コード例 #1
0
void RenderSVGInline::absoluteQuads(Vector<FloatQuad>& quads)
{
    InlineRunBox* firstBox = firstLineBox();

    SVGRootInlineBox* rootBox = firstBox ? static_cast<SVGInlineTextBox*>(firstBox)->svgRootInlineBox() : 0;
    RenderBox* object = rootBox ? rootBox->block() : 0;

    if (!object)
        return;

    int xRef = object->x();
    int yRef = object->y();

    for (InlineRunBox* curr = firstBox; curr; curr = curr->nextLineBox()) {
        FloatRect rect(xRef + curr->x(), yRef + curr->y(), curr->width(), curr->height());
        quads.append(localToAbsoluteQuad(rect));
    }
}
void RenderSVGTextPath::absoluteRects(Vector<IntRect>& rects, int, int)
{
    InlineRunBox* firstBox = firstLineBox();

    SVGRootInlineBox* rootBox = firstBox ? static_cast<SVGInlineTextBox*>(firstBox)->svgRootInlineBox() : 0;
    RenderBlock* object = rootBox ? rootBox->block() : 0;

    if (!object)
        return;

    int xRef = object->x() + x();
    int yRef = object->y() + y();

    for (InlineRunBox* curr = firstBox; curr; curr = curr->nextLineBox()) {
        FloatRect rect(xRef + curr->xPos(), yRef + curr->yPos(), curr->width(), curr->height());
        // FIXME: broken with CSS transforms
        rects.append(enclosingIntRect(absoluteTransform().mapRect(rect)));
    }
}
コード例 #3
0
VisiblePosition RenderSVGInlineText::positionForPoint(const IntPoint& point)
{
    SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(firstTextBox());

    if (!textBox || textLength() == 0)
        return createVisiblePosition(0, DOWNSTREAM);

    SVGRootInlineBox* rootBox = textBox->svgRootInlineBox();
    RenderBlock* object = rootBox ? rootBox->block() : 0;

    if (!object)
        return createVisiblePosition(0, DOWNSTREAM);

    int closestOffsetInBox = 0;

    // FIXME: This approach is wrong.  The correct code would first find the
    // closest SVGInlineTextBox to the point, and *then* ask only that inline box
    // what the closest text offset to that point is.  This code instead walks
    // through all boxes in order, so when you click "near" a box, you'll actually
    // end up returning the nearest offset in the last box, even if the
    // nearest offset to your click is contained in another box.
    for (SVGInlineTextBox* box = textBox; box; box = static_cast<SVGInlineTextBox*>(box->nextTextBox())) {
        if (box->svgCharacterHitsPosition(point.x() + object->x(), point.y() + object->y(), closestOffsetInBox)) {
            // If we're not at the end/start of the box, stop looking for other selected boxes.
            if (box->direction() == LTR) {
                if (closestOffsetInBox <= (int) box->end() + 1)
                    break;
            } else {
                if (closestOffsetInBox > (int) box->start())
                    break;
            }
        }
    }

    return createVisiblePosition(closestOffsetInBox, DOWNSTREAM);
}