FloatRect SVGInlineTextBox::calculateBoundaries() const { FloatRect textRect; RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer()); ASSERT(textRenderer); float scalingFactor = textRenderer->scalingFactor(); ASSERT(scalingFactor); float baseline = textRenderer->scaledFont().fontMetrics().floatAscent() / scalingFactor; AffineTransform fragmentTransform; unsigned textFragmentsSize = m_textFragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = m_textFragments.at(i); FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); fragment.buildFragmentTransform(fragmentTransform); if (!fragmentTransform.isIdentity()) fragmentRect = fragmentTransform.mapRect(fragmentRect); textRect.unite(fragmentRect); } return textRect; }
IntRect SVGInlineTextBox::calculateBoundaries() const { FloatRect textRect; RenderText* textRenderer = this->textRenderer(); ASSERT(textRenderer); RenderStyle* style = textRenderer->style(); ASSERT(style); int baseline = baselinePosition(AlphabeticBaseline); int heightDifference = baseline - style->fontMetrics().ascent(); unsigned textFragmentsSize = m_textFragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = m_textFragments.at(i); FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height + heightDifference); if (!fragment.transform.isIdentity()) fragmentRect = fragment.transform.mapRect(fragmentRect); textRect.unite(fragmentRect); } return enclosingIntRect(textRect); }
PositionWithAffinity LayoutSVGInlineText::positionForPoint(const LayoutPoint& point) { if (!firstTextBox() || !textLength()) return createPositionWithAffinity(0, DOWNSTREAM); ASSERT(m_scalingFactor); float baseline = m_scaledFont.fontMetrics().floatAscent() / m_scalingFactor; LayoutBlock* containingBlock = this->containingBlock(); ASSERT(containingBlock); // Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates. FloatPoint absolutePoint(point); absolutePoint.moveBy(containingBlock->location()); float closestDistance = std::numeric_limits<float>::max(); float closestDistancePosition = 0; const SVGTextFragment* closestDistanceFragment = 0; SVGInlineTextBox* closestDistanceBox = 0; AffineTransform fragmentTransform; for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) { if (!box->isSVGInlineTextBox()) continue; SVGInlineTextBox* textBox = toSVGInlineTextBox(box); Vector<SVGTextFragment>& fragments = textBox->textFragments(); unsigned textFragmentsSize = fragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = fragments.at(i); FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); fragment.buildFragmentTransform(fragmentTransform); if (!fragmentTransform.isIdentity()) fragmentRect = fragmentTransform.mapRect(fragmentRect); float distance = 0; if (!fragmentRect.contains(absolutePoint)) distance = squaredDistanceToClosestPoint(fragmentRect, absolutePoint); if (distance <= closestDistance) { closestDistance = distance; closestDistanceBox = textBox; closestDistanceFragment = &fragment; closestDistancePosition = fragmentRect.x(); } } } if (!closestDistanceFragment) return createPositionWithAffinity(0, DOWNSTREAM); int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true); return createPositionWithAffinity(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM); }
static inline FloatRect calculateFragmentBoundaries(const LayoutSVGInlineText& textLayoutObject, const SVGTextFragment& fragment) { float scalingFactor = textLayoutObject.scalingFactor(); ASSERT(scalingFactor); float baseline = textLayoutObject.scaledFont().fontMetrics().floatAscent() / scalingFactor; AffineTransform fragmentTransform; FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); fragment.buildFragmentTransform(fragmentTransform); return fragmentTransform.mapRect(fragmentRect); }
VisiblePosition RenderSVGInlineText::positionForPoint(const LayoutPoint& point, const RenderRegion*) { if (!firstTextBox() || !textLength()) return createVisiblePosition(0, DOWNSTREAM); float baseline = m_scaledFont.fontMetrics().floatAscent(); RenderBlock* containingBlock = this->containingBlock(); ASSERT(containingBlock); // Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates. FloatPoint absolutePoint(point); absolutePoint.moveBy(containingBlock->location()); float closestDistance = std::numeric_limits<float>::max(); float closestDistancePosition = 0; const SVGTextFragment* closestDistanceFragment = nullptr; SVGInlineTextBox* closestDistanceBox = nullptr; AffineTransform fragmentTransform; for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) { if (!is<SVGInlineTextBox>(*box)) continue; auto& textBox = downcast<SVGInlineTextBox>(*box); Vector<SVGTextFragment>& fragments = textBox.textFragments(); unsigned textFragmentsSize = fragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = fragments.at(i); FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); fragment.buildFragmentTransform(fragmentTransform); if (!fragmentTransform.isIdentity()) fragmentRect = fragmentTransform.mapRect(fragmentRect); float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) + powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2); if (distance < closestDistance) { closestDistance = distance; closestDistanceBox = &textBox; closestDistanceFragment = &fragment; closestDistancePosition = fragmentRect.x(); } } } if (!closestDistanceFragment) return createVisiblePosition(0, DOWNSTREAM); int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true); return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM); }
