File: RenderVTTCue.cpp

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/*
 * Copyright (C) 2012 Victor Carbune (victor@rosedu.org)
 * Copyright (C) 2014 Apple 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:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. 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.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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"

#if ENABLE(VIDEO)
#include "RenderVTTCue.h"

#include "InlineIteratorBoxInlines.h"
#include "RenderBoxInlines.h"
#include "RenderBoxModelObjectInlines.h"
#include "RenderInline.h"
#include "RenderLayoutState.h"
#include "RenderView.h"
#include "TextTrackCueGeneric.h"
#include "VTTCue.h"
#include <wtf/Ref.h>
#include <wtf/StackStats.h>
#include <wtf/TZoneMallocInlines.h>

namespace WebCore {

WTF_MAKE_TZONE_OR_ISO_ALLOCATED_IMPL(RenderVTTCue);

RenderVTTCue::RenderVTTCue(VTTCueBox& element, RenderStyle&& style)
    : RenderBlockFlow(Type::VTTCue, element, WTFMove(style))
    , m_cue(downcast<VTTCue>(element.getCue()))
{
    ASSERT(m_cue);
    ASSERT(isRenderVTTCue());
}

RenderVTTCue::~RenderVTTCue() = default;

void RenderVTTCue::layout()
{
    StackStats::LayoutCheckPoint layoutCheckPoint;
    RenderBlockFlow::layout();

    // If WebVTT Regions are used, the regular WebVTT layout algorithm is no
    // longer necessary, since cues having the region parameter set do not have
    // any positioning parameters. Also, in this case, the regions themselves
    // have positioning information.
    if (!m_cue->regionId().isEmpty())
        return;

    LayoutStateMaintainer statePusher(*this, locationOffset(), true);

    if (m_cue->cueType()== TextTrackCue::WebVTT) {
        if (m_cue->snapToLines())
            repositionCueSnapToLinesSet();
        else
            repositionCueSnapToLinesNotSet();
    } else
        repositionGenericCue();
}

bool RenderVTTCue::initializeLayoutParameters(LayoutUnit& step, LayoutUnit& position)
{
    if (!firstChild())
        return false;

    auto* box = cueBox();
    if (!box)
        return false;

    auto firstInlineBox = InlineIterator::lineLeftmostInlineBoxFor(*box) ? : InlineIterator::firstRootInlineBoxFor(*this);
    if (!firstInlineBox)
        return false;

    auto* backdropBox = this->backdropBox();
    if (!backdropBox)
        return false;

    // 1. Horizontal: Let step be the height of the first line box in boxes.
    //    Vertical: Let step be the width of the first line box in boxes.
    auto firstInlineBoxSize = firstInlineBox->visualRectIgnoringBlockDirection().size();
    step = m_cue->vertical() == VTTCue::DirectionSetting::Horizontal ? firstInlineBoxSize.height() : firstInlineBoxSize.width();

    // Note: the previous rules in initializeLayoutParameters() only account for
    // the height of the line boxes contained within the cue, and not the cue's height
    // nor its padding, nor its borders. Ignoring these will lead to errors
    // in the initial placement of cues, as the resulting placement will result in
    // the cue always being partially outside its containing block, rather than at
    // its initial position. Correct the initial position by subtracting from
    // position the difference between the the logicalHeight of the cue and its
    // first line box.
    auto inlineBoxHeights = LayoutUnit { };
    for (auto inlineBox = firstInlineBox; inlineBox; inlineBox = inlineBox->nextInlineBoxLineRightward())
        inlineBoxHeights += inlineBox->logicalHeight();
    auto logicalHeightDelta = backdropBox->logicalHeight() - inlineBoxHeights;
    if (logicalHeightDelta > 0)
        step += logicalHeightDelta;

    // 2. If step is zero, then jump to the step labeled done positioning below.
    if (!step)
        return false;

    // 3. Let line position be the text track cue computed line position.
    int linePosition = m_cue->calculateComputedLinePosition();

    // 4. Vertical Growing Left: Add one to line position then negate it.
    if (m_cue->vertical() == VTTCue::DirectionSetting::VerticalGrowingLeft)
        linePosition = -(linePosition + 1);

    // 5. Let position be the result of multiplying step and line position.
    position = step * linePosition;

    // 6. Vertical Growing Left: Decrease position by the width of the
    // bounding box of the boxes in boxes, then increase position by step.
    if (m_cue->vertical() == VTTCue::DirectionSetting::VerticalGrowingLeft) {
        position -= width();
        position += step;
    }

