Пример #1
0
void SVGTextLayoutAttributesBuilder::buildLayoutScopes(RenderObject* start, unsigned& atCharacter, UChar& lastCharacter)
{
    for (RenderObject* child = start->firstChild(); child; child = child->nextSibling()) { 
        if (child->isSVGInlineText()) {
            RenderSVGInlineText* text = toRenderSVGInlineText(child);

            if (!shouldPreserveAllWhiteSpace(text->style())) {
                const UChar* characters = text->characters();
                unsigned textLength = text->textLength();    
                for (unsigned textPosition = 0; textPosition < textLength; ++textPosition) {
                    const UChar& currentCharacter = characters[textPosition];
                    if (characterIsSpace(currentCharacter) && characterIsSpaceOrNull(lastCharacter))
                        continue;

                    lastCharacter = currentCharacter;
                    ++atCharacter;
                }
            } else
                atCharacter += text->textLength();

            continue;
        }

        if (!child->isSVGInline())
            continue;

        unsigned textContentStart = atCharacter;
        buildLayoutScopes(child, atCharacter, lastCharacter);

        LayoutScope scope;
        buildLayoutScope(scope, child, textContentStart, atCharacter - textContentStart);
        m_scopes.append(scope);
    }
}
void writeSVGInlineText(TextStream& ts, const RenderSVGInlineText& text, int indent)
{
    writeStandardPrefix(ts, text, indent);
    ts << " " << enclosingIntRect(FloatRect(text.firstRunOrigin(), text.floatLinesBoundingBox().size())) << "\n";
    writeResources(ts, text, indent);
    writeSVGInlineTextBoxes(ts, text, indent);
}
Пример #3
0
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;
}
FloatRect SVGInlineTextBox::selectionRectForTextFragment(const SVGTextFragment& fragment, int startPosition, int endPosition, RenderStyle* style)
{
    ASSERT(startPosition < endPosition);
    ASSERT(style);

    FontCachePurgePreventer fontCachePurgePreventer;

    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);

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

    const Font& scaledFont = textRenderer->scaledFont();
    const FontMetrics& scaledFontMetrics = scaledFont.fontMetrics();
    FloatPoint textOrigin(fragment.x, fragment.y);
    if (scalingFactor != 1)
        textOrigin.scale(scalingFactor, scalingFactor);

    textOrigin.move(0, -scaledFontMetrics.floatAscent());

    FloatRect selectionRect = scaledFont.selectionRectForText(constructTextRun(style, fragment), textOrigin, fragment.height * scalingFactor, startPosition, endPosition);
    if (scalingFactor == 1)
        return selectionRect;

    selectionRect.scale(1 / scalingFactor);
    return selectionRect;
}
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;
}
Пример #6
0
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);
}
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;
}
Пример #8
0
void write(TextStream& ts, const RenderSVGInlineText& text, int indent)
{
    writeStandardPrefix(ts, text, indent);

    // Why not just linesBoundingBox()?
    ts << " " << FloatRect(text.firstRunOrigin(), text.linesBoundingBox().size()) << "\n";
    writeSVGInlineText(ts, text, indent);
}
Пример #9
0
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::paintTextMatchMarker(GraphicsContext* context, const FloatPoint&, DocumentMarker* marker, RenderStyle* style, const Font& font)
{
    // SVG is only interested in the TextMatch markers.
    if (marker->type() != DocumentMarker::TextMatch)
        return;

    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);

    FloatRect markerRect;
    AffineTransform fragmentTransform;
    for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
        if (!box->isSVGInlineTextBox())
            continue;

        SVGInlineTextBox* textBox = toSVGInlineTextBox(box);

        int markerStartPosition = max<int>(marker->startOffset() - textBox->start(), 0);
        int markerEndPosition = min<int>(marker->endOffset() - textBox->start(), textBox->len());

        if (markerStartPosition >= markerEndPosition)
            continue;

        const Vector<SVGTextFragment>& fragments = textBox->textFragments();
        unsigned textFragmentsSize = fragments.size();
        for (unsigned i = 0; i < textFragmentsSize; ++i) {
            const SVGTextFragment& fragment = fragments.at(i);

            int fragmentStartPosition = markerStartPosition;
            int fragmentEndPosition = markerEndPosition;
            if (!textBox->mapStartEndPositionsIntoFragmentCoordinates(fragment, fragmentStartPosition, fragmentEndPosition))
                continue;

