blob: d92f54cf86f93a303518dc34a6dcd841724c93c2 [file] [log] [blame]
/*
* This file is part of the WebKit project.
*
* Copyright (C) 2006 Oliver Hunt <ojh16@student.canterbury.ac.nz>
* (C) 2006 Apple Computer Inc.
* (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 "SVGRootInlineBox.h"
#include "Editor.h"
#include "Frame.h"
#include "GraphicsContext.h"
#include "RenderBlock.h"
#include "RenderSVGRoot.h"
#include "SVGInlineFlowBox.h"
#include "SVGInlineTextBox.h"
#include "SVGFontElement.h"
#include "SVGPaintServer.h"
#include "SVGRenderStyleDefs.h"
#include "SVGRenderSupport.h"
#include "SVGResourceFilter.h"
#include "SVGTextPositioningElement.h"
#include "SVGURIReference.h"
#include "Text.h"
#include "UnicodeRange.h"
#include <float.h>
// Text chunk creation is complex and the whole process
// can easily be traced by setting this variable > 0.
#define DEBUG_CHUNK_BUILDING 0
namespace WebCore {
static inline bool isVerticalWritingMode(const SVGRenderStyle* style)
{
return style->writingMode() == WM_TBRL || style->writingMode() == WM_TB;
}
static inline EAlignmentBaseline dominantBaselineToShift(bool isVerticalText, const RenderObject* text, const Font& font)
{
ASSERT(text);
const SVGRenderStyle* style = text->style() ? text->style()->svgStyle() : 0;
ASSERT(style);
const SVGRenderStyle* parentStyle = text->parent() && text->parent()->style() ? text->parent()->style()->svgStyle() : 0;
EDominantBaseline baseline = style->dominantBaseline();
if (baseline == DB_AUTO) {
if (isVerticalText)
baseline = DB_CENTRAL;
else
baseline = DB_ALPHABETIC;
}
switch (baseline) {
case DB_USE_SCRIPT:
// TODO: The dominant-baseline and the baseline-table components are set by
// determining the predominant script of the character data content.
return AB_ALPHABETIC;
case DB_NO_CHANGE:
{
if (parentStyle)
return dominantBaselineToShift(isVerticalText, text->parent(), font);
ASSERT_NOT_REACHED();
return AB_AUTO;
}
case DB_RESET_SIZE:
{
if (parentStyle)
return dominantBaselineToShift(isVerticalText, text->parent(), font);
ASSERT_NOT_REACHED();
return AB_AUTO;
}
case DB_IDEOGRAPHIC:
return AB_IDEOGRAPHIC;
case DB_ALPHABETIC:
return AB_ALPHABETIC;
case DB_HANGING:
return AB_HANGING;
case DB_MATHEMATICAL:
return AB_MATHEMATICAL;
case DB_CENTRAL:
return AB_CENTRAL;
case DB_MIDDLE:
return AB_MIDDLE;
case DB_TEXT_AFTER_EDGE:
return AB_TEXT_AFTER_EDGE;
case DB_TEXT_BEFORE_EDGE:
return AB_TEXT_BEFORE_EDGE;
default:
ASSERT_NOT_REACHED();
return AB_AUTO;
}
}
static inline float alignmentBaselineToShift(bool isVerticalText, const RenderObject* text, const Font& font)
{
ASSERT(text);
const SVGRenderStyle* style = text->style() ? text->style()->svgStyle() : 0;
ASSERT(style);
const SVGRenderStyle* parentStyle = text->parent() && text->parent()->style() ? text->parent()->style()->svgStyle() : 0;
EAlignmentBaseline baseline = style->alignmentBaseline();
if (baseline == AB_AUTO) {
if (parentStyle && style->dominantBaseline() == DB_AUTO)
baseline = dominantBaselineToShift(isVerticalText, text->parent(), font);
else
baseline = dominantBaselineToShift(isVerticalText, text, font);
ASSERT(baseline != AB_AUTO);
}
// Note: http://wiki.apache.org/xmlgraphics-fop/LineLayout/AlignmentHandling
switch (baseline) {
case AB_BASELINE:
{
if (parentStyle)
return dominantBaselineToShift(isVerticalText, text->parent(), font);
return 0.0f;
}
case AB_BEFORE_EDGE:
case AB_TEXT_BEFORE_EDGE:
return font.ascent();
case AB_MIDDLE:
return font.xHeight() / 2.0f;
case AB_CENTRAL:
// Not needed, we're taking this into account already for vertical text!
// return (font.ascent() - font.descent()) / 2.0f;
return 0.0f;
case AB_AFTER_EDGE:
case AB_TEXT_AFTER_EDGE:
case AB_IDEOGRAPHIC:
return font.descent();
case AB_ALPHABETIC:
return 0.0f;
case AB_HANGING:
return font.ascent() * 8.0f / 10.0f;
case AB_MATHEMATICAL:
return font.ascent() / 2.0f;
default:
ASSERT_NOT_REACHED();
return 0.0f;
}
}
static inline float glyphOrientationToAngle(const SVGRenderStyle* svgStyle, bool isVerticalText, const UChar& character)
{
switch (isVerticalText ? svgStyle->glyphOrientationVertical() : svgStyle->glyphOrientationHorizontal()) {
case GO_AUTO:
{
// Spec: Fullwidth ideographic and fullwidth Latin text will be set with a glyph-orientation of 0-degrees.
// Text which is not fullwidth will be set with a glyph-orientation of 90-degrees.
unsigned int unicodeRange = findCharUnicodeRange(character);
if (unicodeRange == cRangeSetLatin || unicodeRange == cRangeArabic)
return 90.0f;
return 0.0f;
}
case GO_90DEG:
return 90.0f;
case GO_180DEG:
return 180.0f;
case GO_270DEG:
return 270.0f;
case GO_0DEG:
default:
return 0.0f;
}
}
static inline bool glyphOrientationIsMultiplyOf180Degrees(float orientationAngle)
{
return fabsf(fmodf(orientationAngle, 180.0f)) == 0.0f;
}
static inline float calculateGlyphAdvanceAndShiftRespectingOrientation(bool isVerticalText, float orientationAngle, float glyphWidth, float glyphHeight, const Font& font, SVGChar& svgChar, float& xOrientationShift, float& yOrientationShift)
{
bool orientationIsMultiplyOf180Degrees = glyphOrientationIsMultiplyOf180Degrees(orientationAngle);
// The function is based on spec requirements:
//
// Spec: If the 'glyph-orientation-horizontal' results in an orientation angle that is not a multiple of
// of 180 degrees, then the current text position is incremented according to the vertical metrics of the glyph.
