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C++ TextRun::renderingContext方法代码示例

本文整理汇总了C++中TextRun::renderingContext方法的典型用法代码示例。如果您正苦于以下问题:C++ TextRun::renderingContext方法的具体用法?C++ TextRun::renderingContext怎么用?C++ TextRun::renderingContext使用的例子?那么恭喜您, 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TextRun的用法示例。


在下文中一共展示了TextRun::renderingContext方法的7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: codePath

Font::CodePath Font::codePath(const TextRun& run) const
{
    if (s_codePath != Auto)
        return s_codePath;

#if ENABLE(SVG_FONTS)
    if (run.renderingContext())
        return Simple;
#endif

    if (m_fontDescription.featureSettings() && m_fontDescription.featureSettings()->size() > 0)
        return Complex;
    
    if (run.length() > 1 && !WidthIterator::supportsTypesettingFeatures(*this))
        return Complex;

    if (!run.characterScanForCodePath())
        return Simple;

    if (run.is8Bit())
        return Simple;

    // Start from 0 since drawing and highlighting also measure the characters before run->from.
    return characterRangeCodePath(run.characters16(), run.length());
}
开发者ID:,项目名称:,代码行数:25,代码来源:

示例2: restoreGraphicsContextAfterTextPainting

void SVGInlineTextBox::restoreGraphicsContextAfterTextPainting(GraphicsContext*& context, TextRun& textRun)
{
    releasePaintingResource(context, /* path */0);

#if ENABLE(SVG_FONTS)
    TextRun::RenderingContext* renderingContext = textRun.renderingContext();
    if (renderingContext)
        static_cast<SVGTextRunRenderingContext*>(renderingContext)->setActivePaintingResource(0);
#endif
}
开发者ID:glenkim-dev,项目名称:blink-crosswalk,代码行数:10,代码来源:SVGInlineTextBox.cpp

示例3: width

float Font::width(const TextRun& run, int& charsConsumed, String& glyphName) const
{
#if ENABLE(SVG_FONTS)
    if (TextRun::RenderingContext* renderingContext = run.renderingContext())
        return renderingContext->floatWidthUsingSVGFont(*this, run, charsConsumed, glyphName);
#endif

    charsConsumed = run.length();
    glyphName = "";
    return width(run);
}
开发者ID:,项目名称:,代码行数:11,代码来源:

示例4: drawGlyphBuffer

void Font::drawGlyphBuffer(GraphicsContext* context, const TextRun& run, const GlyphBuffer& glyphBuffer, FloatPoint& point) const
{
#if !ENABLE(SVG_FONTS)
    UNUSED_PARAM(run);
#endif

    // Draw each contiguous run of glyphs that use the same font data.
    const SimpleFontData* fontData = glyphBuffer.fontDataAt(0);
    FloatSize offset = glyphBuffer.offsetAt(0);
    FloatPoint startPoint(point.x(), point.y() - glyphBuffer.initialAdvance().height());
    float nextX = startPoint.x() + glyphBuffer.advanceAt(0).width();
    float nextY = startPoint.y() + glyphBuffer.advanceAt(0).height();
    int lastFrom = 0;
    int nextGlyph = 1;
#if ENABLE(SVG_FONTS)
    TextRun::RenderingContext* renderingContext = run.renderingContext();
#endif
    while (nextGlyph < glyphBuffer.size()) {
        const SimpleFontData* nextFontData = glyphBuffer.fontDataAt(nextGlyph);
        FloatSize nextOffset = glyphBuffer.offsetAt(nextGlyph);

        if (nextFontData != fontData || nextOffset != offset) {
#if ENABLE(SVG_FONTS)
            if (renderingContext && fontData->isSVGFont())
                renderingContext->drawSVGGlyphs(context, fontData, glyphBuffer, lastFrom, nextGlyph - lastFrom, startPoint);
            else
#endif
                drawGlyphs(context, fontData, glyphBuffer, lastFrom, nextGlyph - lastFrom, startPoint);

            lastFrom = nextGlyph;
            fontData = nextFontData;
            offset = nextOffset;
            startPoint.setX(nextX);
            startPoint.setY(nextY);
        }
        nextX += glyphBuffer.advanceAt(nextGlyph).width();
        nextY += glyphBuffer.advanceAt(nextGlyph).height();
        nextGlyph++;
    }