            FloatRect fragmentRect = textBox->selectionRectForTextFragment(fragment, fragmentStartPosition, fragmentEndPosition, style);
            fragment.buildFragmentTransform(fragmentTransform);
            bool fragmentTransformIsIdentity = fragmentTransform.isIdentity();

            // Draw the marker highlight.
            if (renderer()->frame()->editor().markedTextMatchesAreHighlighted()) {
                Color color = marker->activeMatch() ?
                    RenderTheme::theme().platformActiveTextSearchHighlightColor() :
                    RenderTheme::theme().platformInactiveTextSearchHighlightColor();
                GraphicsContextStateSaver stateSaver(*context);
                if (!fragmentTransformIsIdentity)
                    context->concatCTM(fragmentTransform);
                context->setFillColor(color);
                context->fillRect(fragmentRect, color);
            }

            if (!fragmentTransformIsIdentity)
                fragmentRect = fragmentTransform.mapRect(fragmentRect);
            markerRect.unite(fragmentRect);
        }
    }

    toRenderedDocumentMarker(marker)->setRenderedRect(textRenderer->localToAbsoluteQuad(markerRect).enclosingBoundingBox());
}
static inline void writeSVGInlineTextBox(TextStream& ts, SVGInlineTextBox* textBox, int indent)
{
    Vector<SVGTextFragment>& fragments = textBox->textFragments();
    if (fragments.isEmpty())
        return;

    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(textBox->textRenderer());
    ASSERT(textRenderer);

    const SVGRenderStyle* svgStyle = textRenderer->style()->svgStyle();
    String text = textBox->textRenderer()->text();

    unsigned fragmentsSize = fragments.size();
    for (unsigned i = 0; i < fragmentsSize; ++i) {
        SVGTextFragment& fragment = fragments.at(i);
        writeIndent(ts, indent + 1);

        unsigned startOffset = fragment.characterOffset;
        unsigned endOffset = fragment.characterOffset + fragment.length;

        // FIXME: Remove this hack, once the new text layout engine is completly landed. We want to preserve the old layout test results for now.
        ts << "chunk 1 ";
        ETextAnchor anchor = svgStyle->textAnchor();
        bool isVerticalText = svgStyle->isVerticalWritingMode();
        if (anchor == TA_MIDDLE) {
            ts << "(middle anchor";
            if (isVerticalText)
                ts << ", vertical";
            ts << ") ";
        } else if (anchor == TA_END) {
            ts << "(end anchor";
            if (isVerticalText)
                ts << ", vertical";
            ts << ") ";
        } else if (isVerticalText)
            ts << "(vertical) ";
        startOffset -= textBox->start();
        endOffset -= textBox->start();
        // </hack>

        ts << "text run " << i + 1 << " at (" << fragment.x << "," << fragment.y << ")";
        ts << " startOffset " << startOffset << " endOffset " << endOffset;
        if (isVerticalText)
            ts << " height " << fragment.height;
        else
            ts << " width " << fragment.width;

        if (!textBox->isLeftToRightDirection() || textBox->dirOverride()) {
            ts << (textBox->isLeftToRightDirection() ? " LTR" : " RTL");
            if (textBox->dirOverride())
                ts << " override";
        }

        ts << ": " << quoteAndEscapeNonPrintables(text.substring(fragment.characterOffset, fragment.length)) << "\n";
    }
}
static inline void updateFontInAllDescendants(RenderObject* start, SVGTextLayoutAttributesBuilder* builder = 0)
{
    for (RenderObject* descendant = start; descendant; descendant = descendant->nextInPreOrder(start)) {
        if (!descendant->isSVGInlineText())
            continue;
        RenderSVGInlineText* text = toRenderSVGInlineText(descendant);
        text->updateScaledFont();
        if (builder)
            builder->rebuildMetricsForTextRenderer(text);
    }
}
Пример #13
0
static inline FloatRect calculateFragmentBoundaries(const RenderSVGInlineText& textRenderer, const SVGTextFragment& fragment)
{
    float scalingFactor = textRenderer.scalingFactor();
    ASSERT(scalingFactor);
    float baseline = textRenderer.scaledFont().fontMetrics().floatAscent() / scalingFactor;