//
// Spec: If if the 'glyph-orientation-vertical' results in an orientation angle that is not a multiple of
// 180 degrees,then the current text position is incremented according to the horizontal metrics of the glyph.
// vertical orientation handling
if (isVerticalText) {
if (orientationAngle == 0.0f) {
xOrientationShift = -glyphWidth / 2.0f;
yOrientationShift = font.ascent();
} else if (orientationAngle == 90.0f) {
xOrientationShift = -glyphHeight;
yOrientationShift = font.descent();
svgChar.orientationShiftY = -font.ascent();
} else if (orientationAngle == 270.0f) {
xOrientationShift = glyphHeight;
yOrientationShift = font.descent();
svgChar.orientationShiftX = -glyphWidth;
svgChar.orientationShiftY = -font.ascent();
} else if (orientationAngle == 180.0f) {
yOrientationShift = font.ascent();
svgChar.orientationShiftX = -glyphWidth / 2.0f;
svgChar.orientationShiftY = font.ascent() - font.descent();
}
// vertical advance calculation
if (orientationAngle != 0.0f && !orientationIsMultiplyOf180Degrees)
return glyphWidth;
return glyphHeight;
}
// horizontal orientation handling
if (orientationAngle == 90.0f) {
xOrientationShift = glyphWidth / 2.0f;
yOrientationShift = -font.descent();
svgChar.orientationShiftX = -glyphWidth / 2.0f - font.descent();
svgChar.orientationShiftY = font.descent();
} else if (orientationAngle == 270.0f) {
xOrientationShift = -glyphWidth / 2.0f;
yOrientationShift = -font.descent();
svgChar.orientationShiftX = -glyphWidth / 2.0f + font.descent();
svgChar.orientationShiftY = glyphHeight;
} else if (orientationAngle == 180.0f) {
xOrientationShift = glyphWidth / 2.0f;
svgChar.orientationShiftX = -glyphWidth / 2.0f;
svgChar.orientationShiftY = font.ascent() - font.descent();
}
// horizontal advance calculation
if (orientationAngle != 0.0f && !orientationIsMultiplyOf180Degrees)
return glyphHeight;
return glyphWidth;
}
static inline void startTextChunk(SVGTextChunkLayoutInfo& info)
{
info.chunk.boxes.clear();
info.chunk.boxes.append(SVGInlineBoxCharacterRange());
info.chunk.start = info.it;
info.assignChunkProperties = true;
}
static inline void closeTextChunk(SVGTextChunkLayoutInfo& info)
{
ASSERT(!info.chunk.boxes.last().isOpen());
ASSERT(info.chunk.boxes.last().isClosed());
info.chunk.end = info.it;
ASSERT(info.chunk.end >= info.chunk.start);
info.svgTextChunks.append(info.chunk);
}
RenderSVGRoot* findSVGRootObject(RenderObject* start)
{
// Find associated root inline box
while (start && !start->isSVGRoot())
start = start->parent();
ASSERT(start);
ASSERT(start->isSVGRoot());
return static_cast<RenderSVGRoot*>(start);
}
static inline FloatPoint topLeftPositionOfCharacterRange(Vector<SVGChar>& chars)
{
return topLeftPositionOfCharacterRange(chars.begin(), chars.end());
}
FloatPoint topLeftPositionOfCharacterRange(Vector<SVGChar>::iterator it, Vector<SVGChar>::iterator end)
{
float lowX = FLT_MAX, lowY = FLT_MAX;
for (; it != end; ++it) {
if (it->isHidden())
continue;
float x = (*it).x;
float y = (*it).y;
if (x < lowX)
lowX = x;
if (y < lowY)
lowY = y;
}
return FloatPoint(lowX, lowY);
}
// Helper function
static float calculateKerning(RenderObject* item)
{
const Font& font = item->style()->font();
const SVGRenderStyle* svgStyle = item->style()->svgStyle();
float kerning = 0.0f;
if (CSSPrimitiveValue* primitive = static_cast<CSSPrimitiveValue*>(svgStyle->kerning())) {
kerning = primitive->getFloatValue();
if (primitive->primitiveType() == CSSPrimitiveValue::CSS_PERCENTAGE && font.pixelSize() > 0)
kerning = kerning / 100.0f * font.pixelSize();
}
return kerning;
}
// Helper class for paint()
struct SVGRootInlineBoxPaintWalker {
SVGRootInlineBoxPaintWalker(SVGRootInlineBox* rootBox, SVGResourceFilter* rootFilter, RenderObject::PaintInfo paintInfo, int tx, int ty)
: m_rootBox(rootBox)
, m_chunkStarted(false)
, m_paintInfo(paintInfo)
, m_savedInfo(paintInfo)
, m_boundingBox(tx + rootBox->x(), ty + rootBox->y(), rootBox->width(), rootBox->height())
, m_filter(0)
, m_rootFilter(rootFilter)
, m_fillPaintServer(0)
, m_strokePaintServer(0)
, m_fillPaintServerObject(0)
, m_strokePaintServerObject(0)
, m_tx(tx)
, m_ty(ty)
{
}
~SVGRootInlineBoxPaintWalker()
{
ASSERT(!m_filter);
ASSERT(!m_fillPaintServer);
ASSERT(!m_fillPaintServerObject);
ASSERT(!m_strokePaintServer);
ASSERT(!m_strokePaintServerObject);
ASSERT(!m_chunkStarted);
}
void teardownFillPaintServer()
{
if (!m_fillPaintServer)
return;
m_fillPaintServer->teardown(m_paintInfo.context, m_fillPaintServerObject, ApplyToFillTargetType, true);
m_fillPaintServer = 0;
m_fillPaintServerObject = 0;
}
void teardownStrokePaintServer()
{
if (!m_strokePaintServer)
return;
m_strokePaintServer->teardown(m_paintInfo.context, m_strokePaintServerObject, ApplyToStrokeTargetType, true);
m_strokePaintServer = 0;
m_strokePaintServerObject = 0;
}
void chunkStartCallback(InlineBox* box)
{
ASSERT(!m_chunkStarted);
m_chunkStarted = true;
InlineFlowBox* flowBox = box->parent();
// Initialize text rendering
RenderObject* object = flowBox->renderer();
ASSERT(object);
m_savedInfo = m_paintInfo;
m_paintInfo.context->save();
// FIXME: Why is this done here instead of in RenderSVGText?
