static inline bool findPreviousAndNextAttributes(RenderObject* root, RenderSVGInlineText* locateElement, SVGTextLayoutAttributes*& previous, SVGTextLayoutAttributes*& next) { ASSERT(root); ASSERT(locateElement); bool stopAfterNext = false; RenderObject* current = root->firstChild(); while (current) { if (current->isSVGInlineText()) { RenderSVGInlineText* text = toRenderSVGInlineText(current); if (locateElement != text) { if (stopAfterNext) { next = text->layoutAttributes(); return true; } previous = text->layoutAttributes(); } else { stopAfterNext = true; } } else if (current->isSVGInline()) { // Descend into text content (if possible). if (RenderObject* child = current->firstChild()) { current = child; continue; } } current = current->nextInPreOrderAfterChildren(root); } return false; }
static inline bool findPreviousAndNextAttributes(RenderObject* start, RenderSVGInlineText* locateElement, bool& stopAfterNext, SVGTextLayoutAttributes*& previous, SVGTextLayoutAttributes*& next) { ASSERT(start); ASSERT(locateElement); // FIXME: Make this iterative. for (RenderObject* child = start->firstChild(); child; child = child->nextSibling()) { if (child->isSVGInlineText()) { RenderSVGInlineText* text = toRenderSVGInlineText(child); if (locateElement != text) { if (stopAfterNext) { next = text->layoutAttributes(); return true; } previous = text->layoutAttributes(); continue; } stopAfterNext = true; continue; } if (!child->isSVGInline()) continue; if (findPreviousAndNextAttributes(child, locateElement, stopAfterNext, previous, next)) return true; } return false; }
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. RenderSVGInlineText* text = toRenderSVGInlineText(child); bool stopAfterNext = false; SVGTextLayoutAttributes* previous = 0; SVGTextLayoutAttributes* next = 0; if (!documentBeingDestroyed()) findPreviousAndNextAttributes(this, text, stopAfterNext, previous, next); if (previous) affectedAttributes.append(previous); if (next) affectedAttributes.append(next); size_t position = m_layoutAttributes.find(text->layoutAttributes()); ASSERT(position != notFound); m_layoutAttributes.remove(position); }
void SVGTextLayoutEngine::layoutTextOnLineOrPath(SVGInlineTextBox* textBox, const RenderSVGInlineText& text, const RenderStyle& style) { if (m_inPathLayout && !m_textPathCalculator) return; SVGElement* lengthContext = toSVGElement(text.parent()->node()); RenderObject* textParent = text.parent(); bool definesTextLength = textParent ? parentDefinesTextLength(textParent) : false; const SVGRenderStyle& svgStyle = style.svgStyle(); m_visualMetricsListOffset = 0; m_visualCharacterOffset = 0; const Vector<SVGTextMetrics>& visualMetricsValues = text.layoutAttributes()->textMetricsValues(); ASSERT(!visualMetricsValues.isEmpty()); const Font& font = style.font(); SVGTextLayoutEngineSpacing spacingLayout(font, style.effectiveZoom()); SVGTextLayoutEngineBaseline baselineLayout(font); bool didStartTextFragment = false; bool applySpacingToNextCharacter = false; float lastAngle = 0; float baselineShift = baselineLayout.calculateBaselineShift(svgStyle, lengthContext); baselineShift -= baselineLayout.calculateAlignmentBaselineShift(m_isVerticalText, &text); // Main layout algorithm. while (true) { // Find the start of the current text box in this list, respecting ligatures. SVGTextMetrics visualMetrics(SVGTextMetrics::SkippedSpaceMetrics); if (!currentVisualCharacterMetrics(textBox, visualMetricsValues, visualMetrics)) break; if (visualMetrics.isEmpty()) { advanceToNextVisualCharacter(visualMetrics); continue; } SVGTextLayoutAttributes* logicalAttributes = 0; if (!currentLogicalCharacterAttributes(logicalAttributes)) break; ASSERT(logicalAttributes); SVGTextMetrics logicalMetrics(SVGTextMetrics::SkippedSpaceMetrics); if (!currentLogicalCharacterMetrics(logicalAttributes, logicalMetrics)) break; SVGCharacterDataMap& characterDataMap = logicalAttributes->characterDataMap(); SVGCharacterData data; SVGCharacterDataMap::iterator it = characterDataMap.find(m_logicalCharacterOffset + 1); if (it != characterDataMap.end()) data = it->value; float x = data.x; float y = data.y; // When we've advanced to the box start offset, determine using the original x/y values, // whether this character starts a new text chunk, before doing any further processing. if (m_visualCharacterOffset == textBox->start()) textBox->setStartsNewTextChunk(logicalAttributes->context()->characterStartsNewTextChunk(m_logicalCharacterOffset)); float angle = data.rotate == SVGTextLayoutAttributes::emptyValue() ? 