本文整理汇总了C++中AffineTransform::isIdentity方法的典型用法代码示例。如果您正苦于以下问题:C++ AffineTransform::isIdentity方法的具体用法?C++ AffineTransform::isIdentity怎么用?C++ AffineTransform::isIdentity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AffineTransform
的用法示例。
在下文中一共展示了AffineTransform::isIdentity方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: finalizeTransformMatrices
void SVGTextLayoutEngine::finalizeTransformMatrices(Vector<SVGInlineTextBox*>& boxes)
{
unsigned boxCount = boxes.size();
if (!boxCount)
return;
AffineTransform textBoxTransformation;
for (unsigned boxPosition = 0; boxPosition < boxCount; ++boxPosition) {
SVGInlineTextBox* textBox = boxes.at(boxPosition);
Vector<SVGTextFragment>& fragments = textBox->textFragments();
unsigned fragmentCount = fragments.size();
for (unsigned i = 0; i < fragmentCount; ++i) {
m_chunkLayoutBuilder.transformationForTextBox(textBox, textBoxTransformation);
if (textBoxTransformation.isIdentity())
continue;
ASSERT(fragments[i].lengthAdjustTransform.isIdentity());
fragments[i].lengthAdjustTransform = textBoxTransformation;
}
}
boxes.clear();
}
示例2: ASSERT
PassOwnPtr<ImageBuffer> RenderSVGResourcePattern::createTileImage(const PatternAttributes& attributes,
const FloatRect& tileBoundaries,
const FloatRect& absoluteTileBoundaries,
const AffineTransform& tileImageTransform,
FloatRect& clampedAbsoluteTileBoundaries) const
{
clampedAbsoluteTileBoundaries = SVGImageBufferTools::clampedAbsoluteTargetRect(absoluteTileBoundaries);
OwnPtr<ImageBuffer> tileImage;
if (!SVGImageBufferTools::createImageBuffer(absoluteTileBoundaries, clampedAbsoluteTileBoundaries, tileImage, ColorSpaceDeviceRGB))
return nullptr;
GraphicsContext* tileImageContext = tileImage->context();
ASSERT(tileImageContext);
// The image buffer represents the final rendered size, so the content has to be scaled (to avoid pixelation).
tileImageContext->scale(FloatSize(clampedAbsoluteTileBoundaries.width() / tileBoundaries.width(),
clampedAbsoluteTileBoundaries.height() / tileBoundaries.height()));
// Apply tile image transformations.
if (!tileImageTransform.isIdentity())
tileImageContext->concatCTM(tileImageTransform);
AffineTransform contentTransformation;
if (attributes.boundingBoxModeContent())
contentTransformation = tileImageTransform;
// Draw the content into the ImageBuffer.
for (Node* node = attributes.patternContentElement()->firstChild(); node; node = node->nextSibling()) {
if (!node->isSVGElement() || !static_cast<SVGElement*>(node)->isStyled() || !node->renderer())
continue;
SVGImageBufferTools::renderSubtreeToImageBuffer(tileImage.get(), node->renderer(), contentTransformation);
}
return tileImage.release();
}
示例3: imageSize
PassOwnPtr<ImageBuffer> RenderSVGResourcePattern::createTileImage(PatternData* patternData,
const SVGPatternElement* patternElement,
RenderObject* object) const
{
PatternAttributes attributes = patternElement->collectPatternProperties();
// If we couldn't determine the pattern content element root, stop here.
if (!attributes.patternContentElement())
return 0;
FloatRect objectBoundingBox = object->objectBoundingBox();
FloatRect patternBoundaries = calculatePatternBoundaries(attributes, objectBoundingBox, patternElement);
AffineTransform patternTransform = attributes.patternTransform();
AffineTransform viewBoxCTM = patternElement->viewBoxToViewTransform(patternElement->viewBox(),
patternElement->preserveAspectRatio(),
patternBoundaries.width(),
patternBoundaries.height());
FloatRect patternBoundariesIncludingOverflow = calculatePatternBoundariesIncludingOverflow(attributes,
objectBoundingBox,
viewBoxCTM,
patternBoundaries);
IntSize imageSize(lroundf(patternBoundariesIncludingOverflow.width()), lroundf(patternBoundariesIncludingOverflow.height()));
// FIXME: We should be able to clip this more, needs investigation
clampImageBufferSizeToViewport(object->document()->view(), imageSize);
// Don't create ImageBuffers with image size of 0
if (imageSize.isEmpty())
return 0;
OwnPtr<ImageBuffer> tileImage = ImageBuffer::create(imageSize);
GraphicsContext* context = tileImage->context();
ASSERT(context);
context->save();
// Translate to pattern start origin
if (patternBoundariesIncludingOverflow.location() != patternBoundaries.location()) {
context->translate(patternBoundaries.x() - patternBoundariesIncludingOverflow.x(),
patternBoundaries.y() - patternBoundariesIncludingOverflow.y());
patternBoundaries.setLocation(patternBoundariesIncludingOverflow.location());
}
// Process viewBox or boundingBoxModeContent correction
if (!viewBoxCTM.isIdentity())
context->concatCTM(viewBoxCTM);
else if (attributes.boundingBoxModeContent()) {
context->translate(objectBoundingBox.x(), objectBoundingBox.y());
context->scale(FloatSize(objectBoundingBox.width(), objectBoundingBox.height()));
}
// Render subtree into ImageBuffer
for (Node* node = attributes.patternContentElement()->firstChild(); node; node = node->nextSibling()) {
if (!node->isSVGElement() || !static_cast<SVGElement*>(node)->isStyled() || !node->renderer())
continue;
renderSubtreeToImage(tileImage.get(), node->renderer());
}
patternData->boundaries = patternBoundaries;
// Compute pattern transformation
patternData->transform.translate(patternBoundaries.x(), patternBoundaries.y());
patternData->transform.multiply(patternTransform);
context->restore();
return tileImage.release();
}
示例4: paintSelectionBackground
void SVGInlineTextBox::paintSelectionBackground(PaintInfo& paintInfo)
{
ASSERT(paintInfo.shouldPaintWithinRoot(renderer()));
ASSERT(paintInfo.phase == PaintPhaseForeground || paintInfo.phase == PaintPhaseSelection);
ASSERT(truncation() == cNoTruncation);
if (renderer()->style()->visibility() != VISIBLE)
return;
RenderObject* parentRenderer = parent()->renderer();
ASSERT(parentRenderer);
ASSERT(!parentRenderer->document()->printing());
// Determine whether or not we're selected.