if (!flowBox->isRootInlineBox())
SVGRenderBase::prepareToRenderSVGContent(object, m_paintInfo, m_boundingBox, m_filter, m_rootFilter);
}
void chunkEndCallback(InlineBox* box)
{
ASSERT(m_chunkStarted);
m_chunkStarted = false;
InlineFlowBox* flowBox = box->parent();
RenderObject* object = flowBox->renderer();
ASSERT(object);
// Clean up last used paint server
teardownFillPaintServer();
teardownStrokePaintServer();
// Finalize text rendering
if (!flowBox->isRootInlineBox()) {
SVGRenderBase::finishRenderSVGContent(object, m_paintInfo, m_filter, m_savedInfo.context);
m_filter = 0;
}
// Restore context & repaint rect
m_paintInfo.context->restore();
m_paintInfo.rect = m_savedInfo.rect;
}
bool chunkSetupFillCallback(InlineBox* box)
{
InlineFlowBox* flowBox = box->parent();
// Setup fill paint server
RenderObject* object = flowBox->renderer();
ASSERT(object);
ASSERT(!m_strokePaintServer);
teardownFillPaintServer();
m_fillPaintServer = SVGPaintServer::fillPaintServer(object->style(), object);
if (m_fillPaintServer) {
m_fillPaintServer->setup(m_paintInfo.context, object, ApplyToFillTargetType, true);
m_fillPaintServerObject = object;
return true;
}
return false;
}
bool chunkSetupStrokeCallback(InlineBox* box)
{
InlineFlowBox* flowBox = box->parent();
// Setup stroke paint server
RenderObject* object = flowBox->renderer();
ASSERT(object);
// If we're both stroked & filled, teardown fill paint server before stroking.
teardownFillPaintServer();
teardownStrokePaintServer();
m_strokePaintServer = SVGPaintServer::strokePaintServer(object->style(), object);
if (m_strokePaintServer) {
m_strokePaintServer->setup(m_paintInfo.context, object, ApplyToStrokeTargetType, true);
m_strokePaintServerObject = object;
return true;
}
return false;
}
void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const TransformationMatrix& chunkCtm,
const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
{
RenderText* text = textBox->textRenderer();
ASSERT(text);
RenderStyle* styleToUse = text->style(textBox->isFirstLineStyle());
ASSERT(styleToUse);
startOffset += textBox->start();
int textDecorations = styleToUse->textDecorationsInEffect();
int textWidth = 0;
IntPoint decorationOrigin;
SVGTextDecorationInfo info;
if (!chunkCtm.isIdentity())
m_paintInfo.context->concatCTM(chunkCtm);
for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
if (it->isHidden())
continue;
// Determine how many characters - starting from the current - can be drawn at once.
Vector<SVGChar>::iterator itSearch = it + 1;
while (itSearch != end) {
if (itSearch->drawnSeperated || itSearch->isHidden())
break;
itSearch++;
}
const UChar* stringStart = text->characters() + startOffset + (it - start);
unsigned int stringLength = itSearch - it;
// Paint decorations, that have to be drawn before the text gets drawn
if (textDecorations != TDNONE && m_paintInfo.phase != PaintPhaseSelection) {
textWidth = styleToUse->font().width(svgTextRunForInlineTextBox(stringStart, stringLength, styleToUse, textBox, (*it).x));
decorationOrigin = IntPoint((int) (*it).x, (int) (*it).y - styleToUse->font().ascent());
info = m_rootBox->retrievePaintServersForTextDecoration(text);
}
if (textDecorations & UNDERLINE && textWidth != 0.0f)
textBox->paintDecoration(UNDERLINE, m_paintInfo.context, decorationOrigin.x(), decorationOrigin.y(), textWidth, *it, info);
if (textDecorations & OVERLINE && textWidth != 0.0f)
textBox->paintDecoration(OVERLINE, m_paintInfo.context, decorationOrigin.x(), decorationOrigin.y(), textWidth, *it, info);
// Paint text
SVGPaintServer* activePaintServer = m_fillPaintServer;
if (!activePaintServer)
activePaintServer = m_strokePaintServer;
ASSERT(activePaintServer);
textBox->paintCharacters(m_paintInfo, m_tx, m_ty, *it, stringStart, stringLength, activePaintServer);
// Paint decorations, that have to be drawn afterwards
if (textDecorations & LINE_THROUGH && textWidth != 0.0f)
textBox->paintDecoration(LINE_THROUGH, m_paintInfo.context, decorationOrigin.x(), decorationOrigin.y(), textWidth, *it, info);
// Skip processed characters
it = itSearch - 1;
}
if (!chunkCtm.isIdentity())
m_paintInfo.context->concatCTM(chunkCtm.inverse());
}
private:
SVGRootInlineBox* m_rootBox;
bool m_chunkStarted : 1;
RenderObject::PaintInfo m_paintInfo;
RenderObject::PaintInfo m_savedInfo;
FloatRect m_boundingBox;
SVGResourceFilter* m_filter;
SVGResourceFilter* m_rootFilter;
SVGPaintServer* m_fillPaintServer;
SVGPaintServer* m_strokePaintServer;
RenderObject* m_fillPaintServerObject;
RenderObject* m_strokePaintServerObject;
int m_tx;
int m_ty;
};
void SVGRootInlineBox::paint(RenderObject::PaintInfo& paintInfo, int tx, int ty)
{
if (paintInfo.context->paintingDisabled() || paintInfo.phase != PaintPhaseForeground)
return;
RenderObject::PaintInfo savedInfo(paintInfo);
paintInfo.context->save();
SVGResourceFilter* filter = 0;
FloatRect boundingBox(tx + x(), ty + y(), width(), height());
// Initialize text rendering
SVGRenderBase::prepareToRenderSVGContent(renderer(), paintInfo, boundingBox, filter);
// Render text, chunk-by-chunk
SVGRootInlineBoxPaintWalker walkerCallback(this, filter, paintInfo, tx, ty);
SVGTextChunkWalker<SVGRootInlineBoxPaintWalker> walker(&walkerCallback,
&SVGRootInlineBoxPaintWalker::chunkPortionCallback,
&SVGRootInlineBoxPaintWalker::chunkStartCallback,
&SVGRootInlineBoxPaintWalker::chunkEndCallback,
&SVGRootInlineBoxPaintWalker::chunkSetupFillCallback,
&SVGRootInlineBoxPaintWalker::chunkSetupStrokeCallback);
walkTextChunks(&walker);
// Finalize text rendering
SVGRenderBase::finishRenderSVGContent(renderer(), paintInfo, filter, savedInfo.context);
paintInfo.context->restore();
}
int SVGRootInlineBox::placeBoxesHorizontally(int, int& leftPosition, int& rightPosition, bool&)
{
// Remove any offsets caused by RTL text layout
leftPosition = 0;
rightPosition = 0;
return 0;
}
int SVGRootInlineBox::verticallyAlignBoxes(int)
{
// height is set by layoutInlineBoxes.