    AffineTransform fragmentTransform;
    FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height);
    fragment.buildFragmentTransform(fragmentTransform);
    return fragmentTransform.mapRect(fragmentRect);
}
Пример #14
0
void SVGTextLayoutAttributesBuilder::propagateLayoutAttributes(RenderObject* start, unsigned& atCharacter, UChar& lastCharacter) const
{
    for (RenderObject* child = start->firstChild(); child; child = child->nextSibling()) { 
        if (child->isSVGInlineText()) {
            RenderSVGInlineText* text = toRenderSVGInlineText(child);
            const UChar* characters = text->characters();
            unsigned textLength = text->textLength();
            bool preserveWhiteSpace = shouldPreserveAllWhiteSpace(text->style());

            SVGTextLayoutAttributes attributes;
            attributes.reserveCapacity(textLength);
    
            unsigned valueListPosition = atCharacter;
            unsigned metricsLength = 1;
            for (unsigned textPosition = 0; textPosition < textLength; textPosition += metricsLength) {
                const UChar& currentCharacter = characters[textPosition];

                SVGTextMetrics metrics = SVGTextMetrics::measureCharacterRange(text, textPosition, 1);
                metricsLength = metrics.length();

                if (!preserveWhiteSpace && characterIsSpace(currentCharacter) && characterIsSpaceOrNull(lastCharacter)) {
                    assignEmptyLayoutAttributesForCharacter(attributes);
                    attributes.textMetricsValues().append(SVGTextMetrics::emptyMetrics());
                    continue;
                }

                assignLayoutAttributesForCharacter(attributes, metrics, valueListPosition);

                if (metricsLength > 1) {
                    for (unsigned i = 0; i < metricsLength - 1; ++i)
                        assignEmptyLayoutAttributesForCharacter(attributes);
                }

                lastCharacter = currentCharacter;
                valueListPosition += metricsLength;
            }

#if DUMP_TEXT_LAYOUT_ATTRIBUTES > 0
            fprintf(stderr, "\nDumping layout attributes for RenderSVGInlineText, renderer=%p, node=%p (atCharacter: %i)\n", text, text->node(), atCharacter);
            attributes.dump();
#endif

            text->storeLayoutAttributes(attributes);
            atCharacter = valueListPosition;
            continue;
        }

        if (!child->isSVGInline())
            continue;

        propagateLayoutAttributes(child, atCharacter, lastCharacter);
    }
}
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();
}
static inline void processRenderSVGInlineText(const RenderSVGInlineText& text, unsigned& atCharacter, bool& lastCharacterWasSpace)
{
    if (text.style().whiteSpace() == PRE) {
        atCharacter += text.textLength();
        return;
    }

    for (unsigned textPosition = 0, textLength = text.textLength(); textPosition < textLength; ++textPosition) {
        const UChar currentCharacter = text[textPosition];
        if (currentCharacter == ' ' && lastCharacterWasSpace)
            continue;

        lastCharacterWasSpace = currentCharacter == ' ';
        ++atCharacter;
    }
}
int SVGInlineTextBox::offsetForPositionInFragment(const SVGTextFragment& fragment, float position, bool includePartialGlyphs) const
{
    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);

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

    RenderStyle* style = textRenderer->style();
    ASSERT(style);

    TextRun textRun = constructTextRun(style, fragment);

    // Eventually handle lengthAdjust="spacingAndGlyphs".
    // FIXME: Handle vertical text.
    AffineTransform fragmentTransform;
    fragment.buildFragmentTransform(fragmentTransform);
    if (!fragmentTransform.isIdentity())
        textRun.setHorizontalGlyphStretch(narrowPrecisionToFloat(fragmentTransform.xScale()));

    return fragment.characterOffset - start() + textRenderer->scaledFont().offsetForPosition(textRun, position * scalingFactor, includePartialGlyphs);
}
Пример #18
0
void SVGTextLayoutEngine::layoutInlineTextBox(SVGInlineTextBox* textBox)
{
    ASSERT(textBox);

    RenderSVGInlineText* text = toRenderSVGInlineText(textBox->textRenderer());
    ASSERT(text);
    ASSERT(text->parent());
    ASSERT(text->parent()->node());
    ASSERT(text->parent()->node()->isSVGElement());

    const RenderStyle* style = text->style();
    ASSERT(style);

    textBox->clearTextFragments();
    m_isVerticalText = style->svgStyle()->isVerticalWritingMode();
    layoutTextOnLineOrPath(textBox, text, style);

    if (m_inPathLayout) {
        m_pathLayoutBoxes.append(textBox);
        return;
    }

    m_lineLayoutBoxes.append(textBox);
}
Пример #19
0
void SVGTextMetricsCalculator::setupBidiRuns()
{
    RenderStyle* style = m_text->style();
    m_textDirection = style->direction();
    if (isOverride(style->unicodeBidi()))
        return;