bool paintSelectedTextOnly = paintInfo.phase == PaintPhaseSelection;
bool hasSelection = selectionState() != RenderObject::SelectionNone;
if (!hasSelection || paintSelectedTextOnly)
return;
Color backgroundColor = renderer()->selectionBackgroundColor();
if (!backgroundColor.isValid() || !backgroundColor.alpha())
return;
RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
ASSERT(textRenderer);
if (!textShouldBePainted(textRenderer))
return;
RenderStyle* style = parentRenderer->style();
ASSERT(style);
RenderStyle* selectionStyle = style;
if (hasSelection) {
selectionStyle = parentRenderer->getCachedPseudoStyle(SELECTION);
if (!selectionStyle)
selectionStyle = style;
}
int startPosition, endPosition;
selectionStartEnd(startPosition, endPosition);
int fragmentStartPosition = 0;
int fragmentEndPosition = 0;
AffineTransform fragmentTransform;
unsigned textFragmentsSize = m_textFragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
SVGTextFragment& fragment = m_textFragments.at(i);
ASSERT(!m_paintingResource);
fragmentStartPosition = startPosition;
fragmentEndPosition = endPosition;
if (!mapStartEndPositionsIntoFragmentCoordinates(fragment, fragmentStartPosition, fragmentEndPosition))
continue;
GraphicsContextStateSaver stateSaver(*paintInfo.context);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity())
paintInfo.context->concatCTM(fragmentTransform);
paintInfo.context->setFillColor(backgroundColor, style->colorSpace());
paintInfo.context->fillRect(selectionRectForTextFragment(fragment, fragmentStartPosition, fragmentEndPosition, style), backgroundColor, style->colorSpace());
m_paintingResourceMode = ApplyToDefaultMode;
}
ASSERT(!m_paintingResource);
}
示例5: applyResource
bool RenderSVGResourcePattern::applyResource(RenderObject* object, RenderStyle* style, GraphicsContext*& context, unsigned short resourceMode)
{
ASSERT(object);
ASSERT(style);
ASSERT(context);
ASSERT(resourceMode != ApplyToDefaultMode);
// Be sure to synchronize all SVG properties on the patternElement _before_ processing any further.
// Otherwhise the call to collectPatternAttributes() below, may cause the SVG DOM property
// synchronization to kick in, which causes removeAllClientsFromCache() to be called, which in turn deletes our
// PatternData object! Leaving out the line below will cause svg/dynamic-updates/SVGPatternElement-svgdom* to crash.
SVGPatternElement* patternElement = static_cast<SVGPatternElement*>(node());
if (!patternElement)
return false;
if (m_shouldCollectPatternAttributes) {
patternElement->updateAnimatedSVGAttribute(anyQName());
m_attributes = PatternAttributes();
patternElement->collectPatternAttributes(m_attributes);
m_shouldCollectPatternAttributes = false;
}
// Spec: When the geometry of the applicable element has no width or height and objectBoundingBox is specified,
// then the given effect (e.g. a gradient or a filter) will be ignored.
FloatRect objectBoundingBox = object->objectBoundingBox();
if (m_attributes.boundingBoxMode() && objectBoundingBox.isEmpty())
return false;
if (!m_pattern.contains(object))
m_pattern.set(object, new PatternData);
PatternData* patternData = m_pattern.get(object);
if (!patternData->pattern) {
// If we couldn't determine the pattern content element root, stop here.
if (!m_attributes.patternContentElement())
return false;
// Compute all necessary transformations to build the tile image & the pattern.
FloatRect tileBoundaries;
AffineTransform tileImageTransform;
if (!buildTileImageTransform(object, m_attributes, patternElement, tileBoundaries, tileImageTransform))
return false;
AffineTransform absoluteTransform;
SVGImageBufferTools::calculateTransformationToOutermostSVGCoordinateSystem(object, absoluteTransform);
FloatRect absoluteTileBoundaries = absoluteTransform.mapRect(tileBoundaries);
// Build tile image.
