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589 lines
21 KiB
C++
589 lines
21 KiB
C++
/**
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* This file is part of the DOM implementation for KDE.
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*
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* Copyright (C) 2007 Rob Buis <buis@kde.org>
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* (C) 2007 Nikolas Zimmermann <zimmermann@kde.org>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*/
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#include "config.h"
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#include "wtf/Platform.h"
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#if ENABLE(SVG)
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#include "SVGInlineTextBox.h"
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#include "Document.h"
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/*#include "Editor.h"
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#include "Frame.h"
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#include "GraphicsContext.h"
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#include "InlineFlowBox.h"
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#include "Range.h"*/
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#include "SVGPaintServer.h"
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#include "SVGRootInlineBox.h"
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/*#include "Text.h"*/
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#include "render_line.h"
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#include <float.h>
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#include <math.h>
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using std::max;
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namespace WebCore {
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SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj)
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: InlineTextBox(obj)
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{
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}
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int SVGInlineTextBox::selectionTop()
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{
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return m_y;
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}
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int SVGInlineTextBox::selectionHeight()
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{
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return m_height;
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}
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SVGRootInlineBox* SVGInlineTextBox::svgRootInlineBox() const
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{
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kDebug() << "find inline box" << endl;
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// Find associated root inline box
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InlineFlowBox* parentBox = parent();
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while (parentBox && !parentBox->isRootInlineBox())
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parentBox = parentBox->parent();
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ASSERT(parentBox);
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ASSERT(parentBox->isRootInlineBox());
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if (!parentBox->isSVGRootInlineBox())
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return 0;
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return static_cast<SVGRootInlineBox*>(parentBox);
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}
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float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset, int extraCharsAvailable, int& charsConsumed, String& glyphName) const
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{
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ASSERT(style);
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return style->htmlFont().floatWidth(renderText()->text(), offset, 1, extraCharsAvailable, charsConsumed, glyphName);
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//return style->htmlFont().floatWidth(svgTextRunForInlineTextBox(renderText()->text() + offset, 1, style, this, 0), extraCharsAvailable, charsConsumed, glyphName);
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}
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float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int offset, int extraCharsAvailable) const
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{
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Q_UNUSED(offset);
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Q_UNUSED(extraCharsAvailable);
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ASSERT(style);
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// This is just a guess, and the only purpose of this function is to centralize this hack.
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// In real-life top-top-bottom scripts this won't be enough, I fear.
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return style->htmlFont().ascent() + style->htmlFont().descent();
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}
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FloatRect SVGInlineTextBox::calculateGlyphBoundaries(RenderStyle* style, int offset, const SVGChar& svgChar) const
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{
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const Font& font = style->htmlFont();
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// Take RTL text into account and pick right glyph width/height.
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float glyphWidth = 0.0f;
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// FIXME: account for multi-character glyphs
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int charsConsumed;
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String glyphName;
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if (!m_reversed)
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glyphWidth = calculateGlyphWidth(style, offset, 0, charsConsumed, glyphName);
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else
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glyphWidth = calculateGlyphWidth(style, start() + end() - offset, 0, charsConsumed, glyphName);
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float x1 = svgChar.x;
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float x2 = svgChar.x + glyphWidth;
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float y1 = svgChar.y - font.ascent();
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float y2 = svgChar.y + font.descent();
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FloatRect glyphRect(x1, y1, x2 - x1, y2 - y1);
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// Take per-character transformations into account
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AffineTransform ctm = svgChar.characterTransform();
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if (!ctm.isIdentity())
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glyphRect = ctm.mapRect(glyphRect);
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return glyphRect;
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}
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// Helper class for closestCharacterToPosition()
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struct SVGInlineTextBoxClosestCharacterToPositionWalker {
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SVGInlineTextBoxClosestCharacterToPositionWalker(int x, int y)
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: m_character(0)
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, m_distance(FLT_MAX)
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, m_x(x)
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, m_y(y)
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, m_offset(0)
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{
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}
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void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
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const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
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{
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RenderStyle* style = textBox->renderText()->style();
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Vector<SVGChar>::iterator closestCharacter = 0;
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unsigned int closestOffset = UINT_MAX;
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for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
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if (it->isHidden())
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continue;
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unsigned int newOffset = textBox->start() + (it - start) + startOffset;
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FloatRect glyphRect = chunkCtm.mapRect(textBox->calculateGlyphBoundaries(style, newOffset, *it));
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// Take RTL text into account and pick right glyph width/height.
