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/*
* Copyright (C) 2006, 2007 Apple Computer, Inc.
* Copyright (c) 2006, 2007, 2008, 2009, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "Font.h"
#include "FontFallbackList.h"
#include "FontPlatformDataChromiumWin.h"
#include "GlyphBuffer.h"
#include "NotImplemented.h"
#include "PlatformContextSkia.h"
#include "SimpleFontData.h"
#include "SkiaFontWin.h"
#include "UniscribeHelperTextRun.h"
#if !USE(SKIA_TEXT)
#include "TransparencyWin.h"
#include "skia/ext/skia_utils_win.h"
#endif
#include <windows.h>
using namespace std;
namespace WebCore {
#if !USE(SKIA_TEXT)
namespace {
class TransparencyAwareFontPainter {
public:
TransparencyAwareFontPainter(GraphicsContext*, const FloatPoint&);
~TransparencyAwareFontPainter();
protected:
// Called by our subclass' constructor to initialize GDI if necessary. This
// is a separate function so it can be called after the subclass finishes
// construction (it calls virtual functions).
void init();
virtual IntRect estimateTextBounds() = 0;
// Use the context from the transparency helper when drawing with GDI. It
// may point to a temporary one.
GraphicsContext* m_graphicsContext;
PlatformGraphicsContext* m_platformContext;
FloatPoint m_point;
// Set when Windows can handle the type of drawing we're doing.
bool m_useGDI;
// These members are valid only when m_useGDI is set.
HDC m_hdc;
TransparencyWin m_transparency;
private:
// Call when we're using GDI mode to initialize the TransparencyWin to help
// us draw GDI text.
void initializeForGDI();
bool m_createdTransparencyLayer; // We created a layer to give the font some alpha.
};
TransparencyAwareFontPainter::TransparencyAwareFontPainter(GraphicsContext* context,
const FloatPoint& point)
: m_graphicsContext(context)
, m_platformContext(context->platformContext())
, m_point(point)
, m_useGDI(windowsCanHandleTextDrawing(context))
, m_hdc(0)
, m_createdTransparencyLayer(false)
{
}
void TransparencyAwareFontPainter::init()
{
if (m_useGDI)
initializeForGDI();
}
void TransparencyAwareFontPainter::initializeForGDI()
{
m_graphicsContext->save();
SkColor color = m_platformContext->effectiveFillColor();
// Used only when m_createdTransparencyLayer is true.
float layerAlpha = 0.0f;
if (SkColorGetA(color) != 0xFF) {
// When the font has some transparency, apply it by creating a new
// transparency layer with that opacity applied. We'll actually create
// a new transparency layer after we calculate the bounding box.
m_createdTransparencyLayer = true;
layerAlpha = SkColorGetA(color) / 255.0f;
// The color should be opaque now.
color = SkColorSetRGB(SkColorGetR(color), SkColorGetG(color), SkColorGetB(color));
}
TransparencyWin::LayerMode layerMode;
IntRect layerRect;
if (m_platformContext->isDrawingToImageBuffer()) {
// Assume if we're drawing to an image buffer that the background
// is not opaque and we have to undo ClearType. We may want to
// enhance this to actually check, since it will often be opaque
// and we could do ClearType in that case.
layerMode = TransparencyWin::TextComposite;
layerRect = estimateTextBounds();
m_graphicsContext->clip(layerRect);
if (m_createdTransparencyLayer)
m_graphicsContext->beginTransparencyLayer(layerAlpha);
// The transparency helper requires that we draw text in black in
// this mode and it will apply the color.
m_transparency.setTextCompositeColor(color);
color = SkColorSetRGB(0, 0, 0);
} else if (m_createdTransparencyLayer || m_platformContext->isDrawingToLayer()) {
// When we're drawing a web page, we know the background is opaque,
// but if we're drawing to a layer, we still need extra work.
layerMode = TransparencyWin::OpaqueCompositeLayer;
layerRect = estimateTextBounds();
m_graphicsContext->clip(layerRect);
if (m_createdTransparencyLayer)
m_graphicsContext->beginTransparencyLayer(layerAlpha);
} else {
// Common case of drawing onto the bottom layer of a web page: we
// know everything is opaque so don't need to do anything special.