return height();
}
float cummulatedWidthOfInlineBoxCharacterRange(SVGInlineBoxCharacterRange& range)
{
ASSERT(!range.isOpen());
ASSERT(range.isClosed());
ASSERT(range.box->isInlineTextBox());
InlineTextBox* textBox = static_cast<InlineTextBox*>(range.box);
RenderText* text = textBox->textRenderer();
RenderStyle* style = text->style();
return style->font().floatWidth(svgTextRunForInlineTextBox(text->characters() + textBox->start() + range.startOffset, range.endOffset - range.startOffset, style, textBox, 0));
}
float cummulatedHeightOfInlineBoxCharacterRange(SVGInlineBoxCharacterRange& range)
{
ASSERT(!range.isOpen());
ASSERT(range.isClosed());
ASSERT(range.box->isInlineTextBox());
InlineTextBox* textBox = static_cast<InlineTextBox*>(range.box);
RenderText* text = textBox->textRenderer();
const Font& font = text->style()->font();
return (range.endOffset - range.startOffset) * (font.ascent() + font.descent());
}
TextRun svgTextRunForInlineTextBox(const UChar* c, int len, RenderStyle* style, const InlineTextBox* textBox, float xPos)
{
ASSERT(textBox);
ASSERT(style);
TextRun run(c, len, false, static_cast<int>(xPos), textBox->toAdd(), textBox->direction() == RTL, textBox->m_dirOverride || style->visuallyOrdered());
#if ENABLE(SVG_FONTS)
run.setReferencingRenderObject(textBox->textRenderer()->parent());
#endif
// We handle letter & word spacing ourselves
run.disableSpacing();
return run;
}
static float cummulatedWidthOrHeightOfTextChunk(SVGTextChunk& chunk, bool calcWidthOnly)
{
float length = 0.0f;
Vector<SVGChar>::iterator charIt = chunk.start;
Vector<SVGInlineBoxCharacterRange>::iterator it = chunk.boxes.begin();
Vector<SVGInlineBoxCharacterRange>::iterator end = chunk.boxes.end();
for (; it != end; ++it) {
SVGInlineBoxCharacterRange& range = *it;
SVGInlineTextBox* box = static_cast<SVGInlineTextBox*>(range.box);
RenderStyle* style = box->renderer()->style();
for (int i = range.startOffset; i < range.endOffset; ++i) {
ASSERT(charIt <= chunk.end);
// Determine how many characters - starting from the current - can be measured at once.
// Important for non-absolute positioned non-latin1 text (ie. Arabic) where ie. the width
// of a string is not the sum of the boundaries of all contained glyphs.
Vector<SVGChar>::iterator itSearch = charIt + 1;
Vector<SVGChar>::iterator endSearch = charIt + range.endOffset - i;
while (itSearch != endSearch) {
// No need to check for 'isHidden()' here as this function is not called for text paths.
if (itSearch->drawnSeperated)
break;
itSearch++;
}
unsigned int positionOffset = itSearch - charIt;
// Calculate width/height of subrange
SVGInlineBoxCharacterRange subRange;
subRange.box = range.box;
subRange.startOffset = i;
subRange.endOffset = i + positionOffset;
if (calcWidthOnly)
length += cummulatedWidthOfInlineBoxCharacterRange(subRange);
else
length += cummulatedHeightOfInlineBoxCharacterRange(subRange);
// Calculate gap between the previous & current range
// <text x="10 50 70">ABCD</text> - we need to take the gaps between A & B into account
// so add "40" as width, and analogous for B & C, add "20" as width.
if (itSearch > chunk.start && itSearch < chunk.end) {
SVGChar& lastCharacter = *(itSearch - 1);
SVGChar& currentCharacter = *itSearch;
int offset = box->direction() == RTL ? box->end() - i - positionOffset + 1 : box->start() + i + positionOffset - 1;
// FIXME: does this need to change to handle multichar glyphs?
int charsConsumed = 1;
String glyphName;
if (calcWidthOnly) {
float lastGlyphWidth = box->calculateGlyphWidth(style, offset, 0, charsConsumed, glyphName);
length += currentCharacter.x - lastCharacter.x - lastGlyphWidth;
} else {
float lastGlyphHeight = box->calculateGlyphHeight(style, offset, 0);
length += currentCharacter.y - lastCharacter.y - lastGlyphHeight;
}
}
// Advance processed characters
i += positionOffset - 1;
charIt = itSearch;
}
}
ASSERT(charIt == chunk.end);
return length;
}
static float cummulatedWidthOfTextChunk(SVGTextChunk& chunk)
{
return cummulatedWidthOrHeightOfTextChunk(chunk, true);
}
static float cummulatedHeightOfTextChunk(SVGTextChunk& chunk)
{
return cummulatedWidthOrHeightOfTextChunk(chunk, false);
}
static float calculateTextAnchorShiftForTextChunk(SVGTextChunk& chunk, ETextAnchor anchor)
{
float shift = 0.0f;
if (chunk.isVerticalText)
shift = cummulatedHeightOfTextChunk(chunk);
else
shift = cummulatedWidthOfTextChunk(chunk);
if (anchor == TA_MIDDLE)
shift *= -0.5f;
else
shift *= -1.0f;
return shift;
}
static void applyTextAnchorToTextChunk(SVGTextChunk& chunk)
{
// This method is not called for chunks containing chars aligned on a path.