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// NOTE: This offset has to be corrected _after_ calling calculateGlyphBoundaries
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if (textBox->m_reversed)
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newOffset = textBox->start() + textBox->end() - newOffset;
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// Calculate distances relative to the glyph mid-point. I hope this is accurate enough.
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float xDistance = glyphRect.x() + glyphRect.width() / 2.0f - m_x;
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float yDistance = glyphRect.y() - glyphRect.height() / 2.0f - m_y;
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float newDistance = sqrtf(xDistance * xDistance + yDistance * yDistance);
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if (newDistance <= m_distance) {
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m_distance = newDistance;
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closestOffset = newOffset;
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closestCharacter = it;
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}
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}
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if (closestOffset != UINT_MAX) {
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// Record current chunk, if it contains the current closest character next to the mouse.
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m_character = closestCharacter;
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m_offset = closestOffset;
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}
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}
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SVGChar* character() const
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{
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return m_character;
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}
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int offset() const
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{
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if (!m_character)
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return 0;
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return m_offset;
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}
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private:
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Vector<SVGChar>::iterator m_character;
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float m_distance;
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int m_x;
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int m_y;
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int m_offset;
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};
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// Helper class for selectionRect()
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struct SVGInlineTextBoxSelectionRectWalker {
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SVGInlineTextBoxSelectionRectWalker()
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{
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}
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void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
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const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
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{
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RenderStyle* style = textBox->renderText()->style();
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for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
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if (it->isHidden())
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continue;
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unsigned int newOffset = textBox->start() + (it - start) + startOffset;
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m_selectionRect.unite(textBox->calculateGlyphBoundaries(style, newOffset, *it));
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}
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m_selectionRect = chunkCtm.mapRect(m_selectionRect);
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}
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FloatRect selectionRect() const
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{
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return m_selectionRect;
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}
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private:
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FloatRect m_selectionRect;
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};
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SVGChar* SVGInlineTextBox::closestCharacterToPosition(int x, int y, int& offset) const
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{
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SVGRootInlineBox* rootBox = svgRootInlineBox();
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if (!rootBox)
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return 0;
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SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y);
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SVGTextChunkWalker<SVGInlineTextBoxClosestCharacterToPositionWalker> walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback);
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rootBox->walkTextChunks(&walker, this);
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offset = walkerCallback.offset();
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return walkerCallback.character();
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}
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bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& offset) const
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{
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SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offset);
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if (!charAtPosPtr)
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return false;
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SVGChar& charAtPos = *charAtPosPtr;
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RenderStyle* style = renderText()->style(m_firstLine);
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FloatRect glyphRect = calculateGlyphBoundaries(style, offset, charAtPos);
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if (m_reversed)
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offset++;
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// FIXME: todo list
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// (#13910) This code does not handle bottom-to-top/top-to-bottom vertical text.
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// Check whether y position hits the current character
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if (y < charAtPos.y - glyphRect.height() || y > charAtPos.y)
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return false;
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// Check whether x position hits the current character
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if (x < charAtPos.x) {
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if (offset > 0 && !m_reversed)
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return true;
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else if (offset < (int) end() && m_reversed)
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return true;
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return false;
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}
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// If we are past the last glyph of this box, don't mark it as 'hit' anymore.
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if (x >= charAtPos.x + glyphRect.width() && offset == (int) end())
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return false;
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// Snap to character at half of it's advance
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if (x >= charAtPos.x + glyphRect.width() / 2.0)
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offset += m_reversed ? -1 : 1;
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return true;
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}
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int SVGInlineTextBox::offsetForPosition(int x, bool includePartialGlyphs) const
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{
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Q_UNUSED(x);
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Q_UNUSED(includePartialGlyphs);
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// SVG doesn't use the offset <-> position selection system.
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ASSERT_NOT_REACHED();
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return 0;
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}
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int SVGInlineTextBox::positionForOffset(int offset) const
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{
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Q_UNUSED(offset);
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// SVG doesn't use the offset <-> position selection system.