    // 7. If line position is less than zero...
    if (linePosition < 0) {
        // Horizontal / Vertical: ... then increase position by the
        // height / width of the video's rendering area ...
        position += m_cue->vertical() == VTTCue::DirectionSetting::Horizontal ? containingBlock()->height() : containingBlock()->width();

        // ... and negate step.
        step = -step;
    }

    return true;
}

void RenderVTTCue::placeBoxInDefaultPosition(LayoutUnit position, bool& switched)
{
    // 8. Move all boxes in boxes ...
    if (m_cue->vertical() == VTTCue::DirectionSetting::Horizontal) {
        // Horizontal: ... down by the distance given by position
        setY(y() + position);
    } else {
        // Vertical: ... right by the distance given by position
        setX(x() + position);
    }

    // 9. Default: Remember the position of all the boxes in boxes as their
    // default position.
    m_fallbackPosition = FloatPoint(x(), y());

    // 10. Let switched be false.
    switched = false;
}

bool RenderVTTCue::isOutside() const
{
    if (!firstChild())
        return false;

    if (auto* backdropBox = this->backdropBox())
        return !rectIsWithinContainer(backdropBox->absoluteBoundingBoxRect());
    return false;
}

bool RenderVTTCue::rectIsWithinContainer(const IntRect& rect) const
{
    return containingBlock()->absoluteBoundingBoxRect().contains(rect);
}


bool RenderVTTCue::isOverlapping() const
{
    if (!firstChild())
        return false;

    return overlappingObject();
}

RenderVTTCue* RenderVTTCue::overlappingObject() const
{
    ASSERT(firstChild());

    if (auto* backdropBox = this->backdropBox())
        return overlappingObjectForRect(backdropBox->absoluteBoundingBoxRect());
    return nullptr;
}

RenderVTTCue* RenderVTTCue::overlappingObjectForRect(const IntRect& rect) const
{
    for (RenderObject* sibling = previousSibling(); sibling; sibling = sibling->previousSibling()) {
        auto* previousCue = downcast<RenderVTTCue>(sibling);
        if (!previousCue || !previousCue->firstChild())
            continue;

        auto* previousCueBackdropBox = previousCue->backdropBox();
        if (previousCueBackdropBox && rect.intersects(previousCueBackdropBox->absoluteBoundingBoxRect()))
            return previousCue;
    }

    return 0;
}

bool RenderVTTCue::shouldSwitchDirection(const InlineIterator::InlineBox& firstInlineBox, LayoutUnit step) const
{
    auto firstInlineBoxSize = firstInlineBox.visualRectIgnoringBlockDirection().size();
    LayoutUnit top = y();
    LayoutUnit left = x();
    LayoutUnit bottom { top + firstInlineBoxSize.height() };
    LayoutUnit right { left + firstInlineBoxSize.width() };

    // 12. Horizontal: If step is negative and the top of the first line
    // box in boxes is now above the top of the video's rendering area,
    // or if step is positive and the bottom of the first line box in
    // boxes is now below the bottom of the video's rendering area, jump
    // to the step labeled switch direction.
    LayoutUnit parentHeight = containingBlock()->height();
    if (m_cue->vertical() == VTTCue::DirectionSetting::Horizontal && ((step < 0 && top < 0) || (step > 0 && bottom > parentHeight)))
        return true;

    // 12. Vertical: If step is negative and the left edge of the first line
    // box in boxes is now to the left of the left edge of the video's
    // rendering area, or if step is positive and the right edge of the
    // first line box in boxes is now to the right of the right edge of
    // the video's rendering area, jump to the step labeled switch direction.
    LayoutUnit parentWidth = containingBlock()->width();
    if (m_cue->vertical() != VTTCue::DirectionSetting::Horizontal && ((step < 0 && left < 0) || (step > 0 && right > parentWidth)))
        return true;

    return false;
}

void RenderVTTCue::moveBoxesByStep(LayoutUnit step)
{
    // 13. Horizontal: Move all the boxes in boxes down by the distance
    // given by step. (If step is negative, then this will actually
    // result in an upwards movement of the boxes in absolute terms.)
    if (m_cue->vertical() == VTTCue::DirectionSetting::Horizontal)
        setY(y() + step);

    // 13. Vertical: Move all the boxes in boxes right by the distance
    // given by step. (If step is negative, then this will actually
    // result in a leftwards movement of the boxes in absolute terms.)
    else
        setX(x() + step);
}

bool RenderVTTCue::switchDirection(bool& switched, LayoutUnit& step)
{
    // 15. Switch direction: Move all the boxes in boxes back to their
    // default position as determined in the step above labeled default.
    setX(m_fallbackPosition.x());
    setY(m_fallbackPosition.y());