layerMode = TransparencyWin::NoLayer;
}
// Bug 26088 - init() might fail if layerRect is invalid. Given this, we
// need to be careful to check for null pointers everywhere after this call
m_transparency.init(m_graphicsContext, layerMode,
TransparencyWin::KeepTransform, layerRect);
// Set up the DC, using the one from the transparency helper.
if (m_transparency.platformContext()) {
m_hdc = skia::BeginPlatformPaint(m_transparency.platformContext()->canvas());
SetTextColor(m_hdc, skia::SkColorToCOLORREF(color));
SetBkMode(m_hdc, TRANSPARENT);
}
}
TransparencyAwareFontPainter::~TransparencyAwareFontPainter()
{
if (!m_useGDI || !m_graphicsContext || !m_platformContext)
return;
m_transparency.composite();
if (m_createdTransparencyLayer)
m_graphicsContext->endTransparencyLayer();
m_graphicsContext->restore();
if (m_transparency.platformContext())
skia::EndPlatformPaint(m_transparency.platformContext()->canvas());
}
// Specialization for simple GlyphBuffer painting.
class TransparencyAwareGlyphPainter : public TransparencyAwareFontPainter {
public:
TransparencyAwareGlyphPainter(GraphicsContext*,
const SimpleFontData*,
const GlyphBuffer&,
int from, int numGlyphs,
const FloatPoint&);
~TransparencyAwareGlyphPainter();
// Draws the partial string of glyphs, starting at |startAdvance| to the
// left of m_point. We express it this way so that if we're using the Skia
// drawing path we can use floating-point positioning, even though we have
// to use integer positioning in the GDI path.
bool drawGlyphs(int numGlyphs, const WORD* glyphs, const int* advances, float startAdvance) const;
private:
virtual IntRect estimateTextBounds();
const SimpleFontData* m_font;
const GlyphBuffer& m_glyphBuffer;
int m_from;
int m_numGlyphs;
// When m_useGdi is set, this stores the previous HFONT selected into the
// m_hdc so we can restore it.
HGDIOBJ m_oldFont; // For restoring the DC to its original state.
};
TransparencyAwareGlyphPainter::TransparencyAwareGlyphPainter(
GraphicsContext* context,
const SimpleFontData* font,
const GlyphBuffer& glyphBuffer,
int from, int numGlyphs,
const FloatPoint& point)
: TransparencyAwareFontPainter(context, point)
, m_font(font)
, m_glyphBuffer(glyphBuffer)
, m_from(from)
, m_numGlyphs(numGlyphs)
, m_oldFont(0)
{
init();
if (m_hdc)
m_oldFont = ::SelectObject(m_hdc, m_font->platformData().hfont());
}
TransparencyAwareGlyphPainter::~TransparencyAwareGlyphPainter()
{
if (m_useGDI && m_hdc)
::SelectObject(m_hdc, m_oldFont);
}
// Estimates the bounding box of the given text. This is copied from
// FontCGWin.cpp, it is possible, but a lot more work, to get the precide
// bounds.
IntRect TransparencyAwareGlyphPainter::estimateTextBounds()
{
int totalWidth = 0;
for (int i = 0; i < m_numGlyphs; i++)
totalWidth += lroundf(m_glyphBuffer.advanceAt(m_from + i));
const FontMetrics& fontMetrics = m_font->fontMetrics();
return IntRect(m_point.x() - (fontMetrics.ascent() + fontMetrics.descent()) / 2,
m_point.y() - fontMetrics.ascent() - fontMetrics.lineGap(),
totalWidth + fontMetrics.ascent() + fontMetrics.descent(),
fontMetrics.lineSpacing());
}
bool TransparencyAwareGlyphPainter::drawGlyphs(int numGlyphs,
const WORD* glyphs,
const int* advances,
float startAdvance) const
{
if (!m_useGDI) {
SkPoint origin = m_point;
origin.fX += SkFloatToScalar(startAdvance);
paintSkiaText(m_graphicsContext, m_font->platformData(),
numGlyphs, glyphs, advances, 0, &origin);
return true;
}
if (!m_graphicsContext || !m_hdc)
return true;
// Windows' origin is the top-left of the bounding box, so we have
// to subtract off the font ascent to get it.
int x = lroundf(m_point.x() + startAdvance);
int y = lroundf(m_point.y() - m_font->fontMetrics().ascent());
// If there is a non-blur shadow and both the fill color and shadow color
// are opaque, handle without skia.