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ASSERT_NOT_REACHED();
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return 0;
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}
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/*bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty)
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{
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ASSERT(!isLineBreak());
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IntRect rect = selectionRect(0, 0, 0, len());
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if (object()->style()->visibility() == VISIBLE && rect.contains(x, y)) {
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object()->updateHitTestResult(result, IntPoint(x - tx, y - ty));
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return true;
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}
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return false;
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}*/
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IntRect SVGInlineTextBox::selectionRect(int, int, int startPos, int endPos)
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{
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if (startPos >= endPos)
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return IntRect();
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// TODO: Actually respect startPos/endPos - we're returning the _full_ selectionRect
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// here. This won't lead to visible bugs, but to extra work being done. Investigate.
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SVGRootInlineBox* rootBox = svgRootInlineBox();
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if (!rootBox)
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return IntRect();
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SVGInlineTextBoxSelectionRectWalker walkerCallback;
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SVGTextChunkWalker<SVGInlineTextBoxSelectionRectWalker> walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback);
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rootBox->walkTextChunks(&walker, this);
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return enclosingIntRect(walkerCallback.selectionRect());
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}
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void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGPaintServer* activePaintServer)
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{
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Q_UNUSED(tx);
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Q_UNUSED(ty);
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Q_UNUSED(chars);
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Q_UNUSED(length);
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Q_UNUSED(activePaintServer);
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kDebug() << "paint character" << endl;
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/*FIXME khtml if (object()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline)
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return;
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ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines);*/
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RenderText* text = renderText();
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ASSERT(text);
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// Determine whether or not we're selected.
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bool haveSelection = text->selectionState() != RenderObject::SelectionNone;
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if (!haveSelection && paintInfo.phase == PaintActionSelection)
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// When only painting the selection, don't bother to paint if there is none.
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return;
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// Determine whether or not we have a composition.
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/*bool containsComposition = text->document()->frame()->editor()->compositionNode() == text->node();
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bool useCustomUnderlines = containsComposition && text->document()->frame()->editor()->compositionUsesCustomUnderlines();*/
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// Set our font
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RenderStyle* styleToUse = text->style(m_firstLine);
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const Font* font = &styleToUse->htmlFont();
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if (styleToUse->font() != paintInfo.p->font())
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paintInfo.p->setFont(styleToUse->font());
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AffineTransform ctm = svgChar.characterTransform();
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if (!ctm.isIdentity())
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paintInfo.p->setWorldMatrix(ctm, true);
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//paintInfo.context->concatCTM(ctm);
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// 1. Paint backgrounds behind text if needed. Examples of such backgrounds include selection
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// and marked text.
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if (true/*paintInfo.phase != PaintPhaseSelection && !isPrinting*/) {
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#if PLATFORM(MAC)
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// Custom highlighters go behind everything else.
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if (styleToUse->highlight() != nullAtom && !paintInfo.context->paintingDisabled())
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paintCustomHighlight(tx, ty, styleToUse->highlight());
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#endif
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/*FIXME khtml if (containsComposition && !useCustomUnderlines)
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paintCompositionBackground(paintInfo.context, tx, ty, styleToUse, font,
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text->document()->frame()->editor()->compositionStart(),
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text->document()->frame()->editor()->compositionEnd());
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paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, true);*/
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/*if (haveSelection && !useCustomUnderlines) {
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int boxStartOffset = chars - text->characters() - start();
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//FIXME khtml paintSelection(boxStartOffset, svgChar, chars, length, paintInfo.context, styleToUse, font);
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}*/
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}
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// Set a text shadow if we have one.
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// FIXME: Support multiple shadow effects. Need more from the CG API before
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// we can do this.
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//bool setShadow = false;
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if (styleToUse->textShadow()) {
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/*FIXME khtml paintInfo.context->setShadow(IntSize(styleToUse->textShadow()->x, styleToUse->textShadow()->y),
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styleToUse->textShadow()->blur, styleToUse->textShadow()->color);
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setShadow = true;*/
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}
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IntPoint origin((int) svgChar.x, (int) svgChar.y);
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kDebug() << "origin: " << svgChar.x << svgChar.y << endl;
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//TextRun run = svgTextRunForInlineTextBox(chars, length, styleToUse, this, svgChar.x);
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#if ENABLE(SVG_FONTS)
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// SVG Fonts need access to the paint server used to draw the current text chunk.
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// They need to be able to call renderPath() on a SVGPaintServer object.
