Exemple #1
0
void SVGInlineTextBox::paintTextWithShadows(GraphicsContext* context, RenderStyle* style, TextRun& textRun, const SVGTextFragment& fragment, int startPosition, int endPosition)
{
    const Font& font = style->font();
    const ShadowData* shadow = style->textShadow();

    FloatPoint textOrigin(fragment.x, fragment.y);
    FloatRect shadowRect(FloatPoint(textOrigin.x(), textOrigin.y() - font.fontMetrics().ascent()), FloatSize(fragment.width, fragment.height));

    do {
        if (!prepareGraphicsContextForTextPainting(context, textRun, style))
            break;

        FloatSize extraOffset;
        if (shadow)
            extraOffset = applyShadowToGraphicsContext(context, shadow, shadowRect, false /* stroked */, true /* opaque */, true /* horizontal */);

        font.drawText(context, textRun, textOrigin + extraOffset, startPosition, endPosition);
        restoreGraphicsContextAfterTextPainting(context, textRun);

        if (!shadow)
            break;

        if (shadow->next())
            context->restore();
        else
            context->clearShadow();

        shadow = shadow->next();
    } while (shadow);
}
void SVGInlineTextBox::paintTextWithShadows(GraphicsContext* context, RenderStyle* style, TextRun& textRun, const SVGTextFragment& fragment, int startPosition, int endPosition)
{
    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);

    float scalingFactor = textRenderer->scalingFactor();
    ASSERT(scalingFactor);

    const Font& scaledFont = textRenderer->scaledFont();
    const ShadowData* shadow = style->textShadow();

    FloatPoint textOrigin(fragment.x, fragment.y);
    FloatSize textSize(fragment.width, fragment.height);

    if (scalingFactor != 1) {
        textOrigin.scale(scalingFactor, scalingFactor);
        textSize.scale(scalingFactor);
    }

    FloatRect shadowRect(FloatPoint(textOrigin.x(), textOrigin.y() - scaledFont.fontMetrics().floatAscent()), textSize);

    do {
        if (!prepareGraphicsContextForTextPainting(context, scalingFactor, textRun, style))
            break;

        FloatSize extraOffset;
        if (shadow)
            extraOffset = applyShadowToGraphicsContext(context, shadow, shadowRect, false /* stroked */, true /* opaque */, true /* horizontal */);

        AffineTransform originalTransform;
        if (scalingFactor != 1) {
            originalTransform = context->getCTM();

            AffineTransform newTransform = originalTransform;
            newTransform.scale(1 / scalingFactor);
            normalizeTransform(newTransform);

            context->setCTM(newTransform);
        }

        scaledFont.drawText(context, textRun, textOrigin + extraOffset, startPosition, endPosition);

        if (scalingFactor != 1)
            context->setCTM(originalTransform);

        restoreGraphicsContextAfterTextPainting(context, textRun);

        if (!shadow)
            break;

        if (shadow->next())
            context->restore();
        else
            context->clearShadow();

        shadow = shadow->next();
    } while (shadow);
}
void SVGInlineTextBox::paintTextWithShadows(GraphicsContext* context, RenderStyle* style, TextRun& textRun, const SVGTextFragment& fragment, int startPosition, int endPosition)
{
    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);

    float scalingFactor = textRenderer->scalingFactor();
    ASSERT(scalingFactor);

    const Font& scaledFont = textRenderer->scaledFont();
    const ShadowList* shadowList = style->textShadow();

    // Text shadows are disabled when printing. http://crbug.com/258321
    bool hasShadow = shadowList && !context->printing();

    FloatPoint textOrigin(fragment.x, fragment.y);
    FloatSize textSize(fragment.width, fragment.height);

    if (scalingFactor != 1) {
        textOrigin.scale(scalingFactor, scalingFactor);
        textSize.scale(scalingFactor);
        context->save();
        context->scale(FloatSize(1 / scalingFactor, 1 / scalingFactor));
    }