FloatSize shadowOffset;
float shadowBlur;
Color shadowColor;
ColorSpace shadowColorSpace;
if (m_graphicsContext->getShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace)) {
// If there is a shadow and this code is reached, windowsCanHandleDrawTextShadow()
// will have already returned true during the ctor initiatization of m_useGDI
ASSERT(shadowColor.alpha() == 255);
ASSERT(m_graphicsContext->fillColor().alpha() == 255);
ASSERT(!shadowBlur);
COLORREF textColor = skia::SkColorToCOLORREF(SkColorSetARGB(255, shadowColor.red(), shadowColor.green(), shadowColor.blue()));
COLORREF savedTextColor = GetTextColor(m_hdc);
SetTextColor(m_hdc, textColor);
ExtTextOut(m_hdc, x + shadowOffset.width(), y + shadowOffset.height(), ETO_GLYPH_INDEX, 0, reinterpret_cast<const wchar_t*>(&glyphs[0]), numGlyphs, &advances[0]);
SetTextColor(m_hdc, savedTextColor);
}
return !!ExtTextOut(m_hdc, x, y, ETO_GLYPH_INDEX, 0, reinterpret_cast<const wchar_t*>(&glyphs[0]), numGlyphs, &advances[0]);
}
class TransparencyAwareUniscribePainter : public TransparencyAwareFontPainter {
public:
TransparencyAwareUniscribePainter(GraphicsContext*,
const Font*,
const TextRun&,
int from, int to,
const FloatPoint&);
~TransparencyAwareUniscribePainter();
// Uniscibe will draw directly into our buffer, so we need to expose our DC.
HDC hdc() const { return m_hdc; }
private:
virtual IntRect estimateTextBounds();
const Font* m_font;
const TextRun& m_run;
int m_from;
int m_to;
};
TransparencyAwareUniscribePainter::TransparencyAwareUniscribePainter(
GraphicsContext* context,
const Font* font,
const TextRun& run,
int from, int to,
const FloatPoint& point)
: TransparencyAwareFontPainter(context, point)
, m_font(font)
, m_run(run)
, m_from(from)
, m_to(to)
{
init();
}
TransparencyAwareUniscribePainter::~TransparencyAwareUniscribePainter()
{
}
IntRect TransparencyAwareUniscribePainter::estimateTextBounds()
{
// This case really really sucks. There is no convenient way to estimate
// the bounding box. So we run Uniscribe twice. If we find this happens a
// lot, the way to fix it is to make the extra layer after the
// UniscribeHelper has measured the text.
IntPoint intPoint(lroundf(m_point.x()),
lroundf(m_point.y()));
UniscribeHelperTextRun state(m_run, *m_font);
int left = lroundf(m_point.x()) + state.characterToX(m_from);
int right = lroundf(m_point.x()) + state.characterToX(m_to);
// Adjust for RTL script since we just want to know the text bounds.
if (left > right)
std::swap(left, right);
// This algorithm for estimating how much extra space we need (the text may
// go outside the selection rect) is based roughly on
// TransparencyAwareGlyphPainter::estimateTextBounds above.
const FontMetrics& fontMetrics = m_font->fontMetrics();
return IntRect(left - (fontMetrics.ascent() + fontMetrics.descent()) / 2,
m_point.y() - fontMetrics.ascent() - fontMetrics.lineGap(),
(right - left) + fontMetrics.ascent() + fontMetrics.descent(),
fontMetrics.lineSpacing());
}
} // namespace
#endif
bool Font::canReturnFallbackFontsForComplexText()
{
return false;
}
bool Font::canExpandAroundIdeographsInComplexText()
{
return false;
}
#if USE(SKIA_TEXT)
void Font::drawGlyphs(GraphicsContext* graphicsContext,
const SimpleFontData* font,
const GlyphBuffer& glyphBuffer,
int from,
int numGlyphs,
const FloatPoint& point) const
{
SkColor color = graphicsContext->platformContext()->effectiveFillColor();
unsigned char alpha = SkColorGetA(color);
// Skip 100% transparent text; no need to draw anything.
if (!alpha && graphicsContext->platformContext()->getStrokeStyle() == NoStroke && !graphicsContext->hasShadow())
return;
// We draw the glyphs in chunks to avoid having to do a heap allocation for
// the arrays of characters and advances.
const int kMaxBufferLength = 256;
Vector<int, kMaxBufferLength> advances;
int glyphIndex = 0; // The starting glyph of the current chunk.
float horizontalOffset = point.x(); // The floating point offset of the left side of the current glyph.