    // 16. If switched is true, jump to the step labeled done
    // positioning below.
    if (switched)
        return false;

    // 17. Negate step.
    step = -step;

    // 18. Set switched to true.
    switched = true;
    return true;
}

void RenderVTTCue::moveIfNecessaryToKeepWithinContainer()
{
    if (!firstChild())
        return;

    auto* backdropBox = this->backdropBox();
    if (!backdropBox)
        return;

    IntRect containerRect = containingBlock()->absoluteBoundingBoxRect();
    IntRect cueRect = backdropBox->absoluteBoundingBoxRect();

    int topOverflow = cueRect.y() - containerRect.y();
    int bottomOverflow = containerRect.maxY() - cueRect.maxY();

    int verticalAdjustment = 0;
    if (topOverflow < 0)
        verticalAdjustment = -topOverflow;
    else if (bottomOverflow < 0)
        verticalAdjustment = bottomOverflow;

    if (verticalAdjustment)
        setY(y() + verticalAdjustment);

    int leftOverflow = cueRect.x() - containerRect.x();
    int rightOverflow = containerRect.maxX() - cueRect.maxX();

    int horizontalAdjustment = 0;
    if (leftOverflow < 0)
        horizontalAdjustment = -leftOverflow;
    else if (rightOverflow < 0)
        horizontalAdjustment = rightOverflow;

    if (horizontalAdjustment)
        setX(x() + horizontalAdjustment);
}

bool RenderVTTCue::findNonOverlappingPosition(int& newX, int& newY) const
{
    if (!firstChild())
        return false;

    auto* backdropBox = this->backdropBox();
    if (!backdropBox)
        return false;

    newX = x();
    newY = y();
    IntRect srcRect = backdropBox->absoluteBoundingBoxRect();
    IntRect destRect = srcRect;

    // Move the box up, looking for a non-overlapping position:
    while (RenderVTTCue* cue = overlappingObjectForRect(destRect)) {
        auto* cueBackdropBox = cue->backdropBox();
        if (!cueBackdropBox)
            continue;
        if (m_cue->vertical() == VTTCue::DirectionSetting::Horizontal)
            destRect.setY(cueBackdropBox->absoluteBoundingBoxRect().y() - destRect.height());
        else
            destRect.setX(cueBackdropBox->absoluteBoundingBoxRect().x() - destRect.width());
    }

    if (rectIsWithinContainer(destRect)) {
        newX += destRect.x() - srcRect.x();
        newY += destRect.y() - srcRect.y();
        return true;
    }

    destRect = srcRect;

    // Move the box down, looking for a non-overlapping position:
    while (RenderVTTCue* cue = overlappingObjectForRect(destRect)) {
        auto* cueBackdropBox = cue->backdropBox();
        if (!cueBackdropBox)
            continue;
        if (m_cue->vertical() == VTTCue::DirectionSetting::Horizontal)
            destRect.setY(cueBackdropBox->absoluteBoundingBoxRect().maxY());
        else
            destRect.setX(cueBackdropBox->absoluteBoundingBoxRect().maxX());
    }

    if (rectIsWithinContainer(destRect)) {
        newX += destRect.x() - srcRect.x();
        newY += destRect.y() - srcRect.y();
        return true;
    }

    return false;
}

void RenderVTTCue::repositionCueSnapToLinesSet()
{
    LayoutUnit step;
    LayoutUnit position;
    if (!initializeLayoutParameters(step, position))
        return;

    if (!firstChild())
        return;

    bool switched;
    placeBoxInDefaultPosition(position, switched);

    auto* box = cueBox();
    if (!box)
        return;

    auto firstInlineBox = InlineIterator::lineLeftmostInlineBoxFor(*box) ? : InlineIterator::firstRootInlineBoxFor(*this);
    ASSERT(firstInlineBox);
    // 11. Step loop: If none of the boxes in boxes would overlap any of the boxes
    // in output and all the boxes in output are within the video's rendering area
    // then jump to the step labeled done positioning.
    while (isOutside() || isOverlapping()) {
        if (!shouldSwitchDirection(*firstInlineBox, step)) {
            // 13. Move all the boxes in boxes ...
            // 14. Jump back to the step labeled step loop.
            moveBoxesByStep(step);
        } else if (!switchDirection(switched, step))
            break;