OwnPtr<ImageBuffer> tileImage = createTileImage(object, m_attributes, tileBoundaries, absoluteTileBoundaries, tileImageTransform);
if (!tileImage)
return false;
RefPtr<Image> copiedImage = tileImage->copyImage();
if (!copiedImage)
return false;
// Build pattern.
patternData->pattern = Pattern::create(copiedImage, true, true);
if (!patternData->pattern)
return false;
// Compute pattern space transformation.
patternData->transform.translate(tileBoundaries.x(), tileBoundaries.y());
patternData->transform.scale(tileBoundaries.width() / absoluteTileBoundaries.width(), tileBoundaries.height() / absoluteTileBoundaries.height());
AffineTransform patternTransform = m_attributes.patternTransform();
if (!patternTransform.isIdentity())
patternData->transform = patternTransform * patternData->transform;
patternData->pattern->setPatternSpaceTransform(patternData->transform);
}
// Draw pattern
context->save();
const SVGRenderStyle* svgStyle = style->svgStyle();
ASSERT(svgStyle);
if (resourceMode & ApplyToFillMode) {
context->setAlpha(svgStyle->fillOpacity());
context->setFillPattern(patternData->pattern);
context->setFillRule(svgStyle->fillRule());
} else if (resourceMode & ApplyToStrokeMode) {
if (svgStyle->vectorEffect() == VE_NON_SCALING_STROKE)
patternData->pattern->setPatternSpaceTransform(transformOnNonScalingStroke(object, patternData->transform));
context->setAlpha(svgStyle->strokeOpacity());
context->setStrokePattern(patternData->pattern);
SVGRenderSupport::applyStrokeStyleToContext(context, style, object);
}
if (resourceMode & ApplyToTextMode) {
if (resourceMode & ApplyToFillMode) {
context->setTextDrawingMode(TextModeFill);
#if PLATFORM(CG)
context->applyFillPattern();
#endif
} else if (resourceMode & ApplyToStrokeMode) {
//.........这里部分代码省略.........
示例6: writeSVGResourceContainer
void writeSVGResourceContainer(TextStream& ts, const RenderObject& object, int indent)
{
writeStandardPrefix(ts, object, indent);
Element* element = toElement(object.node());
const AtomicString& id = element->getIdAttribute();
writeNameAndQuotedValue(ts, "id", id);
RenderSVGResourceContainer* resource = const_cast<RenderObject&>(object).toRenderSVGResourceContainer();
ASSERT(resource);
if (resource->resourceType() == MaskerResourceType) {
RenderSVGResourceMasker* masker = toRenderSVGResourceMasker(resource);
writeNameValuePair(ts, "maskUnits", masker->maskUnits());
writeNameValuePair(ts, "maskContentUnits", masker->maskContentUnits());
ts << "\n";
} else if (resource->resourceType() == FilterResourceType) {
RenderSVGResourceFilter* filter = toRenderSVGResourceFilter(resource);
writeNameValuePair(ts, "filterUnits", filter->filterUnits());
writeNameValuePair(ts, "primitiveUnits", filter->primitiveUnits());
ts << "\n";
// Creating a placeholder filter which is passed to the builder.
FloatRect dummyRect;
RefPtr<SVGFilter> dummyFilter = SVGFilter::create(AffineTransform(), dummyRect, dummyRect, dummyRect, true);
if (RefPtr<SVGFilterBuilder> builder = filter->buildPrimitives(dummyFilter.get())) {
if (FilterEffect* lastEffect = builder->lastEffect())
lastEffect->externalRepresentation(ts, indent + 1);
}
} else if (resource->resourceType() == ClipperResourceType) {
writeNameValuePair(ts, "clipPathUnits", toRenderSVGResourceClipper(resource)->clipPathUnits());
ts << "\n";
} else if (resource->resourceType() == MarkerResourceType) {
RenderSVGResourceMarker* marker = toRenderSVGResourceMarker(resource);
writeNameValuePair(ts, "markerUnits", marker->markerUnits());
ts << " [ref at " << marker->referencePoint() << "]";
ts << " [angle=";
if (marker->angle() == -1)
ts << "auto" << "]\n";
else
ts << marker->angle() << "]\n";
} else if (resource->resourceType() == PatternResourceType) {
RenderSVGResourcePattern* pattern = static_cast<RenderSVGResourcePattern*>(resource);
// Dump final results that are used for rendering. No use in asking SVGPatternElement for its patternUnits(), as it may
// link to other patterns using xlink:href, we need to build the full inheritance chain, aka. collectPatternProperties()
PatternAttributes attributes;
toSVGPatternElement(pattern->element())->collectPatternAttributes(attributes);
writeNameValuePair(ts, "patternUnits", attributes.patternUnits());
writeNameValuePair(ts, "patternContentUnits", attributes.patternContentUnits());
AffineTransform transform = attributes.patternTransform();
if (!transform.isIdentity())
ts << " [patternTransform=" << transform << "]";
ts << "\n";
} else if (resource->resourceType() == LinearGradientResourceType) {
RenderSVGResourceLinearGradient* gradient = static_cast<RenderSVGResourceLinearGradient*>(resource);
// Dump final results that are used for rendering. No use in asking SVGGradientElement for its gradientUnits(), as it may
// link to other gradients using xlink:href, we need to build the full inheritance chain, aka. collectGradientProperties()
LinearGradientAttributes attributes;
toSVGLinearGradientElement(gradient->element())->collectGradientAttributes(attributes);
writeCommonGradientProperties(ts, attributes.spreadMethod(), attributes.gradientTransform(), attributes.gradientUnits());
ts << " [start=" << gradient->startPoint(attributes) << "] [end=" << gradient->endPoint(attributes) << "]\n";
} else if (resource->resourceType() == RadialGradientResourceType) {
RenderSVGResourceRadialGradient* gradient = toRenderSVGResourceRadialGradient(resource);
// Dump final results that are used for rendering. No use in asking SVGGradientElement for its gradientUnits(), as it may
// link to other gradients using xlink:href, we need to build the full inheritance chain, aka. collectGradientProperties()
RadialGradientAttributes attributes;
toSVGRadialGradientElement(gradient->element())->collectGradientAttributes(attributes);
writeCommonGradientProperties(ts, attributes.spreadMethod(), attributes.gradientTransform(), attributes.gradientUnits());
FloatPoint focalPoint = gradient->focalPoint(attributes);
FloatPoint centerPoint = gradient->centerPoint(attributes);
float radius = gradient->radius(attributes);
float focalRadius = gradient->focalRadius(attributes);
ts << " [center=" << centerPoint << "] [focal=" << focalPoint << "] [radius=" << radius << "] [focalRadius=" << focalRadius << "]\n";
} else
ts << "\n";
writeChildren(ts, object, indent);
}
示例7: computeTextMatchMarkerRectForRenderer
void SVGInlineFlowBox::computeTextMatchMarkerRectForRenderer(RenderSVGInlineText* textRenderer)
{
ASSERT(textRenderer);
Node* node = textRenderer->node();
if (!node || !node->inDocument())
return;
RenderStyle* style = textRenderer->style();
ASSERT(style);
AffineTransform fragmentTransform;
Document* document = textRenderer->document();
Vector<DocumentMarker*> markers = document->markers()->markersFor(textRenderer->node());
Vector<DocumentMarker*>::iterator markerEnd = markers.end();
for (Vector<DocumentMarker*>::iterator markerIt = markers.begin(); markerIt != markerEnd; ++markerIt) {
DocumentMarker* marker = *markerIt;
// SVG is only interessted in the TextMatch marker, for now.