#if ENABLE(OPENTYPE_VERTICAL)
const OpenTypeVerticalData* verticalData = font->verticalData();
if (verticalData) {
Vector<FloatPoint, kMaxBufferLength> translations;
Vector<GOFFSET, kMaxBufferLength> offsets;
// Skia doesn't have matrix for glyph coordinate space, so we rotate back the CTM.
AffineTransform savedMatrix = graphicsContext->getCTM();
graphicsContext->concatCTM(AffineTransform(0, -1, 1, 0, point.x(), point.y()));
graphicsContext->concatCTM(AffineTransform(1, 0, 0, 1, -point.x(), -point.y()));
const FontMetrics& metrics = font->fontMetrics();
SkScalar verticalOriginX = SkFloatToScalar(point.x() + metrics.floatAscent() - metrics.floatAscent(IdeographicBaseline));
while (glyphIndex < numGlyphs) {
// How many chars will be in this chunk?
int curLen = std::min(kMaxBufferLength, numGlyphs - glyphIndex);
const Glyph* glyphs = glyphBuffer.glyphs(from + glyphIndex);
translations.resize(curLen);
verticalData->getVerticalTranslationsForGlyphs(font, &glyphs[0], curLen, reinterpret_cast<float*>(&translations[0]));
// To position glyphs vertically, we use offsets instead of advances.
advances.resize(curLen);
advances.fill(0);
offsets.resize(curLen);
float currentWidth = 0;
for (int i = 0; i < curLen; ++i, ++glyphIndex) {
offsets[i].du = lroundf(translations[i].x());
offsets[i].dv = -lroundf(currentWidth - translations[i].y());
currentWidth += glyphBuffer.advanceAt(from + glyphIndex);
}
SkPoint origin;
origin.set(verticalOriginX, SkFloatToScalar(point.y() + horizontalOffset - point.x()));
horizontalOffset += currentWidth;
paintSkiaText(graphicsContext, font->platformData(), curLen, &glyphs[0], &advances[0], &offsets[0], &origin);
}
graphicsContext->setCTM(savedMatrix);
return;
}
#endif
// In order to round all offsets to the correct pixel boundary, this code keeps track of the absolute position
// of each glyph in floating point units and rounds to integer advances at the last possible moment.
int lastHorizontalOffsetRounded = lroundf(horizontalOffset); // The rounded offset of the left side of the last glyph rendered.
Vector<WORD, kMaxBufferLength> glyphs;
while (glyphIndex < numGlyphs) {
// How many chars will be in this chunk?
int curLen = std::min(kMaxBufferLength, numGlyphs - glyphIndex);
glyphs.resize(curLen);
advances.resize(curLen);
float currentWidth = 0;
for (int i = 0; i < curLen; ++i, ++glyphIndex) {
glyphs[i] = glyphBuffer.glyphAt(from + glyphIndex);
horizontalOffset += glyphBuffer.advanceAt(from + glyphIndex);
advances[i] = lroundf(horizontalOffset) - lastHorizontalOffsetRounded;
lastHorizontalOffsetRounded += advances[i];
currentWidth += glyphBuffer.advanceAt(from + glyphIndex);
// Bug 26088 - very large positive or negative runs can fail to
// render so we clamp the size here. In the specs, negative
// letter-spacing is implementation-defined, so this should be
// fine, and it matches Safari's implementation. The call actually
// seems to crash if kMaxNegativeRun is set to somewhere around
// -32830, so we give ourselves a little breathing room.