// -> all characters are visible, no need to check for "isHidden()" anywhere.
if (chunk.anchor == TA_START)
return;
float shift = calculateTextAnchorShiftForTextChunk(chunk, chunk.anchor);
// Apply correction to chunk
Vector<SVGChar>::iterator chunkIt = chunk.start;
for (; chunkIt != chunk.end; ++chunkIt) {
SVGChar& curChar = *chunkIt;
if (chunk.isVerticalText)
curChar.y += shift;
else
curChar.x += shift;
}
// Move inline boxes
Vector<SVGInlineBoxCharacterRange>::iterator boxIt = chunk.boxes.begin();
Vector<SVGInlineBoxCharacterRange>::iterator boxEnd = chunk.boxes.end();
for (; boxIt != boxEnd; ++boxIt) {
SVGInlineBoxCharacterRange& range = *boxIt;
InlineBox* curBox = range.box;
ASSERT(curBox->isInlineTextBox());
// Move target box
if (chunk.isVerticalText)
curBox->setY(curBox->y() + static_cast<int>(shift));
else
curBox->setX(curBox->x() + static_cast<int>(shift));
}
}
static float calculateTextLengthCorrectionForTextChunk(SVGTextChunk& chunk, ELengthAdjust lengthAdjust, float& computedLength)
{
if (chunk.textLength <= 0.0f)
return 0.0f;
float computedWidth = cummulatedWidthOfTextChunk(chunk);
float computedHeight = cummulatedHeightOfTextChunk(chunk);
if ((computedWidth <= 0.0f && !chunk.isVerticalText) ||
(computedHeight <= 0.0f && chunk.isVerticalText))
return 0.0f;
if (chunk.isVerticalText)
computedLength = computedHeight;
else
computedLength = computedWidth;
if (lengthAdjust == SVGTextContentElement::LENGTHADJUST_SPACINGANDGLYPHS) {
if (chunk.isVerticalText)
chunk.ctm.scaleNonUniform(1.0f, chunk.textLength / computedLength);
else
chunk.ctm.scaleNonUniform(chunk.textLength / computedLength, 1.0f);
return 0.0f;
}
return (chunk.textLength - computedLength) / float(chunk.end - chunk.start);
}
static void applyTextLengthCorrectionToTextChunk(SVGTextChunk& chunk)
{
// This method is not called for chunks containing chars aligned on a path.
// -> all characters are visible, no need to check for "isHidden()" anywhere.
// lengthAdjust="spacingAndGlyphs" is handled by modifying chunk.ctm
float computedLength = 0.0f;
float spacingToApply = calculateTextLengthCorrectionForTextChunk(chunk, chunk.lengthAdjust, computedLength);
if (!chunk.ctm.isIdentity() && chunk.lengthAdjust == SVGTextContentElement::LENGTHADJUST_SPACINGANDGLYPHS) {
SVGChar& firstChar = *(chunk.start);
// Assure we apply the chunk scaling in the right origin
TransformationMatrix newChunkCtm;
newChunkCtm.translate(firstChar.x, firstChar.y);
newChunkCtm = chunk.ctm * newChunkCtm;
newChunkCtm.translate(-firstChar.x, -firstChar.y);
chunk.ctm = newChunkCtm;
}
// Apply correction to chunk
if (spacingToApply != 0.0f) {
Vector<SVGChar>::iterator chunkIt = chunk.start;
for (; chunkIt != chunk.end; ++chunkIt) {
SVGChar& curChar = *chunkIt;
curChar.drawnSeperated = true;
if (chunk.isVerticalText)
curChar.y += (chunkIt - chunk.start) * spacingToApply;
else
curChar.x += (chunkIt - chunk.start) * spacingToApply;
}
}
}
void SVGRootInlineBox::computePerCharacterLayoutInformation()
{
// Clean up any previous layout information
m_svgChars.clear();
m_svgTextChunks.clear();
// Build layout information for all contained render objects
SVGCharacterLayoutInfo info(m_svgChars);
buildLayoutInformation(this, info);
// Now all layout information are available for every character
// contained in any of our child inline/flow boxes. Build list
// of text chunks now, to be able to apply text-anchor shifts.
buildTextChunks(m_svgChars, m_svgTextChunks, this);
// Layout all text chunks
// text-anchor needs to be applied to individual chunks.
layoutTextChunks();
// Finally the top left position of our box is known.
// Propogate this knownledge to our RenderSVGText parent.
FloatPoint topLeft = topLeftPositionOfCharacterRange(m_svgChars);
block()->setLocation((int) floorf(topLeft.x()), (int) floorf(topLeft.y()));
// Layout all InlineText/Flow boxes
// BEWARE: This requires the root top/left position to be set correctly before!
layoutInlineBoxes();
}
void SVGRootInlineBox::buildLayoutInformation(InlineFlowBox* start, SVGCharacterLayoutInfo& info)
{
if (start->isRootInlineBox()) {
ASSERT(start->renderer()->node()->hasTagName(SVGNames::textTag));
SVGTextPositioningElement* positioningElement = static_cast<SVGTextPositioningElement*>(start->renderer()->node());
ASSERT(positioningElement);
ASSERT(positioningElement->parentNode());
info.addLayoutInformation(positioningElement);
}
LastGlyphInfo lastGlyph;
for (InlineBox* curr = start->firstChild(); curr; curr = curr->nextOnLine()) {
if (curr->renderer()->isText())
buildLayoutInformationForTextBox(info, static_cast<InlineTextBox*>(curr), lastGlyph);
else {
ASSERT(curr->isInlineFlowBox());
InlineFlowBox* flowBox = static_cast<InlineFlowBox*>(curr);
if (!flowBox->renderer()->node())
continue; // Skip generated content.
bool isAnchor = flowBox->renderer()->node()->hasTagName(SVGNames::aTag);
bool isTextPath = flowBox->renderer()->node()->hasTagName(SVGNames::textPathTag);
if (!isTextPath && !isAnchor) {
SVGTextPositioningElement* positioningElement = static_cast<SVGTextPositioningElement*>(flowBox->renderer()->node());
ASSERT(positioningElement);
ASSERT(positioningElement->parentNode());
info.addLayoutInformation(positioningElement);
} else if (!isAnchor) {
info.setInPathLayout(true);
// Handle text-anchor/textLength on path, which is special.
SVGTextContentElement* textContent = 0;
Node* node = flowBox->renderer()->node();
if (node && node->isSVGElement())
textContent = static_cast<SVGTextContentElement*>(node);
ASSERT(textContent);
ELengthAdjust lengthAdjust = (ELengthAdjust) textContent->lengthAdjust();
ETextAnchor anchor = flowBox->renderer()->style()->svgStyle()->textAnchor();
float textAnchorStartOffset = 0.0f;
// Initialize sub-layout. We need to create text chunks from the textPath
// children using our standard layout code, to be able to measure the
// text length using our normal methods and not textPath specific hacks.