if (marker->type() != DocumentMarker::TextMatch)
continue;
FloatRect markerRect;
for (InlineTextBox* box = textRenderer->firstTextBox(); box; box = box->nextTextBox()) {
if (!box->isSVGInlineTextBox())
continue;
SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(box);
int markerStartPosition = max<int>(marker->startOffset() - textBox->start(), 0);
int markerEndPosition = min<int>(marker->endOffset() - textBox->start(), textBox->len());
if (markerStartPosition >= markerEndPosition)
continue;
int fragmentStartPosition = 0;
int fragmentEndPosition = 0;
const Vector<SVGTextFragment>& fragments = textBox->textFragments();
unsigned textFragmentsSize = fragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
const SVGTextFragment& fragment = fragments.at(i);
fragmentStartPosition = markerStartPosition;
fragmentEndPosition = markerEndPosition;
if (!textBox->mapStartEndPositionsIntoFragmentCoordinates(fragment, fragmentStartPosition, fragmentEndPosition))
continue;
FloatRect fragmentRect = textBox->selectionRectForTextFragment(fragment, fragmentStartPosition, fragmentEndPosition, style);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity())
fragmentRect = fragmentTransform.mapRect(fragmentRect);
markerRect.unite(fragmentRect);
}
}
toRenderedDocumentMarker(marker)->setRenderedRect(textRenderer->localToAbsoluteQuad(markerRect).enclosingBoundingBox());
}
}
示例8: paintTextFragments
void SVGInlineTextBoxPainter::paintTextFragments(const PaintInfo& paintInfo, LayoutObject& parentLayoutObject)
{
const ComputedStyle& style = parentLayoutObject.styleRef();
const SVGComputedStyle& svgStyle = style.svgStyle();
bool hasFill = svgStyle.hasFill();
bool hasVisibleStroke = svgStyle.hasVisibleStroke();
const ComputedStyle* selectionStyle = &style;
bool shouldPaintSelection = this->shouldPaintSelection();
if (shouldPaintSelection) {
selectionStyle = parentLayoutObject.getCachedPseudoStyle(SELECTION);
if (selectionStyle) {
const SVGComputedStyle& svgSelectionStyle = selectionStyle->svgStyle();
if (!hasFill)
hasFill = svgSelectionStyle.hasFill();
if (!hasVisibleStroke)
hasVisibleStroke = svgSelectionStyle.hasVisibleStroke();
} else {
selectionStyle = &style;
}
}
if (paintInfo.isRenderingClipPathAsMaskImage()) {
hasFill = true;
hasVisibleStroke = false;
}
AffineTransform fragmentTransform;
unsigned textFragmentsSize = m_svgInlineTextBox.textFragments().size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
SVGTextFragment& fragment = m_svgInlineTextBox.textFragments().at(i);
GraphicsContextStateSaver stateSaver(*paintInfo.context, false);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity()) {
stateSaver.save();
paintInfo.context->concatCTM(fragmentTransform);
}
// Spec: All text decorations except line-through should be drawn before the text is filled and stroked; thus, the text is rendered on top of these decorations.
unsigned decorations = style.textDecorationsInEffect();
if (decorations & TextDecorationUnderline)
paintDecoration(paintInfo, TextDecorationUnderline, fragment);
if (decorations & TextDecorationOverline)
paintDecoration(paintInfo, TextDecorationOverline, fragment);
for (int i = 0; i < 3; i++) {
switch (svgStyle.paintOrderType(i)) {
case PT_FILL:
if (hasFill)
paintText(paintInfo, style, *selectionStyle, fragment, ApplyToFillMode, shouldPaintSelection);
break;
case PT_STROKE:
if (hasVisibleStroke)
paintText(paintInfo, style, *selectionStyle, fragment, ApplyToStrokeMode, shouldPaintSelection);
break;
case PT_MARKERS:
// Markers don't apply to text
break;
default:
ASSERT_NOT_REACHED();
break;
}
}
// Spec: Line-through should be drawn after the text is filled and stroked; thus, the line-through is rendered on top of the text.
if (decorations & TextDecorationLineThrough)
paintDecoration(paintInfo, TextDecorationLineThrough, fragment);
}
}
示例9: paint
void SVGInlineTextBox::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset, LayoutUnit, LayoutUnit)
{
ASSERT(paintInfo.shouldPaintWithinRoot(renderer()));
ASSERT(paintInfo.phase == PaintPhaseForeground || paintInfo.phase == PaintPhaseSelection);
ASSERT(truncation() == cNoTruncation);
if (renderer().style().visibility() != VISIBLE)
return;
// Note: We're explicitely not supporting composition & custom underlines and custom highlighters - unlike InlineTextBox.