#if ENABLE(SVG_FONTS)
    if (renderingContext && fontData->isSVGFont())
        renderingContext->drawSVGGlyphs(context, fontData, glyphBuffer, lastFrom, nextGlyph - lastFrom, startPoint);
    else {
#endif
        drawGlyphs(context, fontData, glyphBuffer, lastFrom, nextGlyph - lastFrom, startPoint);
        point.setX(nextX);
#if ENABLE(SVG_FONTS)
    }
#endif
}
开发者ID:Happy-Ferret,项目名称:webkit.js,代码行数:51,代码来源:FontFastPath.cpp

示例5: prepareGraphicsContextForTextPainting

bool SVGInlineTextBox::prepareGraphicsContextForTextPainting(GraphicsContext*& context, float scalingFactor, TextRun& textRun, RenderStyle* style)
{
    bool acquiredResource = acquirePaintingResource(context, scalingFactor, parent()->renderer(), style);
    if (!acquiredResource)
        return false;

#if ENABLE(SVG_FONTS)
    // SVG Fonts need access to the painting resource used to draw the current text chunk.
    TextRun::RenderingContext* renderingContext = textRun.renderingContext();
    if (renderingContext)
        static_cast<SVGTextRunRenderingContext*>(renderingContext)->setActivePaintingResource(m_paintingResource);
#endif

    return true;
}
开发者ID:glenkim-dev,项目名称:blink-crosswalk,代码行数:15,代码来源:SVGInlineTextBox.cpp

示例6: glyphDataForCharacter

GlyphData SVGTextRunRenderingContext::glyphDataForCharacter(const Font& font, const TextRun& run, WidthIterator& iterator, UChar32 character, bool mirror, int currentCharacter, unsigned& advanceLength)
{
    const SimpleFontData* primaryFont = font.primaryFont();
    ASSERT(primaryFont);

    pair<GlyphData, GlyphPage*> pair = font.glyphDataAndPageForCharacter(character, mirror);
    GlyphData glyphData = pair.first;

    // Check if we have the missing glyph data, in which case we can just return.
    GlyphData missingGlyphData = primaryFont->missingGlyphData();
    if (glyphData.glyph == missingGlyphData.glyph && glyphData.fontData == missingGlyphData.fontData) {
        ASSERT(glyphData.fontData);
        return glyphData;
    }

    // Characters enclosed by an <altGlyph> element, may not be registered in the GlyphPage.
    const SimpleFontData* originalFontData = glyphData.fontData;
    if (glyphData.fontData && !glyphData.fontData->isSVGFont()) {
        if (TextRun::RenderingContext* renderingContext = run.renderingContext()) {
            RenderObject* renderObject = static_cast<SVGTextRunRenderingContext*>(renderingContext)->renderer();
            RenderObject* parentRenderObject = renderObject->isText() ? renderObject->parent() : renderObject;
            ASSERT(parentRenderObject);
            if (Element* parentRenderObjectElement = toElement(parentRenderObject->node())) {
                if (parentRenderObjectElement->hasTagName(SVGNames::altGlyphTag))
                    glyphData.fontData = primaryFont;
            }
        }
    }

    const SimpleFontData* fontData = glyphData.fontData;
    if (fontData) {
        if (!fontData->isSVGFont())
            return glyphData;

        SVGFontElement* fontElement = 0;
        SVGFontFaceElement* fontFaceElement = 0;

        const SVGFontData* svgFontData = svgFontAndFontFaceElementForFontData(fontData, fontFaceElement, fontElement);
        if (!fontElement || !fontFaceElement)
            return glyphData;

        // If we got here, we're dealing with a glyph defined in a SVG Font.
        // The returned glyph by glyphDataAndPageForCharacter() is a glyph stored in the SVG Font glyph table.
        // This doesn't necessarily mean the glyph is suitable for rendering/measuring in this context, its
        // arabic-form/orientation/... may not match, we have to apply SVG Glyph selection to discover that.
        if (svgFontData->applySVGGlyphSelection(iterator, glyphData, mirror, currentCharacter, advanceLength))
            return glyphData;
    }

