.inflate(lengthContext.valueForLength(style().strokeWidth()));
return strokeBoundaries;
}
FloatRect RenderSVGText::repaintRectInLocalCoordinates() const
{
FloatRect repaintRect = strokeBoundingBox();
SVGRenderSupport::intersectRepaintRectWithResources(*this, repaintRect);
if (const ShadowData* textShadow = style().textShadow())
textShadow->adjustRectForShadow(repaintRect);
return repaintRect;
}
// Fix for <rdar://problem/8048875>. We should not render :first-line CSS Style
// in a SVG text element context.
RenderBlock* RenderSVGText::firstLineBlock() const
{
return 0;
}
}