// If we ever need that for SVG, it's very easy to refactor and reuse the code.
auto& parentRenderer = parent()->renderer();
bool paintSelectedTextOnly = paintInfo.phase == PaintPhaseSelection;
bool hasSelection = !parentRenderer.document().printing() && selectionState() != RenderObject::SelectionNone;
if (!hasSelection && paintSelectedTextOnly)
return;
if (!textShouldBePainted(renderer()))
return;
RenderStyle& style = parentRenderer.style();
const SVGRenderStyle& svgStyle = style.svgStyle();
bool hasFill = svgStyle.hasFill();
bool hasVisibleStroke = svgStyle.hasVisibleStroke();
RenderStyle* selectionStyle = &style;
if (hasSelection) {
selectionStyle = parentRenderer.getCachedPseudoStyle(SELECTION);
if (selectionStyle) {
const SVGRenderStyle& svgSelectionStyle = selectionStyle->svgStyle();
if (!hasFill)
hasFill = svgSelectionStyle.hasFill();
if (!hasVisibleStroke)
hasVisibleStroke = svgSelectionStyle.hasVisibleStroke();
} else
selectionStyle = &style;
}
if (renderer().view().frameView().paintBehavior() & PaintBehaviorRenderingSVGMask) {
hasFill = true;
hasVisibleStroke = false;
}
AffineTransform fragmentTransform;
unsigned textFragmentsSize = m_textFragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
SVGTextFragment& fragment = m_textFragments.at(i);
ASSERT(!m_paintingResource);
GraphicsContextStateSaver stateSaver(paintInfo.context());
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity())
paintInfo.context().concatCTM(fragmentTransform);
// Spec: All text decorations except line-through should be drawn before the text is filled and stroked; thus, the text is rendered on top of these decorations.
int decorations = style.textDecorationsInEffect();
if (decorations & TextDecorationUnderline)
paintDecoration(paintInfo.context(), TextDecorationUnderline, fragment);
if (decorations & TextDecorationOverline)
paintDecoration(paintInfo.context(), TextDecorationOverline, fragment);
auto paintOrder = style.svgStyle().paintTypesForPaintOrder();
for (unsigned i = 0; i < paintOrder.size(); ++i) {
switch (paintOrder.at(i)) {
case PaintTypeFill:
if (!hasFill)
continue;
m_paintingResourceMode = ApplyToFillMode | ApplyToTextMode;
paintText(paintInfo.context(), &style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
break;
case PaintTypeStroke:
if (!hasVisibleStroke)
continue;
m_paintingResourceMode = ApplyToStrokeMode | ApplyToTextMode;
paintText(paintInfo.context(), &style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
break;
case PaintTypeMarkers:
continue;
}
}
// Spec: Line-through should be drawn after the text is filled and stroked; thus, the line-through is rendered on top of the text.
if (decorations & TextDecorationLineThrough)
paintDecoration(paintInfo.context(), TextDecorationLineThrough, fragment);
m_paintingResourceMode = ApplyToDefaultMode;
}
// Finally, paint the outline if any.
if (renderer().style().hasOutline() && is<RenderInline>(parentRenderer))
downcast<RenderInline>(parentRenderer).paintOutline(paintInfo, paintOffset);
ASSERT(!m_paintingResource);
}
示例10: writeSVGResourceContainer
void writeSVGResourceContainer(TextStream& ts, const RenderObject& object, int indent)
{
writeStandardPrefix(ts, object, indent);
Element* element = static_cast<Element*>(object.node());
const AtomicString& id = element->getIdAttribute();
writeNameAndQuotedValue(ts, "id", id);
RenderSVGResourceContainer* resource = const_cast<RenderObject&>(object).toRenderSVGResourceContainer();
ASSERT(resource);
if (resource->resourceType() == MaskerResourceType) {
RenderSVGResourceMasker* masker = static_cast<RenderSVGResourceMasker*>(resource);
writeNameValuePair(ts, "maskUnits", masker->maskUnits());
writeNameValuePair(ts, "maskContentUnits", masker->maskContentUnits());
ts << "\n";
#if ENABLE(FILTERS)
} else if (resource->resourceType() == FilterResourceType) {
RenderSVGResourceFilter* filter = static_cast<RenderSVGResourceFilter*>(resource);
writeNameValuePair(ts, "filterUnits", filter->filterUnits());
writeNameValuePair(ts, "primitiveUnits", filter->primitiveUnits());
ts << "\n";
if (RefPtr<SVGFilterBuilder> builder = filter->buildPrimitives()) {
if (FilterEffect* lastEffect = builder->lastEffect())
lastEffect->externalRepresentation(ts, indent + 1);
}
#endif
} else if (resource->resourceType() == ClipperResourceType) {
RenderSVGResourceClipper* clipper = static_cast<RenderSVGResourceClipper*>(resource);
writeNameValuePair(ts, "clipPathUnits", clipper->clipPathUnits());
ts << "\n";
} else if (resource->resourceType() == MarkerResourceType) {
RenderSVGResourceMarker* marker = static_cast<RenderSVGResourceMarker*>(resource);
writeNameValuePair(ts, "markerUnits", marker->markerUnits());
ts << " [ref at " << marker->referencePoint() << "]";
ts << " [angle=";
if (marker->angle() == -1)
ts << "auto" << "]\n";
else
ts << marker->angle() << "]\n";
} else if (resource->resourceType() == PatternResourceType) {
