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-rw-r--r--ui/gfx/render_text_win.cc64
1 files changed, 30 insertions, 34 deletions
diff --git a/ui/gfx/render_text_win.cc b/ui/gfx/render_text_win.cc
index d17baee..89a0f87 100644
--- a/ui/gfx/render_text_win.cc
+++ b/ui/gfx/render_text_win.cc
@@ -111,7 +111,7 @@ void DeriveFontIfNecessary(int font_size,
const int current_style = (font->GetStyle() & kStyleMask);
const int current_size = font->GetFontSize();
if (current_style != target_style || current_size != font_size)
- *font = font->DeriveFont(font_size - current_size, font_style);
+ *font = font->DeriveFont(font_size - current_size, target_style);
}
// Returns true if |c| is a Unicode BiDi control character.
@@ -334,11 +334,9 @@ SelectionModel RenderTextWin::AdjacentWordSelectionModel(
void RenderTextWin::SetSelectionModel(const SelectionModel& model) {
RenderText::SetSelectionModel(model);
- // TODO(xji): The styles are applied to text inside ItemizeLogicalText(). So,
- // we need to update layout here in order for the styles, such as selection
- // foreground, to be picked up. Eventually, we should separate styles from
- // layout by applying foreground, strike, and underline styles during
- // DrawVisualText as what RenderTextLinux does.
+ // TODO(xji|msw): The text selection color is applied in ItemizeLogicalText().
+ // So, the layout must be updated in order to draw the proper selection range.
+ // Colors should be applied in DrawVisualText(), as done by RenderTextLinux.
ResetLayout();
}
@@ -487,15 +485,8 @@ void RenderTextWin::DrawVisualText(Canvas* canvas) {
renderer.SetFontFamilyWithStyle(run->font.GetFontName(), run->font_style);
renderer.SetForegroundColor(run->foreground);
renderer.DrawPosText(&pos[0], run->glyphs.get(), run->glyph_count);
- // TODO(oshima|msw): Consider refactoring StyleRange into Style
- // class and StyleRange containing Style, and use Style class in
- // TextRun class. This may conflict with msw's comment in
- // TextRun, so please consult with msw when refactoring.
- StyleRange style;
- style.strike = run->strike;
- style.diagonal_strike = run->diagonal_strike;
- style.underline = run->underline;
- renderer.DrawDecorations(x, y, run->width, style);
+ renderer.DrawDecorations(x, y, run->width, run->underline, run->strike,
+ run->diagonal_strike);
x = glyph_x;
}
@@ -516,7 +507,7 @@ void RenderTextWin::ItemizeLogicalText() {
HRESULT hr = E_OUTOFMEMORY;
int script_items_count = 0;
std::vector<SCRIPT_ITEM> script_items;
- const int text_length = GetLayoutText().length();
+ const size_t text_length = GetLayoutText().length();
for (size_t n = kGuessItems; hr == E_OUTOFMEMORY && n < kMaxItems; n *= 2) {
// Derive the array of Uniscribe script items from the logical text.
// ScriptItemize always adds a terminal array item so that the length of the
@@ -535,36 +526,41 @@ void RenderTextWin::ItemizeLogicalText() {
if (script_items_count <= 0)
return;
- // Build the list of runs, merge font/underline styles.
- // TODO(msw): Only break for font changes, not color etc. See TextRun comment.
- StyleRanges styles(style_ranges());
- ApplyCompositionAndSelectionStyles(&styles);
- StyleRanges::const_iterator style = styles.begin();
+ // Temporarily apply composition underlines and selection colors.
+ ApplyCompositionAndSelectionStyles();
+
+ // Build the list of runs from the script items and ranged colors/styles.
+ // TODO(msw): Only break for bold/italic, not color etc. See TextRun comment.
+ internal::StyleIterator style(colors(), styles());
SCRIPT_ITEM* script_item = &script_items[0];
- for (int run_break = 0; run_break < text_length;) {
+ const size_t layout_text_length = GetLayoutText().length();
+ for (size_t run_break = 0; run_break < layout_text_length;) {
internal::TextRun* run = new internal::TextRun();
run->range.set_start(run_break);
run->font = GetFont();
- run->font_style = style->font_style;
+ run->font_style = (style.style(BOLD) ? Font::BOLD : 0) |
+ (style.style(ITALIC) ? Font::ITALIC : 0);
DeriveFontIfNecessary(run->font.GetFontSize(), run->font.GetHeight(),
run->font_style, &run->font);
- run->foreground = style->foreground;
- run->strike = style->strike;
- run->diagonal_strike = style->diagonal_strike;
- run->underline = style->underline;
+ run->foreground = style.color();
+ run->strike = style.style(STRIKE);
+ run->diagonal_strike = style.style(DIAGONAL_STRIKE);
+ run->underline = style.style(UNDERLINE);
run->script_analysis = script_item->a;
- // Find the range end and advance the structures as needed.
- const int script_item_end = (script_item + 1)->iCharPos;
- const int style_range_end = TextIndexToLayoutIndex(style->range.end());
- run_break = std::min(script_item_end, style_range_end);
- if (script_item_end <= style_range_end)
+ // Find the next break and advance the iterators as needed.
+ const size_t script_item_break = (script_item + 1)->iCharPos;
+ run_break = std::min(script_item_break,
+ TextIndexToLayoutIndex(style.GetRange().end()));
+ style.UpdatePosition(LayoutIndexToTextIndex(run_break));
+ if (script_item_break == run_break)
script_item++;
- if (script_item_end >= style_range_end)
- style++;
run->range.set_end(run_break);
runs_.push_back(run);
}
+
+ // Undo the temporarily applied composition underlines and selection colors.
+ UndoCompositionAndSelectionStyles();
}
void RenderTextWin::LayoutVisualText() {