1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216
|
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "chrome/browser/vr/elements/text.h"
#include "base/memory/raw_ptr.h"
#include "base/numerics/safe_conversions.h"
#include "cc/paint/skia_paint_canvas.h"
#include "chrome/browser/vr/elements/ui_texture.h"
#include "third_party/icu/source/common/unicode/uscript.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/font_list.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/vector2d.h"
#include "ui/gfx/render_text.h"
#include "ui/gfx/shadow_value.h"
#include "ui/gfx/text_elider.h"
namespace vr {
namespace {
constexpr int kTextPixelPerDmm = 1100;
constexpr char kDefaultFontFamily[] = "sans-serif";
int DmmToPixel(float dmm) {
return static_cast<int>(dmm * kTextPixelPerDmm);
}
float PixelToDmm(int pixel) {
return static_cast<float>(pixel) / kTextPixelPerDmm;
}
void UpdateRenderText(gfx::RenderText* render_text,
const std::u16string& text,
const gfx::FontList& font_list,
SkColor color) {
// Disable the cursor to avoid reserving width for a trailing caret.
render_text->SetCursorEnabled(false);
// Subpixel rendering is counterproductive when drawing VR textures.
render_text->set_subpixel_rendering_suppressed(true);
render_text->SetText(text);
render_text->SetFontList(font_list);
render_text->SetColor(color);
render_text->set_shadows({});
render_text->SetHorizontalAlignment(gfx::ALIGN_LEFT);
const int font_style = font_list.GetFontStyle();
render_text->SetStyle(gfx::TEXT_STYLE_ITALIC,
(font_style & gfx::Font::ITALIC) != 0);
render_text->SetStyle(gfx::TEXT_STYLE_UNDERLINE,
(font_style & gfx::Font::UNDERLINE) != 0);
render_text->SetWeight(font_list.GetFontWeight());
}
} // namespace
class TextTexture : public UiTexture {
public:
explicit TextTexture(Text* element) : element_(element) {}
TextTexture(const TextTexture&) = delete;
TextTexture& operator=(const TextTexture&) = delete;
~TextTexture() override = default;
void SetFontHeightInDmm(float font_height_dmms) {
SetAndDirty(&font_height_dmms_, font_height_dmms);
}
void SetText(const std::u16string& text) { SetAndDirty(&text_, text); }
void SetColor(SkColor color) { SetAndDirty(&color_, color); }
void SetTextWidth(float width) { SetAndDirty(&text_width_, width); }
// This method does all text preparation for the element other than drawing to
// the texture. This allows for deeper unit testing of the Text element
// without having to mock canvases and simulate frame rendering. The state of
// the texture is modified here.
gfx::Size LayOutText();
const std::vector<std::unique_ptr<gfx::RenderText>>& lines() const {
return lines_;
}
private:
void Draw(SkCanvas* sk_canvas, const gfx::Size& texture_size) override;
void PrepareDrawText(const std::u16string& text,
const gfx::FontList& font_list,
gfx::Rect* bounds,
SkColor color);
gfx::SizeF size_;
std::u16string text_;
float font_height_dmms_ = 0;
float text_width_ = 0;
SkColor color_ = SK_ColorBLACK;
std::vector<std::unique_ptr<gfx::RenderText>> lines_;
raw_ptr<Text> element_ = nullptr;
};
Text::Text(float font_height_dmms)
: TexturedElement(), texture_(std::make_unique<TextTexture>(this)) {
texture_->SetFontHeightInDmm(font_height_dmms);
}
Text::~Text() = default;
void Text::SetText(const std::u16string& text) {
texture_->SetText(text);
}
void Text::SetFieldWidth(float width) {
field_width_ = width;
texture_->SetTextWidth(width);
}
void Text::SetColor(SkColor color) {
texture_->SetColor(color);
}
const std::vector<std::unique_ptr<gfx::RenderText>>& Text::LinesForTest() {
return texture_->lines();
}
UiTexture* Text::GetTexture() const {
return texture_.get();
}
bool Text::TextureDependsOnMeasurement() const {
return true;
}
gfx::Size Text::MeasureTextureSize() {
text_texture_size_ = texture_->LayOutText();
// Adjust the actual size of the element to match the texture.
TexturedElement::SetSize(field_width_,
PixelToDmm(text_texture_size_.height()));
return text_texture_size_;
}
gfx::Size TextTexture::LayOutText() {
int pixel_font_height = DmmToPixel(font_height_dmms_);
gfx::Rect text_bounds;
DCHECK(text_width_ > 0.f) << element_->DebugName();
text_bounds.set_width(DmmToPixel(text_width_));
gfx::FontList fonts =
gfx::FontList(gfx::Font(kDefaultFontFamily, pixel_font_height));
PrepareDrawText(text_, fonts, &text_bounds, color_);
set_measured();
return text_bounds.size();
}
void TextTexture::Draw(SkCanvas* sk_canvas, const gfx::Size& texture_size) {
cc::SkiaPaintCanvas paint_canvas(sk_canvas);
gfx::Canvas gfx_canvas(&paint_canvas, 1.0f);
gfx::Canvas* canvas = &gfx_canvas;
for (auto& render_text : lines_)
render_text->Draw(canvas);
}
void TextTexture::PrepareDrawText(const std::u16string& text,
const gfx::FontList& font_list,
gfx::Rect* bounds,
SkColor color) {
DCHECK(bounds);
lines_.clear();
gfx::Rect rect(*bounds);
std::vector<std::u16string> strings;
gfx::ElideRectangleText(text, font_list, bounds->width(),
bounds->height() ? bounds->height() : INT_MAX,
gfx::WRAP_LONG_WORDS, &strings);
int height = 0;
int line_height = 0;
for (size_t i = 0; i < strings.size(); i++) {
std::unique_ptr<gfx::RenderText> render_text =
gfx::RenderText::CreateRenderText();
UpdateRenderText(render_text.get(), strings[i], font_list, color);
if (i == 0) {
// Measure line and center text vertically.
line_height = render_text->GetStringSize().height();
rect.set_height(line_height);
if (bounds->height()) {
const int text_height = strings.size() * line_height;
rect += gfx::Vector2d(0, (bounds->height() - text_height) / 2);
}
}
render_text->SetDisplayRect(rect);
height += line_height;
rect += gfx::Vector2d(0, line_height);
lines_.push_back(std::move(render_text));
}
// Set calculated height.
if (bounds->height() == 0)
bounds->set_height(height);
}
} // namespace vr
|