RenderSVGResourcePattern* pattern = static_cast<RenderSVGResourcePattern*>(resource);
// Dump final results that are used for rendering. No use in asking SVGPatternElement for its patternUnits(), as it may
// link to other patterns using xlink:href, we need to build the full inheritance chain, aka. collectPatternProperties()
PatternAttributes attributes = static_cast<SVGPatternElement*>(pattern->node())->collectPatternProperties();
writeNameValuePair(ts, "patternUnits", boundingBoxModeString(attributes.boundingBoxMode()));
writeNameValuePair(ts, "patternContentUnits", boundingBoxModeString(attributes.boundingBoxModeContent()));
AffineTransform transform = attributes.patternTransform();
if (!transform.isIdentity())
ts << " [patternTransform=" << transform << "]";
ts << "\n";
} else if (resource->resourceType() == LinearGradientResourceType) {
RenderSVGResourceLinearGradient* gradient = static_cast<RenderSVGResourceLinearGradient*>(resource);
// Dump final results that are used for rendering. No use in asking SVGGradientElement for its gradientUnits(), as it may
// link to other gradients using xlink:href, we need to build the full inheritance chain, aka. collectGradientProperties()
SVGLinearGradientElement* linearGradientElement = static_cast<SVGLinearGradientElement*>(gradient->node());
LinearGradientAttributes attributes = linearGradientElement->collectGradientProperties();
writeCommonGradientProperties(ts, attributes.spreadMethod(), attributes.gradientTransform(), attributes.boundingBoxMode());
FloatPoint startPoint;
FloatPoint endPoint;
linearGradientElement->calculateStartEndPoints(attributes, startPoint, endPoint);
ts << " [start=" << startPoint << "] [end=" << endPoint << "]\n";
} else if (resource->resourceType() == RadialGradientResourceType) {
RenderSVGResourceRadialGradient* gradient = static_cast<RenderSVGResourceRadialGradient*>(resource);
// Dump final results that are used for rendering. No use in asking SVGGradientElement for its gradientUnits(), as it may
// link to other gradients using xlink:href, we need to build the full inheritance chain, aka. collectGradientProperties()
SVGRadialGradientElement* radialGradientElement = static_cast<SVGRadialGradientElement*>(gradient->node());
RadialGradientAttributes attributes = radialGradientElement->collectGradientProperties();
writeCommonGradientProperties(ts, attributes.spreadMethod(), attributes.gradientTransform(), attributes.boundingBoxMode());
FloatPoint focalPoint;
FloatPoint centerPoint;
float radius;
radialGradientElement->calculateFocalCenterPointsAndRadius(attributes, focalPoint, centerPoint, radius);
ts << " [center=" << centerPoint << "] [focal=" << focalPoint << "] [radius=" << radius << "]\n";
} else
ts << "\n";
writeChildren(ts, object, indent);
}
示例11: paint
void SVGInlineTextBox::paint(PaintInfo& paintInfo, const LayoutPoint&, LayoutUnit, LayoutUnit)
{
ASSERT(paintInfo.shouldPaintWithinRoot(renderer()));
ASSERT(paintInfo.phase == PaintPhaseForeground || paintInfo.phase == PaintPhaseSelection);
ASSERT(truncation() == cNoTruncation);
if (renderer()->style()->visibility() != VISIBLE)
return;
// Note: We're explicitely not supporting composition & custom underlines and custom highlighters - unlike InlineTextBox.
// If we ever need that for SVG, it's very easy to refactor and reuse the code.
RenderObject* parentRenderer = parent()->renderer();
ASSERT(parentRenderer);
bool paintSelectedTextOnly = paintInfo.phase == PaintPhaseSelection;
bool hasSelection = !parentRenderer->document()->printing() && selectionState() != RenderObject::SelectionNone;
if (!hasSelection && paintSelectedTextOnly)
return;
RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
ASSERT(textRenderer);
if (!textShouldBePainted(textRenderer))
return;
RenderStyle* style = parentRenderer->style();
ASSERT(style);
const SVGRenderStyle* svgStyle = style->svgStyle();
ASSERT(svgStyle);
bool hasFill = svgStyle->hasFill();
bool hasStroke = svgStyle->hasStroke();
RenderStyle* selectionStyle = style;
if (hasSelection) {
selectionStyle = parentRenderer->getCachedPseudoStyle(SELECTION);
if (selectionStyle) {
const SVGRenderStyle* svgSelectionStyle = selectionStyle->svgStyle();
ASSERT(svgSelectionStyle);
if (!hasFill)
hasFill = svgSelectionStyle->hasFill();
if (!hasStroke)
hasStroke = svgSelectionStyle->hasStroke();
} else
selectionStyle = style;
}
AffineTransform fragmentTransform;
unsigned textFragmentsSize = m_textFragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
SVGTextFragment& fragment = m_textFragments.at(i);
ASSERT(!m_paintingResource);
GraphicsContextStateSaver stateSaver(*paintInfo.context);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity())
paintInfo.context->concatCTM(fragmentTransform);
// Spec: All text decorations except line-through should be drawn before the text is filled and stroked; thus, the text is rendered on top of these decorations.
