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Diffstat (limited to 'ui/gfx/canvas_skia_win.cc')
-rw-r--r-- | ui/gfx/canvas_skia_win.cc | 301 |
1 files changed, 301 insertions, 0 deletions
diff --git a/ui/gfx/canvas_skia_win.cc b/ui/gfx/canvas_skia_win.cc new file mode 100644 index 0000000..03186fa --- /dev/null +++ b/ui/gfx/canvas_skia_win.cc @@ -0,0 +1,301 @@ +// Copyright (c) 2010 The Chromium Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +#include "gfx/canvas_skia.h" + +#include <limits> + +#include "base/i18n/rtl.h" +#include "gfx/font.h" +#include "gfx/rect.h" +#include "third_party/skia/include/core/SkShader.h" + +namespace { + +// We make sure that LTR text we draw in an RTL context is modified +// appropriately to make sure it maintains it LTR orientation. +void DoDrawText(HDC hdc, + const string16& text, + RECT* text_bounds, + int flags) { + // Only adjust string directionality if both of the following are true: + // 1. The current locale is RTL. + // 2. The string itself has RTL directionality. + const wchar_t* string_ptr = text.c_str(); + int string_size = static_cast<int>(text.length()); + + string16 localized_text; + if (flags & DT_RTLREADING) { + localized_text = text; + base::i18n::AdjustStringForLocaleDirection(&localized_text); + string_ptr = localized_text.c_str(); + string_size = static_cast<int>(localized_text.length()); + } + + DrawText(hdc, string_ptr, string_size, text_bounds, flags); +} + +// Compute the windows flags necessary to implement the provided text Canvas +// flags. +int ComputeFormatFlags(int flags, const string16& text) { + // Setting the text alignment explicitly in case it hasn't already been set. + // This will make sure that we don't align text to the left on RTL locales + // just because no alignment flag was passed to DrawStringInt(). + if (!(flags & (gfx::Canvas::TEXT_ALIGN_CENTER | + gfx::Canvas::TEXT_ALIGN_RIGHT | + gfx::Canvas::TEXT_ALIGN_LEFT))) { + flags |= gfx::CanvasSkia::DefaultCanvasTextAlignment(); + } + + // horizontal alignment + int f = 0; + if (flags & gfx::Canvas::TEXT_ALIGN_CENTER) + f |= DT_CENTER; + else if (flags & gfx::Canvas::TEXT_ALIGN_RIGHT) + f |= DT_RIGHT; + else + f |= DT_LEFT; + + // vertical alignment + if (flags & gfx::Canvas::TEXT_VALIGN_TOP) + f |= DT_TOP; + else if (flags & gfx::Canvas::TEXT_VALIGN_BOTTOM) + f |= DT_BOTTOM; + else + f |= DT_VCENTER; + + if (flags & gfx::Canvas::MULTI_LINE) { + f |= DT_WORDBREAK; + if (flags & gfx::Canvas::CHARACTER_BREAK) + f |= DT_EDITCONTROL; // Turns on character breaking (not documented) + else if (!(flags & gfx::Canvas::NO_ELLIPSIS)) + f |= DT_WORD_ELLIPSIS; + } else { + f |= DT_SINGLELINE; + } + + if (flags & gfx::Canvas::HIDE_PREFIX) + f |= DT_HIDEPREFIX; + else if ((flags & gfx::Canvas::SHOW_PREFIX) == 0) + f |= DT_NOPREFIX; + + if (!(flags & gfx::Canvas::NO_ELLIPSIS)) + f |= DT_END_ELLIPSIS; + + // In order to make sure RTL/BiDi strings are rendered correctly, we must + // pass the flag DT_RTLREADING to DrawText (when the locale's language is + // a right-to-left language) so that Windows does the right thing. + // + // In addition to correctly displaying text containing both RTL and LTR + // elements (for example, a string containing a telephone number within a + // sentence in Hebrew, or a sentence in Hebrew that contains a word in + // English) this flag also makes sure that if there is not enough space to + // display the entire string, the ellipsis is displayed on the left hand side + // of the truncated string and not on the right hand side. + // + // We make a distinction between Chrome UI strings and text coming from a web + // page. + // + // For text coming from a web page we determine the alignment based on the + // first character with strong directionality. If the directionality of the + // first character with strong