/**
* Copyright (C) 2007 Rob Buis <buis@kde.org>
* (C) 2007 Nikolas Zimmermann <zimmermann@kde.org>
*
* 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 <float.h>
namespace WebCore {
SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj)
: InlineTextBox(obj)
, m_height(0)
{
}
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());
if (!parentBox->isSVGRootInlineBox())
return 0;
return static_cast<SVGRootInlineBox*>(parentBox);
}
float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset, int extraCharsAvailable, int& charsConsumed, String& glyphName) const
{
ASSERT(style);
return style->font().floatWidth(svgTextRunForInlineTextBox(textRenderer()->text()->characters() + offset, 1, style, this, 0), extraCharsAvailable, charsConsumed, glyphName);
}
float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int, int) const
{
// 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;
// FIXME: account for multi-character glyphs
int charsConsumed;
String glyphName;
if (direction() == LTR)
glyphWidth = calculateGlyphWidth(style, offset, 0, charsConsumed, glyphName);
else
glyphWidth = calculateGlyphWidth(style, start() + end() - offset, 0, charsConsumed, glyphName);
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
glyphRect = svgChar.characterTransform().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_offsetOfHitCharacter(0)
{
}
void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
{
RenderStyle* style = textBox->textRenderer()->style();
Vector<SVGChar>::iterator closestCharacter = 0;
unsigned int closestOffset = UINT_MAX;
for (Vector<SVGChar>::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->direction() == RTL)
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_offsetOfHitCharacter = closestOffset;
}
}
SVGChar* character() const
{
return m_character;
}
int offsetOfHitCharacter() const
{
if (!m_character)
return 0;
return m_offsetOfHitCharacter;
}
private:
Vector<SVGChar>::iterator m_character;
float m_distance;
int m_x;
int m_y;
int m_offsetOfHitCharacter;
};
// Helper class for selectionRect()
struct SVGInlineTextBoxSelectionRectWalker {
SVGInlineTextBoxSelectionRectWalker()
{
}
void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
{
RenderStyle* style = textBox->textRenderer()->style();
for (Vector<SVGChar>::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& offsetOfHitCharacter) const
{
SVGRootInlineBox* rootBox = svgRootInlineBox();
if (!rootBox)
return 0;
SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y);
SVGTextChunkWalker<SVGInlineTextBoxClosestCharacterToPositionWalker> walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback);
rootBox->walkTextChunks(&walker, this);
offsetOfHitCharacter = walkerCallback.offsetOfHitCharacter();
return walkerCallback.character();
}
bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& closestOffsetInBox) const
{
int offsetOfHitCharacter = 0;
SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offsetOfHitCharacter);
if (!charAtPosPtr)
return false;
SVGChar& charAtPos = *charAtPosPtr;
RenderStyle* style = textRenderer()->style(m_firstLine);
FloatRect glyphRect = calculateGlyphBoundaries(style, offsetOfHitCharacter, charAtPos);
// FIXME: Why?
if (direction() == RTL)
offsetOfHitCharacter++;
// The caller actually the closest offset before/after the hit char
// closestCharacterToPosition returns us offsetOfHitCharacter.
closestOffsetInBox = offsetOfHitCharacter;
// FIXME: (bug 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 (closestOffsetInBox > 0 && direction() == LTR)
return true;
else if (closestOffsetInBox < (int) end() && direction() == RTL)
return true;
return false;
}
// Adjust the closest offset to after the char if x was after the char midpoint
if (x >= charAtPos.x + glyphRect.width() / 2.0)
closestOffsetInBox += direction() == RTL ? -1 : 1;
// If we are past the last glyph of this box, don't mark it as 'hit'
if (x >= charAtPos.x + glyphRect.width() && closestOffsetInBox == (int) end())
return false;
return true;
}
int SVGInlineTextBox::offsetForPosition(int, bool) const
{
// SVG doesn't use the offset <-> position selection system.
ASSERT_NOT_REACHED();
return 0;
}
int SVGInlineTextBox::positionForOffset(int) const
{
// SVG doesn't use the offset <-> position selection system.
