/* * Copyright (C) 2006, 2007 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 COMPUTER, 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 COMPUTER, 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" #include #include "Font.h" #include "FontFallbackList.h" #include "GlyphBuffer.h" #include "SimpleFontData.h" #include "UniscribeStateTextRun.h" #include "base/gfx/platform_canvas_win.h" #include "graphics/SkiaUtils.h" #include "webkit/glue/webkit_glue.h" namespace WebCore { void Font::drawGlyphs(GraphicsContext* graphicsContext, const SimpleFontData* font, const GlyphBuffer& glyphBuffer, int from, int numGlyphs, const FloatPoint& point) const { PlatformGraphicsContext* context = graphicsContext->platformContext(); SkPoint origin; WebCorePointToSkiaPoint(point, &origin); // Max buffer length passed to the underlying windows API. const int kMaxBufferLength = 1024; // Default size for the buffer. It should be enough for most of cases. const int kDefaultBufferLength = 256; // Windows needs the characters and the advances in nice contiguous // buffers, which we build here. Vector glyphs; Vector advances; // We draw the glyphs in chunks to avoid having to do a heap allocation for // the arrays of characters and advances. Since ExtTextOut is the // lowest-level text output function on Windows, there should be little // penalty for splitting up the text. On the other hand, the buffer cannot // be bigger than 4094 or the function will fail. int glyph_index = 0; int chunk_x = 0; // x offset of this span from the point while (glyph_index < numGlyphs) { // how many chars will be in this chunk? int cur_len = std::min(kMaxBufferLength, numGlyphs - glyph_index); glyphs.resize(cur_len); advances.resize(cur_len); int cur_width = 0; for (int i = 0; i < cur_len; ++i, ++glyph_index) { glyphs[i] = glyphBuffer.glyphAt(from + glyph_index); advances[i] = static_cast(glyphBuffer.advanceAt(from + glyph_index)); cur_width += advances[i]; } // the 'point' represents the baseline, so we need to move it up to the // top of the bounding square by subtracting the ascent SkPoint origin2 = origin; origin2.fY -= font->ascent(); origin2.fX += chunk_x; bool success = false; for (int executions = 0; executions < 2; ++executions) { success = context->paintText(font->platformData().hfont(), cur_len, &glyphs[0], &advances[0], origin2); if (!success && executions == 0) { // Ask the browser to load the font for us and retry. webkit_glue::EnsureFontLoaded(font->platformData().hfont()); continue; } break; } ASSERT(success); chunk_x += cur_width; } } FloatRect Font::selectionRectForComplexText(const TextRun& run, const IntPoint& point, int h, int from, int to) const { UniscribeStateTextRun state(run, *this); float left = static_cast(point.x() + state.CharacterToX(from)); float right = static_cast(point.x() + state.CharacterToX(to)); // If the text is RTL, left will actually be after right. if (left < right) { return FloatRect(left, static_cast(point.y()), right - left, static_cast(h)); } return FloatRect(right, static_cast(point.y()), left - right, static_cast(h)); } void Font::drawComplexText(GraphicsContext* context, const TextRun& run, const FloatPoint& point, int from, int to) const { UniscribeStateTextRun state(run, *this); PlatformContextSkia* skia = PlatformContextToPlatformContextSkia(context->platformContext()); SkPoint p; WebCorePointToSkiaPoint(point, &p); skia->paintComplexText(state, p, from, to, ascent()); } float Font::floatWidthForComplexText(const TextRun& run) const { UniscribeStateTextRun state(run, *this); return static_cast(state.Width()); } int Font::offsetForPositionForComplexText(const TextRun& run, int x, bool includePartialGlyphs) const { // Mac code ignores includePartialGlyphs, and they don't know what it's // supposed to do, so we just ignore it as well. UniscribeStateTextRun state(run, *this); int char_index = state.XToCharacter(x); // XToCharacter will return -1 if the position is before the first // character (we get called like this sometimes). if (char_index < 0) char_index = 0; return char_index; } }