    if (hasShadow) {
        DrawLooper drawLooper;
        for (size_t i = shadowList->shadows().size(); i--; ) {
            const ShadowData& shadow = shadowList->shadows()[i];
            FloatSize offset(shadow.x(), shadow.y());
            drawLooper.addShadow(offset, shadow.blur(), shadow.color(),
                DrawLooper::ShadowRespectsTransforms, DrawLooper::ShadowRespectsAlpha);
        }
        drawLooper.addUnmodifiedContent();
        context->setDrawLooper(drawLooper);
    }

    if (prepareGraphicsContextForTextPainting(context, scalingFactor, textRun, style)) {
        TextRunPaintInfo textRunPaintInfo(textRun);
        textRunPaintInfo.from = startPosition;
        textRunPaintInfo.to = endPosition;
        textRunPaintInfo.bounds = FloatRect(textOrigin, textSize);
        scaledFont.drawText(context, textRunPaintInfo, textOrigin);
        restoreGraphicsContextAfterTextPainting(context, textRun);
    }

    if (scalingFactor != 1)
        context->restore();
    else if (hasShadow)
        context->clearShadow();
}
Exemple #4
0
void SVGInlineTextBox::paintTextWithShadows(GraphicsContext* context, RenderStyle* style, TextRun& textRun, const SVGTextFragment& fragment, int startPosition, int endPosition)
{
    float scalingFactor = renderer().scalingFactor();
    ASSERT(scalingFactor);

    const Font& scaledFont = renderer().scaledFont();
    const ShadowData* shadow = style->textShadow();

    FloatPoint textOrigin(fragment.x, fragment.y);
    FloatSize textSize(fragment.width, fragment.height);

    if (scalingFactor != 1) {
        textOrigin.scale(scalingFactor, scalingFactor);
        textSize.scale(scalingFactor);
    }

    FloatRect shadowRect(FloatPoint(textOrigin.x(), textOrigin.y() - scaledFont.fontMetrics().floatAscent()), textSize);

    do {
        if (!prepareGraphicsContextForTextPainting(context, scalingFactor, textRun, style))
            break;

        FloatSize extraOffset;
        bool didSaveContext = false;
        if (shadow)
            extraOffset = applyShadowToGraphicsContext(context, shadow, shadowRect, false /* stroked */, true /* opaque */, true /* horizontal */, didSaveContext);

        context->save();
        context->scale(FloatSize(1 / scalingFactor, 1 / scalingFactor));

        scaledFont.drawText(context, textRun, textOrigin + extraOffset, startPosition, endPosition);

        context->restore();

        if (shadow) {
            if (didSaveContext)
                context->restore();
            else
                context->clearShadow();
        }

        restoreGraphicsContextAfterTextPainting(context, textRun);

        if (!shadow)
            break;

        shadow = shadow->next();
    } while (shadow);
}
void SVGInlineTextBox::paintTextWithShadows(GraphicsContext& context, RenderStyle* style, TextRun& textRun, const SVGTextFragment& fragment, int startPosition, int endPosition)
{
    float scalingFactor = renderer().scalingFactor();
    ASSERT(scalingFactor);

    const FontCascade& scaledFont = renderer().scaledFont();
    const ShadowData* shadow = style->textShadow();

    FloatPoint textOrigin(fragment.x, fragment.y);
    FloatSize textSize(fragment.width, fragment.height);

    if (scalingFactor != 1) {
        textOrigin.scale(scalingFactor, scalingFactor);
        textSize.scale(scalingFactor);
    }

    FloatRect shadowRect(FloatPoint(textOrigin.x(), textOrigin.y() - scaledFont.fontMetrics().floatAscent()), textSize);

    GraphicsContext* usedContext = &context;
    do {
        if (!prepareGraphicsContextForTextPainting(usedContext, scalingFactor, textRun, style))
            break;

        {
            ShadowApplier shadowApplier(*usedContext, shadow, shadowRect);

            if (!shadowApplier.didSaveContext())
                usedContext->save();
            usedContext->scale(FloatSize(1 / scalingFactor, 1 / scalingFactor));

            scaledFont.drawText(*usedContext, textRun, textOrigin + shadowApplier.extraOffset(), startPosition, endPosition);

            if (!shadowApplier.didSaveContext())
                usedContext->restore();
        }

        restoreGraphicsContextAfterTextPainting(usedContext, textRun);

        if (!shadow)
            break;

        shadow = shadow->next();
    } while (shadow);
}