directionality in the text is LTR, the + // alignment is set to DT_LEFT, and the directionality should not be set as + // DT_RTLREADING. + // + // This heuristic doesn't work for Chrome UI strings since even in RTL + // locales, some of those might start with English text but we know they're + // localized so we always want them to be right aligned, and their + // directionality should be set as DT_RTLREADING. + // + // Caveat: If the string is purely LTR, don't set DTL_RTLREADING since when + // the flag is set, LRE-PDF don't have the desired effect of rendering + // multiline English-only text as LTR. + // + // Note that if the caller is explicitly requesting displaying the text + // using RTL directionality then we respect that and pass DT_RTLREADING to + // ::DrawText even if the locale is LTR. + if ((flags & gfx::Canvas::FORCE_RTL_DIRECTIONALITY) || + (base::i18n::IsRTL() && + (f & DT_RIGHT) && base::i18n::StringContainsStrongRTLChars(text))) { + f |= DT_RTLREADING; + } + + return f; +} + +} // anonymous namespace + +namespace gfx { + +CanvasSkia::CanvasSkia(int width, int height, bool is_opaque) + : skia::PlatformCanvas(width, height, is_opaque) { +} + +CanvasSkia::CanvasSkia() : skia::PlatformCanvas() { +} + +CanvasSkia::~CanvasSkia() { +} + +// static +void CanvasSkia::SizeStringInt(const string16& text, + const gfx::Font& font, + int* width, int* height, + int flags) { + // Clamp the max amount of text we'll measure to 2K. When the string is + // actually drawn, it will be clipped to whatever size box is provided, and + // the time to do that doesn't depend on the length being clipped off. + const int kMaxStringLength = 2048 - 1; // So the trailing \0 fits in 2K. + string16 clamped_string(text.substr(0, kMaxStringLength)); + + if (*width == 0) { + // If multi-line + character break are on, the computed width will be one + // character wide (useless). Furthermore, if in this case the provided text + // contains very long "words" (substrings without a word-breaking point), + // DrawText() can run extremely slowly (e.g. several seconds). So in this + // case, we turn character breaking off to get a more accurate "desired" + // width and avoid the slowdown. + if (flags & (gfx::Canvas::MULTI_LINE | gfx::Canvas::CHARACTER_BREAK)) + flags &= ~gfx::Canvas::CHARACTER_BREAK; + + // Weird undocumented behavior: if the width is 0, DoDrawText() won't + // calculate a size at all. So set it to 1, which it will then change. + if (!text.empty()) + *width = 1; + } + RECT r = { 0, 0, *width, *height }; + + HDC dc = GetDC(NULL); + HFONT old_font = static_cast<HFONT>(SelectObject(dc, font.GetNativeFont())); + DoDrawText(dc, clamped_string, &r, + ComputeFormatFlags(flags, clamped_string) | DT_CALCRECT); + SelectObject(dc, old_font); + ReleaseDC(NULL, dc); + + *width = r.right; + *height = r.bottom; +} + +void CanvasSkia::DrawStringInt(const string16& text, + HFONT font, + const SkColor& color, + int x, int y, int w, int h, + int flags) { + if (!IntersectsClipRectInt(x, y, w, h)) + return; + + // Clamp the max amount of text we'll draw to 32K. There seem to be bugs in + // DrawText() if you e.g. ask it to character-break a no-whitespace string of + // length > 43680 (for which it draws nothing), and since we clamped to 2K in + // SizeStringInt() we're unlikely to be able to display this much anyway. + const int kMaxStringLength = 32768 - 1; // So the trailing \0 fits in 32K. + string16 clamped_string(text.substr(0, kMaxStringLength)); + + RECT text_bounds = { x, y, x + w, y + h }; + HDC dc = beginPlatformPaint(); + SetBkMode(dc, TRANSPARENT); + HFONT old_font = (HFONT)SelectObject(dc, font); + COLORREF brush_color = RGB(SkColorGetR(color), SkColorGetG(color), + SkColorGetB(color)); + SetTextColor(dc, brush_color); + + int f = ComputeFormatFlags(flags, clamped_string); + DoDrawText(dc, clamped_string, &text_bounds, f); + endPlatformPaint(); + + // Restore the old font. This way we don't have to worry if the caller + // deletes the font and the DC lives longer. + SelectObject(dc, old_font); + + // Windows will have cleared the alpha channel of the text we drew. Assume + // we're drawing to an opaque surface, or at least the text rect area is + // opaque. + getTopPlatformDevice().makeOpaque(x, y, w, h); +} + +void CanvasSkia::DrawStringInt(const string16& text, + const gfx::Font& font, + const SkColor& color, + int x, int y, int w, int h, + int flags) { + DrawStringInt(text, font.GetNativeFont(), color, x, y, w, h, flags); +} + +// Checks each pixel immediately adjacent to the given pixel in the bitmap. If +// any of them are not the halo color, returns true. This defines the halo of +// pixels that will appear around the text. Note that we have to check each +// pixel against both the halo color and transparent since DrawStringWithHalo +// will modify the bitmap as it goes, and clears pixels shouldn't count as +// changed. +static bool pixelShouldGetHalo(const SkBitmap& bitmap, + int x, int y, + SkColor halo_color) { + if (x > 0 && + *bitmap.getAddr32(x - 1, y) != halo_color && + *bitmap.getAddr32(x - 1, y) != 0) + return true; // Touched pixel to the left. + if (x < bitmap.width() - 1 && + *bitmap.getAddr32(x + 1, y) != halo_color && + *bitmap.getAddr32(x + 1, y) != 0) + return true; // Touched pixel to the right. + if (y > 0 && + *bitmap.getAddr32(x, y - 1) != halo_color && + *bitmap.getAddr32(x, y - 1) != 0) + return true; // Touched pixel above. + if (y < bitmap.height() - 1 && + *bitmap.getAddr32(x, y + 1) != halo_color && + *bitmap.getAddr32(x, y + 1) != 0) + return true; // Touched pixel below. + return false; +} + +void CanvasSkia::DrawStringWithHalo(const string16& text, + const gfx::Font& font, + const SkColor& text_color, + const SkColor& halo_color_in, + int x, int y, int w, int h, + int flags) { + // Some callers will have semitransparent halo colors, which we don't handle + // (since the resulting image can have 1-bit transparency only). + SkColor halo_color = halo_color_in | 0xFF000000; + + // Create a temporary buffer filled with the halo color. It must leave room + // for the 1-pixel border around the text. + CanvasSkia text_canvas(w + 2, h + 2, true); + SkPaint bkgnd_paint; + bkgnd_paint.setColor(halo_color); + text_canvas.DrawRectInt(0, 0, w + 2, h + 2, bkgnd_paint); + + // Draw the text into the temporary buffer. This will have correct + // ClearType since the background color is the same as the halo color. + text_canvas.DrawStringInt(text, font, text_color, 1, 1, w, h, flags); + + // Windows will have cleared the alpha channel for the pixels it drew. Make it + // opaque. We have to do this first since pixelShouldGetHalo will check for + // 0 to see if a pixel has been modified to transparent, and black text that + // Windows draw will look transparent to it! + text_canvas.getTopPlatformDevice().makeOpaque(0, 0, w + 2, h + 2); + + uint32_t halo_premul = SkPreMultiplyColor(halo_color); + SkBitmap& text_bitmap = const_cast<SkBitmap&>( + text_canvas.getTopPlatformDevice().accessBitmap(true)); + for (int cur_y = 0; cur_y < h + 2; cur_y++) { + uint32_t* text_row = text_bitmap.getAddr32(0, cur_y); + for (int cur_x = 0; cur_x < w + 2; cur_x++) { + if (text_row[cur_x] == halo_premul) { + // This pixel was not touched by the text routines. See if it borders + // a touched pixel in any of the 4 directions (not diagonally). + if (!pixelShouldGetHalo(text_bitmap, cur_x, cur_y, halo_premul)) + text_row[cur_x] = 0; // Make transparent. + } else { + text_row[cur_x] |= 0xff << SK_A32_SHIFT; // Make opaque. + } + } + } + + // Draw the halo bitmap with blur. + DrawBitmapInt(text_bitmap, x - 1, y - 1); +} + +} // namespace gfx |