    BidiStatus status(LTR, false);
    status.last = status.lastStrong = WTF::Unicode::OtherNeutral;
    m_bidiResolver.setStatus(status);
    m_bidiResolver.setPositionIgnoringNestedIsolates(TextRunIterator(&m_run, 0));
    const bool hardLineBreak = false;
    const bool reorderRuns = false;
    m_bidiResolver.createBidiRunsForLine(TextRunIterator(&m_run, m_run.length()), NoVisualOverride, hardLineBreak, reorderRuns);
    BidiRunList<BidiCharacterRun>& bidiRuns = m_bidiResolver.runs();
    m_bidiRun = bidiRuns.firstRun();
}
Пример #20
0
void write(TextStream& ts, const RenderSVGInlineText& text, int indent)
{
    writeIndent(ts, indent);
    ts << text.renderName();

    if (text.element()) {
        String tagName = getTagName(static_cast<SVGStyledElement*>(text.element()));
        if (!tagName.isEmpty())
            ts << " {" << tagName << "}";
    }

    ts << " at (" << text.xPos() << "," << text.yPos() << ") size " << text.width() << "x" << text.height() << "\n";
    writeSVGInlineText(ts, text, indent);
}
Пример #21
0
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);
}
Пример #22
0
void SVGTextLayoutAttributesBuilder::propagateLayoutAttributes(RenderObject* start, Vector<SVGTextLayoutAttributes>& allAttributes, unsigned& atCharacter, UChar& lastCharacter) const
{
    for (RenderObject* child = start->firstChild(); child; child = child->nextSibling()) { 
        if (child->isSVGInlineText()) {
            RenderSVGInlineText* text = toRenderSVGInlineText(child);
            const UChar* characters = text->characters();
            unsigned textLength = text->textLength();
            bool preserveWhiteSpace = shouldPreserveAllWhiteSpace(text->style());

            SVGTextLayoutAttributes attributes(text);
            attributes.reserveCapacity(textLength);
    
            unsigned valueListPosition = atCharacter;
            unsigned metricsLength = 1;
            SVGTextMetrics lastMetrics(SVGTextMetrics::SkippedSpaceMetrics);

            for (unsigned textPosition = 0; textPosition < textLength; textPosition += metricsLength) {
                const UChar& currentCharacter = characters[textPosition];

                SVGTextMetrics startToCurrentMetrics;
                SVGTextMetrics currentMetrics;
                unsigned valueListAdvance = 0;

                if (U16_IS_LEAD(currentCharacter) && (textPosition + 1) < textLength && U16_IS_TRAIL(characters[textPosition + 1])) {
                    // Handle surrogate pairs.
                    startToCurrentMetrics = SVGTextMetrics::measureCharacterRange(text, 0, textPosition + 2);
                    currentMetrics = SVGTextMetrics::measureCharacterRange(text, textPosition, 2);
                    metricsLength = currentMetrics.length();
                    valueListAdvance = 1;
                } else {
                    // Handle BMP characters.
                    startToCurrentMetrics = SVGTextMetrics::measureCharacterRange(text, 0, textPosition + 1);
                    currentMetrics = SVGTextMetrics::measureCharacterRange(text, textPosition, 1);
                    metricsLength = currentMetrics.length();
                    valueListAdvance = metricsLength;
                }

                if (!metricsLength)
                    break;
                
                // Frequent case for Arabic text: when measuring a single character the arabic isolated form is taken
                // when rendering the glyph "in context" (with it's surrounding characters) it changes due to shaping.
                // So whenever runWidthAdvance != currentMetrics.width(), we are processing a text run whose length is
                // not equal to the sum of the individual lengths of the glyphs, when measuring them isolated.
                float runWidthAdvance = startToCurrentMetrics.width() - lastMetrics.width();
                if (runWidthAdvance != currentMetrics.width())
                    currentMetrics.setWidth(runWidthAdvance);

                lastMetrics = startToCurrentMetrics;

                if (!preserveWhiteSpace && characterIsSpace(currentCharacter) && characterIsSpaceOrNull(lastCharacter)) {
                    attributes.positioningLists().appendEmptyValues();
                    attributes.textMetricsValues().append(SVGTextMetrics(SVGTextMetrics::SkippedSpaceMetrics));
                    continue;
                }