0 : data.rotate; // Calculate glyph orientation angle. UChar currentCharacter = text.characterAt(m_visualCharacterOffset); float orientationAngle = baselineLayout.calculateGlyphOrientationAngle(m_isVerticalText, svgStyle, currentCharacter); // Calculate glyph advance & x/y orientation shifts. float xOrientationShift = 0; float yOrientationShift = 0; float glyphAdvance = baselineLayout.calculateGlyphAdvanceAndOrientation(m_isVerticalText, visualMetrics, orientationAngle, xOrientationShift, yOrientationShift); // Assign current text position to x/y values, if needed. updateCharacterPositionIfNeeded(x, y); // Apply dx/dy value adjustments to current text position, if needed. updateRelativePositionAdjustmentsIfNeeded(data.dx, data.dy); // Calculate CSS 'letter-spacing' and 'word-spacing' for next character, if needed. float spacing = spacingLayout.calculateCSSSpacing(currentCharacter); float textPathOffset = 0; if (m_inPathLayout) { float scaledGlyphAdvance = glyphAdvance * m_textPathScaling; if (m_isVerticalText) { // If there's an absolute y position available, it marks the beginning of a new position along the path. if (y != SVGTextLayoutAttributes::emptyValue()) m_textPathCurrentOffset = y + m_textPathStartOffset; m_textPathCurrentOffset += m_dy; m_dy = 0; // Apply dx/dy correction and setup translations that move to the glyph midpoint. xOrientationShift += m_dx + baselineShift; yOrientationShift -= scaledGlyphAdvance / 2; } else { // If there's an absolute x position available, it marks the beginning of a new position along the path. if (x != SVGTextLayoutAttributes::emptyValue()) m_textPathCurrentOffset = x + m_textPathStartOffset; m_textPathCurrentOffset += m_dx; m_dx = 0; // Apply dx/dy correction and setup translations that move to the glyph midpoint. xOrientationShift -= scaledGlyphAdvance / 2; yOrientationShift += m_dy - baselineShift; } // Calculate current offset along path. textPathOffset = m_textPathCurrentOffset + scaledGlyphAdvance / 2; // Move to next character. m_textPathCurrentOffset += scaledGlyphAdvance + m_textPathSpacing + spacing * m_textPathScaling; // Skip character, if we're before the path. if (textPathOffset < 0) { advanceToNextLogicalCharacter(logicalMetrics); advanceToNextVisualCharacter(visualMetrics); continue; } // Stop processing, if the next character lies behind the path. if (textPathOffset > m_textPathLength) break; FloatPoint point; bool ok = m_textPathCalculator->pointAndNormalAtLength(textPathOffset, point, angle); ASSERT_UNUSED(ok, ok); x = point.x(); y = point.y(); // For vertical text on path, the actual angle has to be rotated 90 degrees anti-clockwise, not the orientation angle! if (m_isVerticalText) angle -= 90; } else { // Apply all previously calculated shift values. if (m_isVerticalText) x += baselineShift; else y -= baselineShift; x += m_dx; y += m_dy; } // Determine whether we have to start a new fragment. bool shouldStartNewFragment = m_dx || m_dy || m_isVerticalText || m_inPathLayout || angle || angle != lastAngle || orientationAngle || applySpacingToNextCharacter || definesTextLength; // If we already started a fragment, close it now. if (didStartTextFragment && shouldStartNewFragment) { applySpacingToNextCharacter = false; recordTextFragment(textBox, visualMetricsValues); } // Eventually start a new fragment, if not yet done. if (!didStartTextFragment || shouldStartNewFragment) { ASSERT(!m_currentTextFragment.characterOffset); ASSERT(!m_currentTextFragment.length); didStartTextFragment = true; m_currentTextFragment.characterOffset = m_visualCharacterOffset; m_currentTextFragment.metricsListOffset = m_visualMetricsListOffset; m_currentTextFragment.x = x; m_currentTextFragment.y = y; // Build fragment transformation. if (angle) m_currentTextFragment.transform.rotate(angle); if (xOrientationShift || yOrientationShift) m_currentTextFragment.transform.translate(xOrientationShift, yOrientationShift); if (orientationAngle) m_currentTextFragment.transform.rotate(orientationAngle); m_currentTextFragment.isTextOnPath = m_inPathLayout && m_textPathScaling != 1; if (m_currentTextFragment.isTextOnPath) { if (m_isVerticalText) m_currentTextFragment.lengthAdjustTransform.scaleNonUniform(1, m_textPathScaling); else m_currentTextFragment.lengthAdjustTransform.scaleNonUniform(m_textPathScaling, 1); } } // Update current text position, after processing of the current character finished. if (m_inPathLayout) updateCurrentTextPosition(x, y, glyphAdvance); else { // Apply CSS 'kerning', 'letter-spacing' and 'word-spacing' to next character, if needed. if (spacing) applySpacingToNextCharacter = true; float xNew = x - m_dx; float yNew = y - m_dy; if (m_isVerticalText) xNew -= baselineShift; else yNew += baselineShift; updateCurrentTextPosition(xNew, yNew, glyphAdvance + spacing); } advanceToNextLogicalCharacter(logicalMetrics); advanceToNextVisualCharacter(visualMetrics); lastAngle = angle; } if (!didStartTextFragment) return; // Close last open fragment, if needed. recordTextFragment(textBox, visualMetricsValues); }