const int maxNegativeRun = -32768;
const int maxPositiveRun = 32768;
if ((currentWidth + advances[i] < maxNegativeRun) || (currentWidth + advances[i] > maxPositiveRun))
advances[i] = 0;
}
SkPoint origin = point;
origin.fX += SkFloatToScalar(horizontalOffset - point.x() - currentWidth);
paintSkiaText(graphicsContext, font->platformData(), curLen, &glyphs[0], &advances[0], 0, &origin);
}
}
#else
static void drawGlyphsWin(GraphicsContext* graphicsContext,
const SimpleFontData* font,
const GlyphBuffer& glyphBuffer,
int from,
int numGlyphs,
const FloatPoint& point) {
TransparencyAwareGlyphPainter painter(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
// We draw the glyphs in chunks to avoid having to do a heap allocation for
// the arrays of characters and advances. Since ExtTextOut is the
// lowest-level text output function on Windows, there should be little
// penalty for splitting up the text. On the other hand, the buffer cannot
// be bigger than 4094 or the function will fail.
const int kMaxBufferLength = 256;
Vector<WORD, kMaxBufferLength> glyphs;
Vector<int, kMaxBufferLength> advances;
int glyphIndex = 0; // The starting glyph of the current chunk.
// In order to round all offsets to the correct pixel boundary, this code keeps track of the absolute position
// of each glyph in floating point units and rounds to integer advances at the last possible moment.
float horizontalOffset = point.x(); // The floating point offset of the left side of the current glyph.
int lastHorizontalOffsetRounded = lroundf(horizontalOffset); // The rounded offset of the left side of the last glyph rendered.
while (glyphIndex < numGlyphs) {
// How many chars will be in this chunk?
int curLen = min(kMaxBufferLength, numGlyphs - glyphIndex);
glyphs.resize(curLen);
advances.resize(curLen);
float currentWidth = 0;
for (int i = 0; i < curLen; ++i, ++glyphIndex) {
glyphs[i] = glyphBuffer.glyphAt(from + glyphIndex);
horizontalOffset += glyphBuffer.advanceAt(from + glyphIndex);
advances[i] = lroundf(horizontalOffset) - lastHorizontalOffsetRounded;
lastHorizontalOffsetRounded += advances[i];
currentWidth += glyphBuffer.advanceAt(from + glyphIndex);
// Bug 26088 - very large positive or negative runs can fail to
// render so we clamp the size here. In the specs, negative
// letter-spacing is implementation-defined, so this should be
// fine, and it matches Safari's implementation. The call actually
// seems to crash if kMaxNegativeRun is set to somewhere around
// -32830, so we give ourselves a little breathing room.
const int maxNegativeRun = -32768;
const int maxPositiveRun = 32768;
if ((currentWidth + advances[i] < maxNegativeRun) || (currentWidth + advances[i] > maxPositiveRun))
advances[i] = 0;
}
// Actually draw the glyphs (with retry on failure).
bool success = false;
for (int executions = 0; executions < 2; ++executions) {
success = painter.drawGlyphs(curLen, &glyphs[0], &advances[0], horizontalOffset - point.x() - currentWidth);
if (!success && !executions) {
// Ask the browser to load the font for us and retry.
FontPlatformData::ensureFontLoaded(font->platformData().hfont());
continue;
}
break;
}
if (!success)
LOG_ERROR("Unable to draw the glyphs after second attempt");
}
}
void Font::drawGlyphs(GraphicsContext* graphicsContext,
const SimpleFontData* font,
const GlyphBuffer& glyphBuffer,
int from,
int numGlyphs,
const FloatPoint& point) const
{
SkColor color = graphicsContext->platformContext()->effectiveFillColor();
unsigned char alpha = SkColorGetA(color);
// Skip 100% transparent text; no need to draw anything.
if (!alpha && graphicsContext->platformContext()->getStrokeStyle() == NoStroke && !graphicsContext->hasShadow())
return;
if (!alpha || windowsCanHandleDrawTextShadow(graphicsContext) || !windowsCanHandleTextDrawingWithoutShadow(graphicsContext)) {
drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
return;
}
// Draw in two passes: skia for the shadow, GDI for foreground text
// pass1: shadow (will use skia)
graphicsContext->save();
graphicsContext->setFillColor(Color::transparent, graphicsContext->fillColorSpace());
drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
graphicsContext->restore();
// pass2: foreground text (will use GDI)
FloatSize shadowOffset;
float shadowBlur;
Color shadowColor;
ColorSpace shadowColorSpace;
graphicsContext->getShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace);
graphicsContext->setShadow(shadowOffset, shadowBlur, Color::transparent, shadowColorSpace);
drawGlyphsWin(graphicsContext, font, glyphBuffer, from, numGlyphs, point);
graphicsContext->setShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace);
}
#endif
FloatRect Font::selectionRectForComplexText(const TextRun& run,
const FloatPoint& point,
int h,
int from,
int to) const
{
UniscribeHelperTextRun state(run, *this);
float left = static_cast<float>(point.x() + state.characterToX(from));
float right = static_cast<float>(point.x() + state.characterToX(to));
// If the text is RTL, left will actually be after right.