Vector<SVGChar> tempChars;
Vector<SVGTextChunk> tempChunks;
SVGCharacterLayoutInfo tempInfo(tempChars);
buildLayoutInformation(flowBox, tempInfo);
buildTextChunks(tempChars, tempChunks, flowBox);
Vector<SVGTextChunk>::iterator it = tempChunks.begin();
Vector<SVGTextChunk>::iterator end = tempChunks.end();
TransformationMatrix ctm;
float computedLength = 0.0f;
for (; it != end; ++it) {
SVGTextChunk& chunk = *it;
// Apply text-length calculation
info.pathExtraAdvance += calculateTextLengthCorrectionForTextChunk(chunk, lengthAdjust, computedLength);
if (lengthAdjust == SVGTextContentElement::LENGTHADJUST_SPACINGANDGLYPHS) {
info.pathTextLength += computedLength;
info.pathChunkLength += chunk.textLength;
}
// Calculate text-anchor start offset
if (anchor == TA_START)
continue;
textAnchorStartOffset += calculateTextAnchorShiftForTextChunk(chunk, anchor);
}
info.addLayoutInformation(flowBox, textAnchorStartOffset);
}
float shiftxSaved = info.shiftx;
float shiftySaved = info.shifty;
buildLayoutInformation(flowBox, info);
info.processedChunk(shiftxSaved, shiftySaved);
if (isTextPath)
info.setInPathLayout(false);
}
}
}
void SVGRootInlineBox::layoutInlineBoxes()
{
int lowX = INT_MAX;
int lowY = INT_MAX;
int highX = INT_MIN;
int highY = INT_MIN;
// Layout all child boxes
Vector<SVGChar>::iterator it = m_svgChars.begin();
layoutInlineBoxes(this, it, lowX, highX, lowY, highY);
ASSERT(it == m_svgChars.end());
}
void SVGRootInlineBox::layoutInlineBoxes(InlineFlowBox* start, Vector<SVGChar>::iterator& it, int& lowX, int& highX, int& lowY, int& highY)
{
for (InlineBox* curr = start->firstChild(); curr; curr = curr->nextOnLine()) {
RenderStyle* style = curr->renderer()->style();
if (curr->renderer()->isText()) {
SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(curr);
unsigned length = textBox->len();
SVGChar curChar = *it;
ASSERT(it != m_svgChars.end());
FloatRect stringRect;
for (unsigned i = 0; i < length; ++i) {
ASSERT(it != m_svgChars.end());
if (it->isHidden()) {
++it;
continue;
}
stringRect.unite(textBox->calculateGlyphBoundaries(style, textBox->start() + i, *it));
++it;
}
IntRect enclosedStringRect = enclosingIntRect(stringRect);
int minX = enclosedStringRect.x();
int maxX = minX + enclosedStringRect.width();
int minY = enclosedStringRect.y();
int maxY = minY + enclosedStringRect.height();
curr->setX(minX - block()->x());
curr->setWidth(enclosedStringRect.width());
curr->setY(minY - block()->y());
textBox->setHeight(enclosedStringRect.height());
if (minX < lowX)
lowX = minX;
if (maxX > highX)
highX = maxX;
if (minY < lowY)
lowY = minY;
if (maxY > highY)
highY = maxY;
} else {
ASSERT(curr->isInlineFlowBox());
int minX = INT_MAX;
int minY = INT_MAX;
int maxX = INT_MIN;
int maxY = INT_MIN;
InlineFlowBox* flowBox = static_cast<InlineFlowBox*>(curr);
if (!flowBox->renderer()->node())
continue; // Skip generated content.
layoutInlineBoxes(flowBox, it, minX, maxX, minY, maxY);
curr->setX(minX - block()->x());
curr->setWidth(maxX - minX);
curr->setY(minY - block()->y());
static_cast<SVGInlineFlowBox*>(curr)->setHeight(maxY - minY);
if (minX < lowX)
lowX = minX;
if (maxX > highX)
highX = maxX;
if (minY < lowY)
lowY = minY;
if (maxY > highY)
highY = maxY;
}
}
if (start->isSVGRootInlineBox()) {
int top = lowY - block()->y();
int bottom = highY - block()->y();
start->setX(lowX - block()->x());
start->setY(top);
start->setWidth(highX - lowX);
static_cast<SVGRootInlineBox*>(start)->setHeight(highY - lowY);
start->setVerticalOverflowPositions(top, bottom);
start->setVerticalSelectionPositions(top, bottom);
}
}
void SVGRootInlineBox::buildLayoutInformationForTextBox(SVGCharacterLayoutInfo& info, InlineTextBox* textBox, LastGlyphInfo& lastGlyph)
{
RenderText* text = textBox->textRenderer();
ASSERT(text);
RenderStyle* style = text->style(textBox->isFirstLineStyle());
ASSERT(style);
const Font& font = style->font();
SVGInlineTextBox* svgTextBox = static_cast<SVGInlineTextBox*>(textBox);
unsigned length = textBox->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 (textBox->direction() == RTL) {
glyphWidth = svgTextBox->calculateGlyphWidth(style, textBox->end() - i, extraCharsAvailable, charsConsumed, glyphName);
glyphHeight = svgTextBox->calculateGlyphHeight(style, textBox->end() - i, extraCharsAvailable);
unicodeStr = String(textBox->textRenderer()->text()->characters() + textBox->end() - i, charsConsumed);
} else {
glyphWidth = svgTextBox->calculateGlyphWidth(style, textBox->start() + i, extraCharsAvailable, charsConsumed, glyphName);
glyphHeight = svgTextBox->calculateGlyphHeight(style, textBox->start() + i, extraCharsAvailable);
unicodeStr = String(textBox->textRenderer()->text()->characters() + textBox->start() + 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() + calculateKerning(textBox->renderer()->node()->renderer());
const UChar* currentCharacter = text->characters() + (textBox->direction() == RTL ? textBox->end() - i : textBox->start() + i);
const UChar* lastCharacter = 0;
if (textBox->direction() == RTL) {
if (i < textBox->end())
lastCharacter = text->characters() + textBox->end() - i + 1;
} else {
if (i > 0)
lastCharacter = text->characters() + textBox->start() + i - 1;
}
if (info.nextDrawnSeperated || spacing != 0.0f) {
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 = calculateGlyphAdvanceAndShiftRespectingOrientation(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 > 0.0f && info.pathChunkLength > 0.0f) {
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, text, 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;
}
}
double kerning = 0.0;
#if ENABLE(SVG_FONTS)
SVGFontElement* svgFont = 0;
if (style->font().isSVGFont())
svgFont = style->font().svgFont();
if (lastGlyph.isValid && style->font().isSVGFont()) {
SVGHorizontalKerningPair kerningPair;
if (svgFont->getHorizontalKerningPairForStringsAndGlyphs(lastGlyph.unicode, lastGlyph.glyphName, unicodeStr, glyphName, kerningPair))
kerning = kerningPair.kerning;
}
if (style->font().isSVGFont()) {
lastGlyph.unicode = unicodeStr;
lastGlyph.glyphName = glyphName;
lastGlyph.isValid = true;
} else