                SVGTextLayoutAttributes::PositioningLists& positioningLists = attributes.positioningLists();
                positioningLists.appendValuesFromPosition(m_positioningLists, valueListPosition);
                attributes.textMetricsValues().append(currentMetrics);

                // Pad x/y/dx/dy/rotate value lists with empty values, if the metrics span more than one character.
                if (metricsLength > 1) {
                    for (unsigned i = 0; i < metricsLength - 1; ++i)
                        positioningLists.appendEmptyValues();
                }

                lastCharacter = currentCharacter;
                valueListPosition += valueListAdvance;
            }

#if DUMP_TEXT_LAYOUT_ATTRIBUTES > 0
            fprintf(stderr, "\nDumping layout attributes for RenderSVGInlineText, renderer=%p, node=%p (atCharacter: %i)\n", text, text->node(), atCharacter);
            fprintf(stderr, "BiDi properties: unicode-bidi=%i, block direction=%i\n", text->style()->unicodeBidi(), text->style()->direction());
            attributes.dump();
#endif

            text->storeLayoutAttributes(attributes);
            allAttributes.append(attributes);
            atCharacter = valueListPosition;
            continue;
        }

        if (!child->isSVGInline())
            continue;

        propagateLayoutAttributes(child, allAttributes, atCharacter, lastCharacter);
    }
}
void SVGInlineTextBox::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset, LayoutUnit, LayoutUnit)
{
    ASSERT(paintInfo.shouldPaintWithinRoot(renderer()));
    ASSERT(paintInfo.phase == PaintPhaseForeground || paintInfo.phase == PaintPhaseSelection);
    ASSERT(truncation() == cNoTruncation);

    if (renderer()->style()->visibility() != VISIBLE)
        return;

    // Note: We're explicitely not supporting composition & custom underlines and custom highlighters - unlike InlineTextBox.
    // If we ever need that for SVG, it's very easy to refactor and reuse the code.

    RenderObject* parentRenderer = parent()->renderer();
    ASSERT(parentRenderer);

    bool paintSelectedTextOnly = paintInfo.phase == PaintPhaseSelection;
    bool hasSelection = !parentRenderer->document().printing() && selectionState() != RenderObject::SelectionNone;
    if (!hasSelection && paintSelectedTextOnly)
        return;

    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
    ASSERT(textRenderer);
    if (!textShouldBePainted(textRenderer))
        return;

    RenderStyle* style = parentRenderer->style();
    ASSERT(style);

    paintDocumentMarkers(paintInfo.context, paintOffset, style, textRenderer->scaledFont(), true);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    bool hasFill = svgStyle->hasFill();
    bool hasVisibleStroke = svgStyle->hasVisibleStroke();

    RenderStyle* selectionStyle = style;
    if (hasSelection) {
        selectionStyle = parentRenderer->getCachedPseudoStyle(SELECTION);
        if (selectionStyle) {
            const SVGRenderStyle* svgSelectionStyle = selectionStyle->svgStyle();
            ASSERT(svgSelectionStyle);

            if (!hasFill)
                hasFill = svgSelectionStyle->hasFill();
            if (!hasVisibleStroke)
                hasVisibleStroke = svgSelectionStyle->hasVisibleStroke();
        } else
            selectionStyle = style;
    }

    if (textRenderer->frame() && textRenderer->frame()->view() && textRenderer->frame()->view()->paintBehavior() & PaintBehaviorRenderingSVGMask) {
        hasFill = true;
        hasVisibleStroke = false;
    }

    AffineTransform fragmentTransform;
    unsigned textFragmentsSize = m_textFragments.size();
    for (unsigned i = 0; i < textFragmentsSize; ++i) {
        SVGTextFragment& fragment = m_textFragments.at(i);
        ASSERT(!m_paintingResource);

        GraphicsContextStateSaver stateSaver(*paintInfo.context, false);
        fragment.buildFragmentTransform(fragmentTransform);
        if (!fragmentTransform.isIdentity()) {
            stateSaver.save();
            paintInfo.context->concatCTM(fragmentTransform);
        }

