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// 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 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<int>(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<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 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<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 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.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 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<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.
drawBitmap(text_bitmap, SkIntToScalar(x - 1), SkIntToScalar(y - 1));
}
} // namespace gfx
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