lastGlyph.isValid = false;
#endif
svgChar.x -= (float)kerning;
// Advance to new position
if (isVerticalText) {
svgChar.drawnSeperated = true;
info.cury += glyphAdvance + spacing;
} else
info.curx += glyphAdvance + spacing - (float)kerning;
// Advance to next character group
for (int k = 0; k < charsConsumed; ++k) {
info.svgChars.append(svgChar);
info.processedSingleCharacter();
svgChar.drawnSeperated = false;
svgChar.newTextChunk = false;
}
}
}
void SVGRootInlineBox::buildTextChunks(Vector<SVGChar>& svgChars, Vector<SVGTextChunk>& svgTextChunks, InlineFlowBox* start)
{
SVGTextChunkLayoutInfo info(svgTextChunks);
info.it = svgChars.begin();
info.chunk.start = svgChars.begin();
info.chunk.end = svgChars.begin();
buildTextChunks(svgChars, start, info);
ASSERT(info.it == svgChars.end());
}
void SVGRootInlineBox::buildTextChunks(Vector<SVGChar>& svgChars, InlineFlowBox* start, SVGTextChunkLayoutInfo& info)
{
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> buildTextChunks(start=%p)\n", start);
#endif
for (InlineBox* curr = start->firstChild(); curr; curr = curr->nextOnLine()) {
if (curr->renderer()->isText()) {
InlineTextBox* textBox = static_cast<InlineTextBox*>(curr);
unsigned length = textBox->len();
if (!length)
continue;
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Handle inline text box (%p) with %i characters (start: %i, end: %i), handlingTextPath=%i\n",
textBox, length, textBox->start(), textBox->end(), (int) info.handlingTextPath);
#endif
RenderText* text = textBox->textRenderer();
ASSERT(text);
ASSERT(text->node());
SVGTextContentElement* textContent = 0;
Node* node = text->node()->parent();
while (node && node->isSVGElement() && !textContent) {
if (static_cast<SVGElement*>(node)->isTextContent())
textContent = static_cast<SVGTextContentElement*>(node);
else
node = node->parentNode();
}
ASSERT(textContent);
// Start new character range for the first chunk
bool isFirstCharacter = info.svgTextChunks.isEmpty() && info.chunk.start == info.it && info.chunk.start == info.chunk.end;
if (isFirstCharacter) {
ASSERT(info.chunk.boxes.isEmpty());
info.chunk.boxes.append(SVGInlineBoxCharacterRange());
} else
ASSERT(!info.chunk.boxes.isEmpty());
// Walk string to find out new chunk positions, if existant
for (unsigned i = 0; i < length; ++i) {
ASSERT(info.it != svgChars.end());
SVGInlineBoxCharacterRange& range = info.chunk.boxes.last();
if (range.isOpen()) {
range.box = curr;
range.startOffset = (i == 0 ? 0 : i - 1);
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " | -> Range is open! box=%p, startOffset=%i\n", range.box, range.startOffset);
#endif
}
// If a new (or the first) chunk has been started, record it's text-anchor and writing mode.
if (info.assignChunkProperties) {
info.assignChunkProperties = false;
info.chunk.isVerticalText = isVerticalWritingMode(text->style()->svgStyle());
info.chunk.isTextPath = info.handlingTextPath;
info.chunk.anchor = text->style()->svgStyle()->textAnchor();
info.chunk.textLength = textContent->textLength().value(textContent);
info.chunk.lengthAdjust = (ELengthAdjust) textContent->lengthAdjust();
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " | -> Assign chunk properties, isVerticalText=%i, anchor=%i\n", info.chunk.isVerticalText, info.chunk.anchor);
#endif
}
if (i > 0 && !isFirstCharacter && (*info.it).newTextChunk) {
// Close mid chunk & character range
ASSERT(!range.isOpen());
ASSERT(!range.isClosed());
range.endOffset = i;
closeTextChunk(info);
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " | -> Close mid-text chunk, at endOffset: %i and starting new mid chunk!\n", range.endOffset);
#endif
// Prepare for next chunk, if we're not at the end
startTextChunk(info);
if (i + 1 == length) {
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " | -> Record last chunk of inline text box!\n");
#endif
startTextChunk(info);
SVGInlineBoxCharacterRange& range = info.chunk.boxes.last();
info.assignChunkProperties = false;
info.chunk.isVerticalText = isVerticalWritingMode(text->style()->svgStyle());
info.chunk.isTextPath = info.handlingTextPath;
info.chunk.anchor = text->style()->svgStyle()->textAnchor();
info.chunk.textLength = textContent->textLength().value(textContent);
info.chunk.lengthAdjust = (ELengthAdjust) textContent->lengthAdjust();
range.box = curr;
range.startOffset = i;
ASSERT(!range.isOpen());
ASSERT(!range.isClosed());
}
}
// This should only hold true for the first character of the first chunk
if (isFirstCharacter)
isFirstCharacter = false;
++info.it;
}
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Finished inline text box!\n");
#endif
SVGInlineBoxCharacterRange& range = info.chunk.boxes.last();
if (!range.isOpen() && !range.isClosed()) {
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Last range not closed - closing with endOffset: %i\n", length);
#endif
// Current text chunk is not yet closed. Finish the current range, but don't start a new chunk.
range.endOffset = length;
if (info.it != svgChars.end()) {
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Not at last character yet!\n");
#endif
// If we're not at the end of the last box to be processed, and if the next
// character starts a new chunk, then close the current chunk and start a new one.
if ((*info.it).newTextChunk) {
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Next character starts new chunk! Closing current chunk, and starting a new one...\n");
#endif
closeTextChunk(info);
startTextChunk(info);
} else {
// Just start a new character range
info.chunk.boxes.append(SVGInlineBoxCharacterRange());
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Next character does NOT start a new chunk! Starting new character range...\n");
#endif
}
} else {
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Closing final chunk! Finished processing!\n");
#endif
// Close final chunk, once we're at the end of the last box
closeTextChunk(info);
}
}
} else {
ASSERT(curr->isInlineFlowBox());
InlineFlowBox* flowBox = static_cast<InlineFlowBox*>(curr);
if (!flowBox->renderer()->node())
continue; // Skip generated content.