int decorations = style->textDecorationsInEffect();
if (decorations & UNDERLINE)
paintDecoration(paintInfo.context, UNDERLINE, fragment);
if (decorations & OVERLINE)
paintDecoration(paintInfo.context, OVERLINE, fragment);
// Fill text
if (hasFill) {
m_paintingResourceMode = ApplyToFillMode | ApplyToTextMode;
paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
}
// Stroke text
if (hasStroke) {
m_paintingResourceMode = ApplyToStrokeMode | ApplyToTextMode;
paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
}
// Spec: Line-through should be drawn after the text is filled and stroked; thus, the line-through is rendered on top of the text.
if (decorations & LINE_THROUGH)
paintDecoration(paintInfo.context, LINE_THROUGH, fragment);
m_paintingResourceMode = ApplyToDefaultMode;
}
ASSERT(!m_paintingResource);
}
示例12: buildPattern
PatternData* RenderSVGResourcePattern::buildPattern(RenderElement& renderer, unsigned short resourceMode, GraphicsContext& context)
{
PatternData* currentData = m_patternMap.get(&renderer);
if (currentData && currentData->pattern)
return currentData;
if (m_shouldCollectPatternAttributes) {
patternElement().synchronizeAnimatedSVGAttribute(anyQName());
m_attributes = PatternAttributes();
patternElement().collectPatternAttributes(m_attributes);
m_shouldCollectPatternAttributes = false;
}
// If we couldn't determine the pattern content element root, stop here.
if (!m_attributes.patternContentElement())
return nullptr;
// An empty viewBox disables rendering.
if (m_attributes.hasViewBox() && m_attributes.viewBox().isEmpty())
return nullptr;
// Compute all necessary transformations to build the tile image & the pattern.
FloatRect tileBoundaries;
AffineTransform tileImageTransform;
if (!buildTileImageTransform(renderer, m_attributes, patternElement(), tileBoundaries, tileImageTransform))
return nullptr;
AffineTransform absoluteTransformIgnoringRotation = SVGRenderingContext::calculateTransformationToOutermostCoordinateSystem(renderer);
// Ignore 2D rotation, as it doesn't affect the size of the tile.
SVGRenderingContext::clear2DRotation(absoluteTransformIgnoringRotation);
FloatRect absoluteTileBoundaries = absoluteTransformIgnoringRotation.mapRect(tileBoundaries);
FloatRect clampedAbsoluteTileBoundaries;
// Scale the tile size to match the scale level of the patternTransform.
absoluteTileBoundaries.scale(static_cast<float>(m_attributes.patternTransform().xScale()),
static_cast<float>(m_attributes.patternTransform().yScale()));
// Build tile image.
auto tileImage = createTileImage(m_attributes, tileBoundaries, absoluteTileBoundaries, tileImageTransform, clampedAbsoluteTileBoundaries, context.isAcceleratedContext() ? Accelerated : Unaccelerated);
if (!tileImage)
return nullptr;
RefPtr<Image> copiedImage = tileImage->copyImage(CopyBackingStore);
if (!copiedImage)
return nullptr;
// Build pattern.
auto patternData = std::make_unique<PatternData>();
patternData->pattern = Pattern::create(copiedImage, true, true);
// Compute pattern space transformation.
const IntSize tileImageSize = tileImage->logicalSize();
patternData->transform.translate(tileBoundaries.x(), tileBoundaries.y());
patternData->transform.scale(tileBoundaries.width() / tileImageSize.width(), tileBoundaries.height() / tileImageSize.height());
AffineTransform patternTransform = m_attributes.patternTransform();
if (!patternTransform.isIdentity())
patternData->transform = patternTransform * patternData->transform;
// Account for text drawing resetting the context to non-scaled, see SVGInlineTextBox::paintTextWithShadows.
if (resourceMode & ApplyToTextMode) {
AffineTransform additionalTextTransformation;
if (shouldTransformOnTextPainting(renderer, additionalTextTransformation))
patternData->transform *= additionalTextTransformation;
}
patternData->pattern->setPatternSpaceTransform(patternData->transform);
// Various calls above may trigger invalidations in some fringe cases (ImageBuffer allocation
// failures in the SVG image cache for example). To avoid having our PatternData deleted by
// removeAllClientsFromCache(), we only make it visible in the cache at the very end.
return m_patternMap.set(&renderer, WTF::move(patternData)).iterator->value.get();
}
示例13: paint
void SVGInlineTextBox::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset, LayoutUnit, LayoutUnit)
{
ASSERT(paintInfo.shouldPaintWithinRoot(renderer()));
ASSERT(paintInfo.phase == PaintPhaseForeground || paintInfo.phase == PaintPhaseSelection);
ASSERT(truncation() == cNoTruncation);
if (renderer()->style()->visibility() != VISIBLE)
return;
// Note: We're explicitely not supporting composition & custom underlines and custom highlighters - unlike InlineTextBox.
// If we ever need that for SVG, it's very easy to refactor and reuse the code.