if (left < right)
return FloatRect(left, point.y(),
right - left, static_cast<float>(h));
return FloatRect(right, point.y(),
left - right, static_cast<float>(h));
}
void Font::drawComplexText(GraphicsContext* graphicsContext,
const TextRun& run,
const FloatPoint& point,
int from,
int to) const
{
PlatformGraphicsContext* context = graphicsContext->platformContext();
UniscribeHelperTextRun state(run, *this);
SkColor color = graphicsContext->platformContext()->effectiveFillColor();
unsigned char alpha = SkColorGetA(color);
// Skip 100% transparent text; no need to draw anything.
if (!alpha && graphicsContext->platformContext()->getStrokeStyle() == NoStroke)
return;
#if USE(SKIA_TEXT)
HDC hdc = 0;
#else
TransparencyAwareUniscribePainter painter(graphicsContext, this, run, from, to, point);
HDC hdc = painter.hdc();
if (windowsCanHandleTextDrawing(graphicsContext) && !hdc)
return;
// TODO(maruel): http://b/700464 SetTextColor doesn't support transparency.
// Enforce non-transparent color.
color = SkColorSetRGB(SkColorGetR(color), SkColorGetG(color), SkColorGetB(color));
if (hdc) {
SetTextColor(hdc, skia::SkColorToCOLORREF(color));
SetBkMode(hdc, TRANSPARENT);
}
// If there is a non-blur shadow and both the fill color and shadow color
// are opaque, handle without skia.
FloatSize shadowOffset;
float shadowBlur;
Color shadowColor;
ColorSpace shadowColorSpace;
if (graphicsContext->getShadow(shadowOffset, shadowBlur, shadowColor, shadowColorSpace) && windowsCanHandleDrawTextShadow(graphicsContext)) {
COLORREF textColor = skia::SkColorToCOLORREF(SkColorSetARGB(255, shadowColor.red(), shadowColor.green(), shadowColor.blue()));
COLORREF savedTextColor = GetTextColor(hdc);
SetTextColor(hdc, textColor);
state.draw(graphicsContext, hdc, static_cast<int>(point.x()) + shadowOffset.width(),
static_cast<int>(point.y() - fontMetrics().ascent()) + shadowOffset.height(), from, to);
SetTextColor(hdc, savedTextColor);
}
#endif
// Uniscribe counts the coordinates from the upper left, while WebKit uses
// the baseline, so we have to subtract off the ascent.
state.draw(graphicsContext, hdc, lroundf(point.x()), lroundf(point.y() - fontMetrics().ascent()), from, to);
}
void Font::drawEmphasisMarksForComplexText(GraphicsContext* /* context */, const TextRun& /* run */, const AtomicString& /* mark */, const FloatPoint& /* point */, int /* from */, int /* to */) const
{
notImplemented();
}
float Font::floatWidthForComplexText(const TextRun& run, HashSet<const SimpleFontData*>* /* fallbackFonts */, GlyphOverflow* /* glyphOverflow */) const
{
UniscribeHelperTextRun state(run, *this);
return static_cast<float>(state.width());
}
int Font::offsetForPositionForComplexText(const TextRun& run, float xFloat,
bool includePartialGlyphs) const
{
// FIXME: This truncation is not a problem for HTML, but only affects SVG, which passes floating-point numbers
// to Font::offsetForPosition(). Bug http://webkit.org/b/40673 tracks fixing this problem.
int x = static_cast<int>(xFloat);
// Mac code ignores includePartialGlyphs, and they don't know what it's
// supposed to do, so we just ignore it as well.
UniscribeHelperTextRun state(run, *this);
int charIndex = state.xToCharacter(x);
// XToCharacter will return -1 if the position is before the first
// character (we get called like this sometimes).
if (charIndex < 0)
charIndex = 0;
return charIndex;
}
} // namespace WebCore
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