bool isTextPath = flowBox->renderer()->node()->hasTagName(SVGNames::textPathTag);
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " -> Handle inline flow box (%p), isTextPath=%i\n", flowBox, (int) isTextPath);
#endif
if (isTextPath)
info.handlingTextPath = true;
buildTextChunks(svgChars, flowBox, info);
if (isTextPath)
info.handlingTextPath = false;
}
}
#if DEBUG_CHUNK_BUILDING > 1
fprintf(stderr, " <- buildTextChunks(start=%p)\n", start);
#endif
}
const Vector<SVGTextChunk>& SVGRootInlineBox::svgTextChunks() const
{
return m_svgTextChunks;
}
void SVGRootInlineBox::layoutTextChunks()
{
Vector<SVGTextChunk>::iterator it = m_svgTextChunks.begin();
Vector<SVGTextChunk>::iterator end = m_svgTextChunks.end();
for (; it != end; ++it) {
SVGTextChunk& chunk = *it;
#if DEBUG_CHUNK_BUILDING > 0
{
fprintf(stderr, "Handle TEXT CHUNK! anchor=%i, textLength=%f, lengthAdjust=%i, isVerticalText=%i, isTextPath=%i start=%p, end=%p -> dist: %i\n",
(int) chunk.anchor, chunk.textLength, (int) chunk.lengthAdjust, (int) chunk.isVerticalText,
(int) chunk.isTextPath, chunk.start, chunk.end, (unsigned int) (chunk.end - chunk.start));
Vector<SVGInlineBoxCharacterRange>::iterator boxIt = chunk.boxes.begin();
Vector<SVGInlineBoxCharacterRange>::iterator boxEnd = chunk.boxes.end();
unsigned int i = 0;
for (; boxIt != boxEnd; ++boxIt) {
SVGInlineBoxCharacterRange& range = *boxIt; i++;
fprintf(stderr, " -> RANGE %i STARTOFFSET: %i, ENDOFFSET: %i, BOX: %p\n", i, range.startOffset, range.endOffset, range.box);
}
}
#endif
if (chunk.isTextPath)
continue;
// text-path & textLength, with lengthAdjust="spacing" is already handled for textPath layouts.
applyTextLengthCorrectionToTextChunk(chunk);
// text-anchor is already handled for textPath layouts.
applyTextAnchorToTextChunk(chunk);
}
}
static inline void addPaintServerToTextDecorationInfo(ETextDecoration decoration, SVGTextDecorationInfo& info, RenderObject* object)
{
if (object->style()->svgStyle()->hasFill())
info.fillServerMap.set(decoration, object);
if (object->style()->svgStyle()->hasStroke())
info.strokeServerMap.set(decoration, object);
}
SVGTextDecorationInfo SVGRootInlineBox::retrievePaintServersForTextDecoration(RenderObject* start)
{
ASSERT(start);
Vector<RenderObject*> parentChain;
while ((start = start->parent())) {
parentChain.prepend(start);
// Stop at our direct <text> parent.
if (start->isSVGText())
break;
}
Vector<RenderObject*>::iterator it = parentChain.begin();
Vector<RenderObject*>::iterator end = parentChain.end();
SVGTextDecorationInfo info;
for (; it != end; ++it) {
RenderObject* object = *it;
ASSERT(object);
RenderStyle* style = object->style();
ASSERT(style);
int decorations = style->textDecoration();
if (decorations != NONE) {
if (decorations & OVERLINE)
addPaintServerToTextDecorationInfo(OVERLINE, info, object);
if (decorations & UNDERLINE)
addPaintServerToTextDecorationInfo(UNDERLINE, info, object);
if (decorations & LINE_THROUGH)
addPaintServerToTextDecorationInfo(LINE_THROUGH, info, object);
}
}
return info;
}
void SVGRootInlineBox::walkTextChunks(SVGTextChunkWalkerBase* walker, const SVGInlineTextBox* textBox)
{
ASSERT(walker);
Vector<SVGTextChunk>::iterator it = m_svgTextChunks.begin();
Vector<SVGTextChunk>::iterator itEnd = m_svgTextChunks.end();
for (; it != itEnd; ++it) {
SVGTextChunk& curChunk = *it;
Vector<SVGInlineBoxCharacterRange>::iterator boxIt = curChunk.boxes.begin();
Vector<SVGInlineBoxCharacterRange>::iterator boxEnd = curChunk.boxes.end();
InlineBox* lastNotifiedBox = 0;
InlineBox* prevBox = 0;
unsigned int chunkOffset = 0;
bool startedFirstChunk = false;
for (; boxIt != boxEnd; ++boxIt) {
SVGInlineBoxCharacterRange& range = *boxIt;
ASSERT(range.box->isInlineTextBox());
SVGInlineTextBox* rangeTextBox = static_cast<SVGInlineTextBox*>(range.box);
if (textBox && rangeTextBox != textBox) {
chunkOffset += range.endOffset - range.startOffset;
continue;
}
// Eventually notify that we started a new chunk
if (!textBox && !startedFirstChunk) {
startedFirstChunk = true;
lastNotifiedBox = range.box;
walker->start(range.box);
} else {
// Eventually apply new style, as this chunk spans multiple boxes (with possible different styling)
if (prevBox && prevBox != range.box) {
lastNotifiedBox = range.box;
walker->end(prevBox);
walker->start(lastNotifiedBox);
}
}
unsigned int length = range.endOffset - range.startOffset;
Vector<SVGChar>::iterator itCharBegin = curChunk.start + chunkOffset;
Vector<SVGChar>::iterator itCharEnd = curChunk.start + chunkOffset + length;
ASSERT(itCharEnd <= curChunk.end);
// Process this chunk portion
if (textBox)
(*walker)(rangeTextBox, range.startOffset, curChunk.ctm, itCharBegin, itCharEnd);
else {
if (walker->setupFill(range.box))
(*walker)(rangeTextBox, range.startOffset, curChunk.ctm, itCharBegin, itCharEnd);
if (walker->setupStroke(range.box))
(*walker)(rangeTextBox, range.startOffset, curChunk.ctm, itCharBegin, itCharEnd);
}
chunkOffset += length;
if (!textBox)
prevBox = range.box;
}
if (!textBox && startedFirstChunk)
walker->end(lastNotifiedBox);
}
}
} // namespace WebCore
#endif // ENABLE(SVG)