/** * This file is part of the DOM implementation for KDE. * * Copyright (C) 2007 Rob Buis * (C) 2007 Nikolas Zimmermann * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * */ #include "config.h" #if ENABLE(SVG) #include "SVGInlineTextBox.h" #include "Document.h" #include "Editor.h" #include "Frame.h" #include "GraphicsContext.h" #include "InlineFlowBox.h" #include "Range.h" #include "SVGPaintServer.h" #include "SVGRootInlineBox.h" #include "Text.h" #include using std::max; namespace WebCore { SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj) : InlineTextBox(obj) { } int SVGInlineTextBox::selectionTop() { return m_y; } int SVGInlineTextBox::selectionHeight() { return m_height; } SVGRootInlineBox* SVGInlineTextBox::svgRootInlineBox() const { // Find associated root inline box InlineFlowBox* parentBox = parent(); while (parentBox && !parentBox->isRootInlineBox()) parentBox = parentBox->parent(); ASSERT(parentBox); ASSERT(parentBox->isRootInlineBox()); return static_cast(parentBox); } float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset) const { return style->font().floatWidth(svgTextRunForInlineTextBox(textObject()->text()->characters() + offset, 1, style, this, 0)); } float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int offset) const { ASSERT(style); // This is just a guess, and the only purpose of this function is to centralize this hack. // In real-life top-top-bottom scripts this won't be enough, I fear. return style->font().ascent() + style->font().descent(); } FloatRect SVGInlineTextBox::calculateGlyphBoundaries(RenderStyle* style, int offset, const SVGChar& svgChar) const { const Font& font = style->font(); // Take RTL text into account and pick right glyph width/height. float glyphWidth = 0.0f; if (!m_reversed) glyphWidth = calculateGlyphWidth(style, offset); else glyphWidth = calculateGlyphWidth(style, start() + end() - offset); float x1 = svgChar.x; float x2 = svgChar.x + glyphWidth; float y1 = svgChar.y - font.ascent(); float y2 = svgChar.y + font.descent(); FloatRect glyphRect(x1, y1, x2 - x1, y2 - y1); // Take per-character transformations into account AffineTransform ctm = svgChar.characterTransform(); if (!ctm.isIdentity()) glyphRect = ctm.mapRect(glyphRect); return glyphRect; } // Helper class for closestCharacterToPosition() struct SVGInlineTextBoxClosestCharacterToPositionWalker { SVGInlineTextBoxClosestCharacterToPositionWalker(int x, int y) : m_character(0) , m_distance(FLT_MAX) , m_x(x) , m_y(y) , m_offset(0) { } void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm, const Vector::iterator& start, const Vector::iterator& end) { RenderStyle* style = textBox->textObject()->style(); Vector::iterator closestCharacter = 0; unsigned int closestOffset = UINT_MAX; for (Vector::iterator it = start; it != end; ++it) { if (it->isHidden()) continue; unsigned int newOffset = textBox->start() + (it - start) + startOffset; FloatRect glyphRect = chunkCtm.mapRect(textBox->calculateGlyphBoundaries(style, newOffset, *it)); // Take RTL text into account and pick right glyph width/height. // NOTE: This offset has to be corrected _after_ calling calculateGlyphBoundaries if (textBox->m_reversed) newOffset = textBox->start() + textBox->end() - newOffset; // Calculate distances relative to the glyph mid-point. I hope this is accurate enough. float xDistance = glyphRect.x() + glyphRect.width() / 2.0f - m_x; float yDistance = glyphRect.y() - glyphRect.height() / 2.0f - m_y; float newDistance = sqrtf(xDistance * xDistance + yDistance * yDistance); if (newDistance <= m_distance) { m_distance = newDistance; closestOffset = newOffset; closestCharacter = it; } } if (closestOffset != UINT_MAX) { // Record current chunk, if it contains the current closest character next to the mouse. m_character = closestCharacter; m_offset = closestOffset; } } SVGChar* character() const { return m_character; } int offset() const { if (!m_character) return 0; return m_offset; } private: Vector::iterator m_character; float m_distance; int m_x; int m_y; int m_offset; }; // Helper class for selectionRect() struct SVGInlineTextBoxSelectionRectWalker { SVGInlineTextBoxSelectionRectWalker() { } void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm, const Vector::iterator& start, const Vector::iterator& end) { RenderStyle* style = textBox->textObject()->style(); for (Vector::iterator it = start; it != end; ++it) { if (it->isHidden()) continue; unsigned int newOffset = textBox->start() + (it - start) + startOffset; m_selectionRect.unite(textBox->calculateGlyphBoundaries(style, newOffset, *it)); } m_selectionRect = chunkCtm.mapRect(m_selectionRect); } FloatRect selectionRect() const { return m_selectionRect; } private: FloatRect m_selectionRect; }; SVGChar* SVGInlineTextBox::closestCharacterToPosition(int x, int y, int& offset) const { SVGRootInlineBox* rootBox = svgRootInlineBox(); SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y); SVGTextChunkWalker walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback); rootBox->walkTextChunks(&walker, this); offset = walkerCallback.offset(); return walkerCallback.character(); } bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& offset) const { SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offset); if (!charAtPosPtr) return false; SVGChar& charAtPos = *charAtPosPtr; RenderStyle* style = textObject()->style(m_firstLine); FloatRect glyphRect = calculateGlyphBoundaries(style, offset, charAtPos); if (m_reversed) offset++; // FIXME: todo list // (#13910) This code does not handle bottom-to-top/top-to-bottom vertical text. // Check whether y position hits the current character if (y < charAtPos.y - glyphRect.height() || y > charAtPos.y) return false; // Check whether x position hits the current character if (x < charAtPos.x) { if (offset > 0 && !m_reversed) return true; else if (offset < (int) end() && m_reversed) return true; return false; } // If we are past the last glyph of this box, don't mark it as 'hit' anymore. if (x >= charAtPos.x + glyphRect.width() && offset == (int) end()) return false; // Snap to character at half of it's advance if (x >= charAtPos.x + glyphRect.width() / 2.0) offset += m_reversed ? -1 : 1; return true; } int SVGInlineTextBox::offsetForPosition(int x, bool includePartialGlyphs) const { // SVG doesn't use the offset <-> position selection system. ASSERT_NOT_REACHED(); return 0; } int SVGInlineTextBox::positionForOffset(int offset) const { // SVG doesn't use the offset <-> position selection system. ASSERT_NOT_REACHED(); return 0; } bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty) { ASSERT(!isLineBreak()); IntRect rect = selectionRect(0, 0, 0, len()); if (object()->style()->visibility() == VISIBLE && rect.contains(x, y)) { object()->updateHitTestResult(result, IntPoint(x - tx, y - ty)); return true; } return false; } IntRect SVGInlineTextBox::selectionRect(int, int, int startPos, int endPos) { if (startPos >= endPos) return IntRect(); // TODO: Actually respect startPos/endPos - we're returning the _full_ selectionRect // here. This won't lead to visible bugs, but to extra work being done. Investigate. SVGRootInlineBox* rootBox = svgRootInlineBox(); SVGInlineTextBoxSelectionRectWalker walkerCallback; SVGTextChunkWalker walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback); rootBox->walkTextChunks(&walker, this); return enclosingIntRect(walkerCallback.selectionRect()); } void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length) { if (object()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline) return; ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines); RenderText* text = textObject(); ASSERT(text); bool isPrinting = text->document()->printing(); // Determine whether or not we're selected. bool haveSelection = !isPrinting && selectionState() != RenderObject::SelectionNone; if (!haveSelection && paintInfo.phase == PaintPhaseSelection) // When only painting the selection, don't bother to paint if there is none. return; // Determine whether or not we have a composition. bool containsComposition = text->document()->frame()->editor()->compositionNode() == text->node(); bool useCustomUnderlines = containsComposition && text->document()->frame()->editor()->compositionUsesCustomUnderlines(); // Set our font RenderStyle* styleToUse = text->style(isFirstLineStyle()); const Font* font = &styleToUse->font(); if (*font != paintInfo.context->font()) paintInfo.context->setFont(*font); AffineTransform ctm = svgChar.characterTransform(); if (!ctm.isIdentity()) paintInfo.context->concatCTM(ctm); // 1. Paint backgrounds behind text if needed. Examples of such backgrounds include selection // and marked text. if (paintInfo.phase != PaintPhaseSelection && !isPrinting) { #if PLATFORM(MAC) // Custom highlighters go behind everything else. if (styleToUse->highlight() != nullAtom && !paintInfo.context->paintingDisabled()) paintCustomHighlight(tx, ty, styleToUse->highlight()); #endif if (containsComposition && !useCustomUnderlines) paintCompositionBackground(paintInfo.context, tx, ty, styleToUse, font, text->document()->frame()->editor()->compositionStart(), text->document()->frame()->editor()->compositionEnd()); paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, true); if (haveSelection && !useCustomUnderlines) { int boxStartOffset = chars - text->characters() - start(); paintSelection(boxStartOffset, svgChar, chars, length, paintInfo.context, styleToUse, font); } } // Set a text shadow if we have one. // FIXME: Support multiple shadow effects. Need more from the CG API before // we can do this. bool setShadow = false; if (styleToUse->textShadow()) { paintInfo.context->setShadow(IntSize(styleToUse->textShadow()->x, styleToUse->textShadow()->y), styleToUse->textShadow()->blur, styleToUse->textShadow()->color); setShadow = true; } IntPoint origin((int) svgChar.x, (int) svgChar.y); TextRun run = svgTextRunForInlineTextBox(chars, length, styleToUse, this, svgChar.x); paintInfo.context->drawText(run, origin); if (paintInfo.phase != PaintPhaseSelection) { paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false); if (useCustomUnderlines) { const Vector& underlines = text->document()->frame()->editor()->customCompositionUnderlines(); size_t numUnderlines = underlines.size(); for (size_t index = 0; index < numUnderlines; ++index) { const CompositionUnderline& underline = underlines[index]; if (underline.endOffset <= start()) // underline is completely before this run. This might be an underline that sits // before the first run we draw, or underlines that were within runs we skipped // due to truncation. continue; if (underline.startOffset <= end()) { // underline intersects this run. Paint it. paintCompositionUnderline(paintInfo.context, tx, ty, underline); if (underline.endOffset > end() + 1) // underline also runs into the next run. Bail now, no more marker advancement. break; } else // underline is completely after this run, bail. A later run will paint it. break; } } } if (setShadow) paintInfo.context->clearShadow(); if (!ctm.isIdentity()) paintInfo.context->concatCTM(ctm.inverse()); } void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar* chars, int length, GraphicsContext* p, RenderStyle* style, const Font* f) { if (selectionState() == RenderObject::SelectionNone) return; int startPos, endPos; selectionStartEnd(startPos, endPos); if (startPos >= endPos) return; Color textColor = style->color(); Color color = object()->selectionBackgroundColor(); if (!color.isValid() || color.alpha() == 0) return; // If the text color ends up being the same as the selection background, invert the selection // background. This should basically never happen, since the selection has transparency. if (textColor == color) color = Color(0xff - color.red(), 0xff - color.green(), 0xff - color.blue()); // Map from text box positions and a given start offset to chunk positions // 'boxStartOffset' represents the beginning of the text chunk. if ((startPos > boxStartOffset && endPos > boxStartOffset + length) || boxStartOffset >= endPos) return; if (endPos > boxStartOffset + length) endPos = boxStartOffset + length; if (startPos < boxStartOffset) startPos = boxStartOffset; ASSERT(startPos >= boxStartOffset); ASSERT(endPos <= boxStartOffset + length); ASSERT(startPos < endPos); p->save(); int adjust = startPos >= boxStartOffset ? boxStartOffset : 0; p->drawHighlightForText(svgTextRunForInlineTextBox(textObject()->text()->characters() + start() + boxStartOffset, length, style, this, svgChar.x), IntPoint((int) svgChar.x, (int) svgChar.y - f->ascent()), f->ascent() + f->descent(), color, startPos - adjust, endPos - adjust); p->restore(); } static inline Path pathForDecoration(ETextDecoration decoration, RenderObject* object, float x, float y, float width) { float thickness = SVGRenderStyle::cssPrimitiveToLength(object, object->style()->svgStyle()->strokeWidth(), 1.0f); const Font& font = object->style()->font(); thickness = max(thickness * powf(font.size(), 2.0f) / font.unitsPerEm(), 1.0f); if (decoration == UNDERLINE) y += thickness * 1.5f; // For compatibility with Batik/Opera else if (decoration == OVERLINE) y += thickness; float halfThickness = thickness / 2.0f; return Path::createRectangle(FloatRect(x + halfThickness, y, width - 2.0f * halfThickness, thickness)); } void SVGInlineTextBox::paintDecoration(ETextDecoration decoration, GraphicsContext* context, int tx, int ty, int width, const SVGChar& svgChar, const SVGTextDecorationInfo& info) { if (object()->style()->visibility() != VISIBLE) return; // This function does NOT accept combinated text decorations. It's meant to be invoked for just one. ASSERT(decoration == TDNONE || decoration == UNDERLINE || decoration == OVERLINE || decoration == LINE_THROUGH || decoration == BLINK); bool isFilled = info.fillServerMap.contains(decoration); bool isStroked = info.strokeServerMap.contains(decoration); if (!isFilled && !isStroked) return; if (decoration == UNDERLINE) ty += m_baseline; else if (decoration == LINE_THROUGH) ty += 2 * m_baseline / 3; context->save(); context->beginPath(); AffineTransform ctm = svgChar.characterTransform(); if (!ctm.isIdentity()) context->concatCTM(ctm); if (isFilled) { if (RenderObject* fillObject = info.fillServerMap.get(decoration)) { if (SVGPaintServer* fillPaintServer = SVGPaintServer::fillPaintServer(fillObject->style(), fillObject)) { context->addPath(pathForDecoration(decoration, fillObject, tx, ty, width)); fillPaintServer->draw(context, fillObject, ApplyToFillTargetType); } } } if (isStroked) { if (RenderObject* strokeObject = info.strokeServerMap.get(decoration)) { if (SVGPaintServer* strokePaintServer = SVGPaintServer::strokePaintServer(strokeObject->style(), strokeObject)) { context->addPath(pathForDecoration(decoration, strokeObject, tx, ty, width)); strokePaintServer->draw(context, strokeObject, ApplyToStrokeTargetType); } } } context->restore(); } } // namespace WebCore #endif