// 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 #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 std::wstring& text, RECT* text_bounds, int flags) { std::wstring localized_text; const wchar_t* string_ptr = text.c_str(); int string_size = static_cast(text.length()); // Only adjust string directionality if both of the following are true: // 1. The current locale is RTL. // 2. The string itself has RTL directionality. if (flags & DT_RTLREADING) { if (base::i18n::AdjustStringForLocaleDirection(text, &localized_text)) { string_ptr = localized_text.c_str(); string_size = static_cast(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 std::wstring& 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 std::wstring& 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. std::wstring 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(SelectObject(dc, font.hfont())); 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 std::wstring& 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. std::wstring 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 std::wstring& text, const gfx::Font& font, const SkColor& color, int x, int y, int w, int h, int flags) { DrawStringInt(text, font.hfont(), 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 std::wstring& 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.FillRectInt(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( 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. drawBitmap(text_bitmap, SkIntToScalar(x - 1), SkIntToScalar(y - 1)); } } // namespace gfx