        // Spec: All text decorations except line-through should be drawn before the text is filled and stroked; thus, the text is rendered on top of these decorations.
        unsigned decorations = style->textDecorationsInEffect();
        if (decorations & TextDecorationUnderline)
            paintDecoration(paintInfo.context, TextDecorationUnderline, fragment);
        if (decorations & TextDecorationOverline)
            paintDecoration(paintInfo.context, TextDecorationOverline, fragment);

        for (int i = 0; i < 3; i++) {
            switch (svgStyle->paintOrderType(i)) {
            case PT_FILL:
                // Fill text
                if (hasFill) {
                    m_paintingResourceMode = ApplyToFillMode | ApplyToTextMode;
                    paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
                }
                break;
            case PT_STROKE:
                // Stroke text
                if (hasVisibleStroke) {
                    m_paintingResourceMode = ApplyToStrokeMode | ApplyToTextMode;
                    paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
                }
                break;
            case PT_MARKERS:
                // Markers don't apply to text
                break;
            default:
                ASSERT_NOT_REACHED();
                break;
            }
        }

        // Spec: Line-through should be drawn after the text is filled and stroked; thus, the line-through is rendered on top of the text.
        if (decorations & TextDecorationLineThrough)
            paintDecoration(paintInfo.context, TextDecorationLineThrough, fragment);

        m_paintingResourceMode = ApplyToDefaultMode;
    }

    ASSERT(!m_paintingResource);
}
Пример #24
0
static inline void writeSVGInlineText(TextStream& ts, const RenderSVGInlineText& text, int indent)
{
    for (InlineTextBox* box = text.firstTextBox(); box; box = box->nextTextBox())
        writeSVGInlineTextBox(ts, static_cast<SVGInlineTextBox*>(box), indent);
}
Пример #25
0
void SVGTextChunkBuilder::addTextChunk(Vector<SVGInlineTextBox*>& lineLayoutBoxes, unsigned boxStart, unsigned boxCount)
{
    SVGInlineTextBox* textBox = lineLayoutBoxes[boxStart];
    ASSERT(textBox);

    RenderSVGInlineText* textRenderer = toRenderSVGInlineText(textBox->textRenderer());
    ASSERT(textRenderer);

    const RenderStyle* style = textRenderer->style();
    ASSERT(style);

    const SVGRenderStyle* svgStyle = style->svgStyle();
    ASSERT(svgStyle);

    // Build chunk style flags.
    unsigned chunkStyle = SVGTextChunk::DefaultStyle;

    // Handle 'direction' property.
    if (!style->isLeftToRightDirection())
        chunkStyle |= SVGTextChunk::RightToLeftText;

    // Handle 'writing-mode' property.
    if (svgStyle->isVerticalWritingMode())
        chunkStyle |= SVGTextChunk::VerticalText;

    // Handle 'text-anchor' property.
    switch (svgStyle->textAnchor()) {
    case TA_START:
        break;
    case TA_MIDDLE:
        chunkStyle |= SVGTextChunk::MiddleAnchor;
        break;
    case TA_END:
        chunkStyle |= SVGTextChunk::EndAnchor;
        break;
    };

    // Handle 'lengthAdjust' property.
    float desiredTextLength = 0;
    if (SVGTextContentElement* textContentElement = SVGTextContentElement::elementFromRenderer(textRenderer->parent())) {
        desiredTextLength = textContentElement->specifiedTextLength().value(textContentElement);

        switch (textContentElement->lengthAdjust()) {
        case SVGTextContentElement::LENGTHADJUST_UNKNOWN:
            break;
        case SVGTextContentElement::LENGTHADJUST_SPACING:
            chunkStyle |= SVGTextChunk::LengthAdjustSpacing;
            break;
        case SVGTextContentElement::LENGTHADJUST_SPACINGANDGLYPHS:
            chunkStyle |= SVGTextChunk::LengthAdjustSpacingAndGlyphs;
            break;
        };
    }

    SVGTextChunk chunk(chunkStyle, desiredTextLength);

    Vector<SVGInlineTextBox*>& boxes = chunk.boxes();
    for (unsigned i = boxStart; i < boxStart + boxCount; ++i)
        boxes.append(lineLayoutBoxes[i]);

    m_textChunks.append(chunk);
}
Пример #26
0
static inline bool textShouldBePainted(const RenderSVGInlineText& textRenderer)
{
    // Font::pixelSize(), returns FontDescription::computedPixelSize(), which returns "int(x + 0.5)".
    // If the absolute font size on screen is below x=0.5, don't render anything.
    return textRenderer.scaledFont().pixelSize();
}