VisiblePosition RenderSVGInlineText::positionForPoint(const IntPoint& point) { if (!firstTextBox() || !textLength()) return createVisiblePosition(0, DOWNSTREAM); RenderStyle* style = this->style(); ASSERT(style); int baseline = style->font().ascent(); RenderBlock* containingBlock = this->containingBlock(); ASSERT(containingBlock); // Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates. FloatPoint absolutePoint(point); absolutePoint.move(containingBlock->x(), containingBlock->y()); float closestDistance = std::numeric_limits<float>::max(); float closestDistancePosition = 0; const SVGTextFragment* closestDistanceFragment = 0; SVGInlineTextBox* closestDistanceBox = 0; for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) { ASSERT(box->isSVGInlineTextBox()); SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(box); Vector<SVGTextFragment>& fragments = textBox->textFragments(); unsigned textFragmentsSize = fragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = fragments.at(i); FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); if (!fragment.transform.isIdentity()) fragmentRect = fragment.transform.mapRect(fragmentRect); float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) + powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2); if (distance < closestDistance) { closestDistance = distance; closestDistanceBox = textBox; closestDistanceFragment = &fragment; closestDistancePosition = fragmentRect.x(); } } } if (!closestDistanceFragment) return createVisiblePosition(0, DOWNSTREAM); int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true); return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM); }
LayoutRect LayoutFlowThread::fragmentsBoundingBox(const LayoutRect& layerBoundingBox) const { ASSERT(!m_columnSetsInvalidated); LayoutRect result; for (auto* columnSet : m_multiColumnSetList) { DeprecatedPaintLayerFragments fragments; columnSet->collectLayerFragments(fragments, layerBoundingBox, LayoutRect(LayoutRect::infiniteIntRect())); for (const auto& fragment : fragments) { LayoutRect fragmentRect(layerBoundingBox); fragmentRect.intersect(fragment.paginationClip); fragmentRect.moveBy(fragment.paginationOffset); result.unite(fragmentRect); } } return result; }
LayoutRect RenderFlowThread::fragmentsBoundingBox(const LayoutRect& layerBoundingBox) { ASSERT(!m_regionsInvalidated); LayoutRect result; for (RenderMultiColumnSetList::const_iterator iter = m_multiColumnSetList.begin(); iter != m_multiColumnSetList.end(); ++iter) { RenderMultiColumnSet* columnSet = *iter; LayerFragments fragments; columnSet->collectLayerFragments(fragments, layerBoundingBox, PaintInfo::infiniteRect()); for (size_t i = 0; i < fragments.size(); ++i) { const LayerFragment& fragment = fragments.at(i); LayoutRect fragmentRect(layerBoundingBox); fragmentRect.intersect(fragment.paginationClip); fragmentRect.moveBy(fragment.paginationOffset); result.unite(fragmentRect); } } return result; }
FloatRectWillBeLayoutRect SVGInlineTextBox::calculateBoundaries() const { FloatRectWillBeLayoutRect textRect; LayoutSVGInlineText& textLayoutObject = toLayoutSVGInlineText(this->layoutObject()); float scalingFactor = textLayoutObject.scalingFactor(); ASSERT(scalingFactor); FloatWillBeLayoutUnit baseline = textLayoutObject.scaledFont().fontMetrics().floatAscent() / scalingFactor; AffineTransform fragmentTransform; unsigned textFragmentsSize = m_textFragments.size(); for (unsigned i = 0; i < textFragmentsSize; ++i) { const SVGTextFragment& fragment = m_textFragments.at(i); FloatRectWillBeLayoutRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height); fragment.buildFragmentTransform(fragmentTransform); fragmentRect = fragmentTransform.mapRect(fragmentRect.toFloatRect()); textRect.unite(fragmentRect); } return textRect; }
void csRectRegion::Exclude (const csRect &nrect) { // Ignore an empty rect if (nrect.IsEmpty ()) return; // If there are no rects in the region, just leave. if (region.IsEmpty()) return; size_t i; csRect rect (nrect); /// Clear the fragment buffer for (i = 0; i < FRAGMENT_BUFFER_SIZE; ++i) fragment[i].MakeEmpty (); // Otherwise, we have to see if this rect overlaps or touches any other. for (i = 0; i < region.GetSize(); i++) { csRect r1 (region[i]); csRect r2 (rect); // Check to see if these even touch if (r2.Intersects (r1) == false) continue; // Check to see if the inclusion rect is totally dominated by the // exclusion rect. r1.Exclude (r2); if (r1.IsEmpty ()) { region.DeleteIndex (i); i--; continue; } // Check to see if the exclusion rect is totally dominated by the // exclusion rect r1.Set (region[i]); r2.Exclude (r1); if (r2.IsEmpty ()) { r2.Set (rect); region.DeleteIndex (i); fragmentContainedRect (r1, r2); i = 0; continue; } r2.Set (rect); // This part is similiar to Include, except that we are trying to remove // a portion. Instead of calling chopEdgeIntersection, we actually have // to fragment rect1 and chop off an edge of the excluding rect. This // code should be handled inside fragment rect. // Kill rect from list region.DeleteIndex (i); i--; // Fragment it fragmentRect (r1, r2, MODE_EXCLUDE); } }