ASSERT_NOT_REACHED();
return 0;
}
bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest&, HitTestResult& result, int x, int y, int tx, int ty)
{
ASSERT(!isLineBreak());
IntRect rect = selectionRect(0, 0, 0, len());
if (renderer()->style()->visibility() == VISIBLE && rect.contains(x, y)) {
renderer()->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();
if (!rootBox)
return IntRect();
SVGInlineTextBoxSelectionRectWalker walkerCallback;
SVGTextChunkWalker<SVGInlineTextBoxSelectionRectWalker> walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback);
rootBox->walkTextChunks(&walker, this);
return enclosingIntRect(walkerCallback.selectionRect());
}
bool SVGInlineTextBox::chunkSelectionStartEnd(const UChar* chunk, int chunkLength, int& selectionStart, int& selectionEnd)
{
// NOTE: We ignore SVGInlineTextBox::m_start here because it is always 0.
// Curently SVG doesn't use HTML block-level layout, in which m_start would be set.
int chunkStart = chunk - textRenderer()->characters();
ASSERT(0 <= chunkStart);
selectionStartEnd(selectionStart, selectionEnd);
if (selectionEnd <= chunkStart)
return false;
if (chunkStart + chunkLength <= selectionStart)
return false;
// Map indices from view-global to chunk-local.
selectionStart -= chunkStart;
selectionEnd -= chunkStart;
// Then clamp with chunk range
if (selectionStart < 0)
selectionStart = 0;
if (chunkLength < selectionEnd)
selectionEnd = chunkLength;
return selectionStart < selectionEnd;
}
void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGTextPaintInfo& textPaintInfo)
{
if (renderer()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline)
return;
ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines);
RenderText* text = textRenderer();
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();
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 && textPaintInfo.subphase == SVGTextPaintSubphaseBackground) {
#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);
}
}
bool isGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFill || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStroke;
bool isSelectionGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFillSelection || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStrokeSelection;
if (isGlyphPhase || isSelectionGlyphPhase) {
// 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,
styleToUse->colorSpace());
setShadow = true;
}
IntPoint origin((int) svgChar.x, (int) svgChar.y);
TextRun run = svgTextRunForInlineTextBox(chars, length, styleToUse, this, svgChar.x);
#if ENABLE(SVG_FONTS)
// SVG Fonts need access to the paint server used to draw the current text chunk.
// They need to be able to call renderPath() on a SVGPaintServer object.
ASSERT(textPaintInfo.activePaintServer);
run.setActivePaintServer(textPaintInfo.activePaintServer);
#endif
int selectionStart = 0;
int selectionEnd = 0;
bool haveSelectedRange = haveSelection && chunkSelectionStartEnd(chars, length, selectionStart, selectionEnd);
if (isGlyphPhase) {
if (haveSelectedRange) {
paintInfo.context->drawText(font, run, origin, 0, selectionStart);
paintInfo.context->drawText(font, run, origin, selectionEnd, run.length());
} else
paintInfo.context->drawText(font, run, origin);
} else {
ASSERT(isSelectionGlyphPhase);
if (haveSelectedRange)
paintInfo.context->drawText(font, run, origin, selectionStart, selectionEnd);
}
if (setShadow)
paintInfo.context->clearShadow();
}
if (paintInfo.phase != PaintPhaseSelection && textPaintInfo.subphase == SVGTextPaintSubphaseForeground) {
paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false);
if (useCustomUnderlines) {
const Vector<CompositionUnderline>& 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 (!ctm.isIdentity())
paintInfo.context->concatCTM(ctm.inverse());
}
void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar*, int length, GraphicsContext* p, RenderStyle* style, const Font& font)
{
if (selectionState() == RenderObject::SelectionNone)
return;
int startPos, endPos;
selectionStartEnd(startPos, endPos);
if (startPos >= endPos)
return;
Color textColor = style->color();
Color color = renderer()->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(font, svgTextRunForInlineTextBox(textRenderer()->text()->characters() + start() + boxStartOffset, length, style, this, svgChar.x),
IntPoint((int) svgChar.x, (int) svgChar.y - font.ascent()),
font.ascent() + font.descent(), color, style->colorSpace(), 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 (renderer()->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;
int baseline = renderer()->style(m_firstLine)->font().ascent();
if (decoration == UNDERLINE)
ty += baseline;
else if (decoration == LINE_THROUGH)
ty += 2 * 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