📄 svginlinetextbox.cpp
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// 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());}void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGPaintServer* activePaintServer){ 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(); TransformationMatrix 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);#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. run.setActivePaintServer(activePaintServer);#endif paintInfo.context->drawText(font, run, origin); if (paintInfo.phase != PaintPhaseSelection) { 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 (setShadow) paintInfo.context->clearShadow(); 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, 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(); TransformationMatrix 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
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