RenderObject* parentRenderer = parent()->renderer();
ASSERT(parentRenderer);
bool paintSelectedTextOnly = paintInfo.phase == PaintPhaseSelection;
bool hasSelection = !parentRenderer->document().printing() && selectionState() != RenderObject::SelectionNone;
if (!hasSelection && paintSelectedTextOnly)
return;
RenderSVGInlineText* textRenderer = toRenderSVGInlineText(this->textRenderer());
ASSERT(textRenderer);
if (!textShouldBePainted(textRenderer))
return;
RenderStyle* style = parentRenderer->style();
ASSERT(style);
paintDocumentMarkers(paintInfo.context, paintOffset, style, textRenderer->scaledFont(), true);
const SVGRenderStyle* svgStyle = style->svgStyle();
ASSERT(svgStyle);
bool hasFill = svgStyle->hasFill();
bool hasVisibleStroke = svgStyle->hasVisibleStroke();
RenderStyle* selectionStyle = style;
if (hasSelection) {
selectionStyle = parentRenderer->getCachedPseudoStyle(SELECTION);
if (selectionStyle) {
const SVGRenderStyle* svgSelectionStyle = selectionStyle->svgStyle();
ASSERT(svgSelectionStyle);
if (!hasFill)
hasFill = svgSelectionStyle->hasFill();
if (!hasVisibleStroke)
hasVisibleStroke = svgSelectionStyle->hasVisibleStroke();
} else
selectionStyle = style;
}
if (textRenderer->frame() && textRenderer->frame()->view() && textRenderer->frame()->view()->paintBehavior() & PaintBehaviorRenderingSVGMask) {
hasFill = true;
hasVisibleStroke = false;
}
AffineTransform fragmentTransform;
unsigned textFragmentsSize = m_textFragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
SVGTextFragment& fragment = m_textFragments.at(i);
ASSERT(!m_paintingResource);
GraphicsContextStateSaver stateSaver(*paintInfo.context, false);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity()) {
stateSaver.save();
paintInfo.context->concatCTM(fragmentTransform);
}
// Spec: All text decorations except line-through should be drawn before the text is filled and stroked; thus, the text is rendered on top of these decorations.
unsigned decorations = style->textDecorationsInEffect();
if (decorations & TextDecorationUnderline)
paintDecoration(paintInfo.context, TextDecorationUnderline, fragment);
if (decorations & TextDecorationOverline)
paintDecoration(paintInfo.context, TextDecorationOverline, fragment);
for (int i = 0; i < 3; i++) {
switch (svgStyle->paintOrderType(i)) {
case PT_FILL:
// Fill text
if (hasFill) {
m_paintingResourceMode = ApplyToFillMode | ApplyToTextMode;
paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
}
break;
case PT_STROKE:
// Stroke text
if (hasVisibleStroke) {
m_paintingResourceMode = ApplyToStrokeMode | ApplyToTextMode;
paintText(paintInfo.context, style, selectionStyle, fragment, hasSelection, paintSelectedTextOnly);
}
break;
case PT_MARKERS:
// Markers don't apply to text
break;
default:
ASSERT_NOT_REACHED();
break;
}
}
//.........这里部分代码省略.........
示例14: buildPattern
PatternData* RenderSVGResourcePattern::buildPattern(RenderObject* object, unsigned short resourceMode)
{
ASSERT(object);
PatternData* currentData = m_patternMap.get(object);
if (currentData && currentData->pattern)
return currentData;
SVGPatternElement* patternElement = toSVGPatternElement(element());
if (!patternElement)
return 0;
if (m_shouldCollectPatternAttributes) {
patternElement->synchronizeAnimatedSVGAttribute(anyQName());
m_attributes = PatternAttributes();
patternElement->collectPatternAttributes(m_attributes);
m_shouldCollectPatternAttributes = false;
}
// If we couldn't determine the pattern content element root, stop here.
if (!m_attributes.patternContentElement())
return 0;
// An empty viewBox disables rendering.
if (m_attributes.hasViewBox() && m_attributes.viewBox().isEmpty())
return 0;
// Compute all necessary transformations to build the tile image & the pattern.
FloatRect tileBoundaries;
AffineTransform tileImageTransform;
if (!buildTileImageTransform(object, m_attributes, patternElement, tileBoundaries, tileImageTransform))
return 0;
AffineTransform absoluteTransformIgnoringRotation;
SVGRenderingContext::calculateDeviceSpaceTransformation(object, absoluteTransformIgnoringRotation);
// Ignore 2D rotation, as it doesn't affect the size of the tile.
SVGRenderingContext::clear2DRotation(absoluteTransformIgnoringRotation);
FloatRect absoluteTileBoundaries = absoluteTransformIgnoringRotation.mapRect(tileBoundaries);
// Scale the tile size to match the scale level of the patternTransform.
absoluteTileBoundaries.scale(static_cast<float>(m_attributes.patternTransform().xScale()),
static_cast<float>(m_attributes.patternTransform().yScale()));
// Build tile image.
OwnPtr<ImageBuffer> tileImage = createTileImage(m_attributes, tileBoundaries, absoluteTileBoundaries, tileImageTransform);
if (!tileImage)
return 0;
RefPtr<Image> copiedImage = tileImage->copyImage(CopyBackingStore);
if (!copiedImage)
return 0;
// Build pattern.
OwnPtr<PatternData> patternData = adoptPtr(new PatternData);
patternData->pattern = Pattern::create(copiedImage, true, true);
// Compute pattern space transformation.
const IntSize tileImageSize = tileImage->size();
patternData->transform.translate(tileBoundaries.x(), tileBoundaries.y());
patternData->transform.scale(tileBoundaries.width() / tileImageSize.width(), tileBoundaries.height() / tileImageSize.height());
AffineTransform patternTransform = m_attributes.patternTransform();
if (!patternTransform.isIdentity())
patternData->transform = patternTransform * patternData->transform;
// Various calls above may trigger invalidations in some fringe cases (ImageBuffer allocation
// failures in the SVG image cache for example). To avoid having our PatternData deleted by
// removeAllClientsFromCache(), we only make it visible in the cache at the very end.
return m_patternMap.set(object, patternData.release()).storedValue->value.get();
}