        // 19. Jump back to the step labeled step loop.
    }

    // Acommodate extra top and bottom padding, border or margin.
    // Note: this is supported only for internal UA styling, not through the cue selector.
    if (hasInlineDirectionBordersPaddingOrMargin())
        moveIfNecessaryToKeepWithinContainer();
}

void RenderVTTCue::repositionGenericCue()
{
    if (!firstChild())
        return;

    auto* box = cueBox();
    if (!box)
        return;

    auto firstInlineBox = InlineIterator::lineLeftmostInlineBoxFor(*box);
    if (downcast<TextTrackCueGeneric>(*m_cue).useDefaultPosition() && firstInlineBox) {
        LayoutUnit parentWidth = containingBlock()->logicalWidth();
        LayoutUnit width { firstInlineBox->visualRectIgnoringBlockDirection().width() };
        LayoutUnit right = (parentWidth / 2) - (width / 2);
        setX(right);
    }
    repositionCueSnapToLinesNotSet();
}

void RenderVTTCue::repositionCueSnapToLinesNotSet()
{
    if (!firstChild())
        return;

    auto* backdropBox = this->backdropBox();
    if (!backdropBox)
        return;

    // https://w3c.github.io/webvtt/#processing-cue-settings
    // 7.2.28 Adjust the positions of boxes according to the appropriate steps from the following list:

    // ↳ If cue’s WebVTT cue snap-to-lines flag is false
    // 1. Let bounding box be the bounding box of the boxes in boxes.
    auto boundingBox = backdropBox->absoluteBoundingBoxRect();

    // 2. Run the appropriate steps from the following list:
    switch (m_cue->vertical()) {
    case VTTCue::DirectionSetting::Horizontal:
        // ↳ If the WebVTT cue writing direction is horizontal
        if (m_cue->lineAlign() == VTTCue::LineAlignSetting::Center) {
            // ↳ If the WebVTT cue line alignment is center alignment
            // Move all the boxes in boxes up by half of the height of bounding box.
            setY(y() - boundingBox.height() / 2);
        } else if (m_cue->lineAlign() == VTTCue::LineAlignSetting::End) {
            // ↳ If the WebVTT cue line alignment is end alignment
            // Move all the boxes in boxes up by the height of bounding box.
            setY(y() - boundingBox.height());
        }
        break;
    case VTTCue::DirectionSetting::VerticalGrowingLeft:
    case VTTCue::DirectionSetting::VerticalGrowingRight:
        // ↳ If the WebVTT cue writing direction is vertical growing left or
        // vertical growing right
        if (m_cue->lineAlign() == VTTCue::LineAlignSetting::Center) {
            // ↳ If the WebVTT cue line alignment is center alignment
            // Move all the boxes in boxes left by half of the width of bounding box.
            setX(x() - boundingBox.width() / 2);
        } else if (m_cue->lineAlign() == VTTCue::LineAlignSetting::End) {
            // ↳ If the WebVTT cue line alignment is end alignment
            // Move all the boxes in boxes left by the width of bounding box.
            setX(x() - boundingBox.width());
        }
        break;
    default:
        ASSERT_NOT_REACHED();
    }

    // 9. If none of the boxes in boxes would overlap any of the boxes in output, and all the boxes in
    // output are within the video's rendering area, then jump to the step labeled done positioning below.
    if (!isOutside() && !isOverlapping())
        return;

    // 10. If there is a position to which the boxes in boxes can be moved while maintaining the relative
    // positions of the boxes in boxes to each other such that none of the boxes in boxes would overlap
    // any of the boxes in output, and all the boxes in output would be within the video's rendering area,
    // then move the boxes in boxes to the closest such position to their current position, and then jump
    // to the step labeled done positioning below. If there are multiple such positions that are equidistant
    // from their current position, use the highest one amongst them; if there are several at that height,
    // then use the leftmost one amongst them.
    moveIfNecessaryToKeepWithinContainer();
    int x = 0;
    int y = 0;
    if (findNonOverlappingPosition(x, y)) {
        setX(x);
        setY(y);
    }

    // 11. Otherwise, jump to the step labeled done positioning below. (The
    // boxes will unfortunately overlap.)
}

RenderBlockFlow* RenderVTTCue::backdropBox() const
{
    // firstChild() returns the wrapping (backdrop) <div>. The cue object is
    // the <div>'s first child.
    auto* firstChild = this->firstChild();
    ASSERT(firstChild);
    ASSERT(is<RenderBlockFlow>(firstChild));
    return dynamicDowncast<RenderBlockFlow>(firstChild);
}

RenderInline* RenderVTTCue::cueBox() const
{
    auto* backdropBox = this->backdropBox();
    if (!backdropBox)
        return nullptr;

    auto* firstChild = backdropBox->firstChild();
    ASSERT(firstChild);
    ASSERT(is<RenderInline>(firstChild));
    return dynamicDowncast<RenderInline>(firstChild);
}

} // namespace WebCore

#endif