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//FIXME khtml run.setActivePaintServer(activePaintServer);
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#endif
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//FIXME khtml paintInfo.context->drawText(run, origin);
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kDebug() << "font size:" << font->getFontDef().size;
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kDebug() << "text:" << QString::fromRawData(renderText()->string()->s + m_start, m_len);
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font->drawText(paintInfo.p, svgChar.x, svgChar.y, renderText()->string()->s, renderText()->string()->l, m_start, m_len,
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m_toAdd, m_reversed ? Qt::RightToLeft : Qt::LeftToRight);
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if (true/*paintInfo.phase != PaintPhaseSelection*/) {
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//FIXME khtml paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false);
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/*if (useCustomUnderlines) {
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const Vector<CompositionUnderline>& underlines = text->document()->frame()->editor()->customCompositionUnderlines();
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size_t numUnderlines = underlines.size();
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for (size_t index = 0; index < numUnderlines; ++index) {
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const CompositionUnderline& underline = underlines[index];
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if (underline.endOffset <= start())
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// underline is completely before this run. This might be an underline that sits
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// before the first run we draw, or underlines that were within runs we skipped
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// due to truncation.
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continue;
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if (underline.startOffset <= end()) {
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// underline intersects this run. Paint it.
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//FIXME khtml paintCompositionUnderline(paintInfo.context, tx, ty, underline);
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if (underline.endOffset > end() + 1)
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// underline also runs into the next run. Bail now, no more marker advancement.
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break;
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} else
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// underline is completely after this run, bail. A later run will paint it.
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break;
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}
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}*/
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}
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/*if (setShadow)
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paintInfo.context->clearShadow();*/
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if (!ctm.isIdentity())
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paintInfo.p->setWorldMatrix(ctm.inverse(), true);
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//paintInfo.context->concatCTM(ctm.inverse());
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}
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void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar* chars, int length, khtml::RenderObject::PaintInfo& p, RenderStyle* style, const Font* f)
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{
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Q_UNUSED(boxStartOffset);
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Q_UNUSED(svgChar);
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Q_UNUSED(chars);
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Q_UNUSED(length);
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Q_UNUSED(p);
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Q_UNUSED(style);
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Q_UNUSED(f);
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/*if (selectionState() == RenderObject::SelectionNone)
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return;
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int startPos, endPos;
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selectionStartEnd(startPos, endPos);
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if (startPos >= endPos)
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return;
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Color textColor = style->color();
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Color color = object()->selectionBackgroundColor();
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if (!color.isValid() || color.alpha() == 0)
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return;
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// If the text color ends up being the same as the selection background, invert the selection
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// background. This should basically never happen, since the selection has transparency.
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if (textColor == color)
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color = Color(0xff - color.red(), 0xff - color.green(), 0xff - color.blue());
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// Map from text box positions and a given start offset to chunk positions
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// 'boxStartOffset' represents the beginning of the text chunk.
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if ((startPos > boxStartOffset && endPos > boxStartOffset + length) || boxStartOffset >= endPos)
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return;
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if (endPos > boxStartOffset + length)
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endPos = boxStartOffset + length;
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|
|
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(svgTextRunForInlineTextBox(textObject()->text()->characters() + start() + boxStartOffset, length, style, this, svgChar.x),
|
|
IntPoint((int) svgChar.x, (int) svgChar.y - f->ascent()),
|
|
f->ascent() + f->descent(), color, startPos - adjust, endPos - adjust);
|
|
|
|
p->restore();*/
|
|
}
|
|
|
|
static inline Path pathForDecoration(ETextDecoration decoration, RenderObject* object, float x, float y, float width)
|
|
{
|
|
Q_UNUSED(decoration);
|
|
|
|
float thickness = SVGRenderStyle::cssPrimitiveToLength(object, object->style()->svgStyle()->strokeWidth(), 1.0f);
|
|
|
|
const Font& font = object->style()->htmlFont();
|
|
thickness = max(thickness * powf(font.getFontDef().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, khtml::RenderObject::PaintInfo& pI, int tx, int ty, int width, const SVGChar& svgChar, const SVGTextDecorationInfo& info)
|
|
{
|
|
Q_UNUSED(decoration);
|
|
Q_UNUSED(pI);
|
|
Q_UNUSED(tx);
|
|
Q_UNUSED(ty);
|
|
Q_UNUSED(width);
|
|
Q_UNUSED(svgChar);
|
|
Q_UNUSED(info);
|
|
|
|
/*FIXME if (object()->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;
|
|
|
|
if (decoration == UNDERLINE)
|
|
ty += m_baseline;
|
|
else if (decoration == LINE_THROUGH)
|
|
ty += 2 * m_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
|