    GlyphPage* page = pair.second;
    ASSERT(page);

    FontFallbackList* fontList = font.fontList();
    ASSERT(fontList);

    // No suitable glyph found that is compatible with the requirments (same language, arabic-form, orientation etc.)
    // Even though our GlyphPage contains an entry for eg. glyph "a", it's not compatible. So we have to temporarily
    // remove the glyph data information from the GlyphPage, and retry the lookup, which handles font fallbacks correctly.
    GlyphPageTreeNode* originalGlyphPageZero = fontList->glyphPageZero();
    const FontFallbackList::GlyphPages& originalGlyphPages = fontList->glyphPages();
    page->setGlyphDataForCharacter(character, glyphData.glyph, 0);

    // Assure that the font fallback glyph selection worked, aka. the fallbackGlyphData font data is not the same as before.
    GlyphData fallbackGlyphData = font.glyphDataForCharacter(character, mirror);
    ASSERT(fallbackGlyphData.fontData != fontData);

    // Restore original state of the SVG Font glyph table and the current font fallback list,
    // to assure the next lookup of the same glyph won't immediately return the fallback glyph.
    page->setGlyphDataForCharacter(character, glyphData.glyph, originalFontData);
    fontList->setGlyphPageZero(originalGlyphPageZero);
    fontList->setGlyphPages(originalGlyphPages);
    ASSERT(fallbackGlyphData.fontData);
    return fallbackGlyphData;
}
开发者ID:pial003,项目名称:RespImg-WebCore,代码行数:74,代码来源:SVGTextRunRenderingContext.cpp

示例7: codePath

Font::CodePath Font::codePath(const TextRun& run) const
{
    if (s_codePath != Auto)
        return s_codePath;

#if ENABLE(SVG_FONTS)
    if (run.renderingContext())
        return Simple;
#endif

#if PLATFORM(QT) && !HAVE(QRAWFONT)
    if (run.expansion() || run.rtl() || isSmallCaps() || wordSpacing() || letterSpacing())
        return Complex;
#endif

    if (m_fontDescription.featureSettings() && m_fontDescription.featureSettings()->size() > 0)
        return Complex;

    CodePath result = Simple;

    // Start from 0 since drawing and highlighting also measure the characters before run->from
    // FIXME: Should use a UnicodeSet in ports where ICU is used. Note that we 
    // can't simply use UnicodeCharacter Property/class because some characters
    // are not 'combining', but still need to go to the complex path.
    // Alternatively, we may as well consider binary search over a sorted
    // list of ranges.
    for (int i = 0; i < run.length(); i++) {
        const UChar c = run[i];
        if (c < 0x2E5) // U+02E5 through U+02E9 (Modifier Letters : Tone letters)  
            continue;
        if (c <= 0x2E9) 
            return Complex;

        if (c < 0x300) // U+0300 through U+036F Combining diacritical marks
            continue;
        if (c <= 0x36F)
            return Complex;

        if (c < 0x0591 || c == 0x05BE) // U+0591 through U+05CF excluding U+05BE Hebrew combining marks, Hebrew punctuation Paseq, Sof Pasuq and Nun Hafukha
            continue;
        if (c <= 0x05CF)
            return Complex;

        // U+0600 through U+109F Arabic, Syriac, Thaana, NKo, Samaritan, Mandaic,
        // Devanagari, Bengali, Gurmukhi, Gujarati, Oriya, Tamil, Telugu, Kannada, 
        // Malayalam, Sinhala, Thai, Lao, Tibetan, Myanmar
        if (c < 0x0600) 
            continue;
        if (c <= 0x109F)
            return Complex;

        // U+1100 through U+11FF Hangul Jamo (only Ancient Korean should be left here if you precompose;
        // Modern Korean will be precomposed as a result of step A)
        if (c < 0x1100)
            continue;
        if (c <= 0x11FF)
            return Complex;

        if (c < 0x135D) // U+135D through U+135F Ethiopic combining marks
            continue;
        if (c <= 0x135F)
            return Complex;

        if (c < 0x1700) // U+1780 through U+18AF Tagalog, Hanunoo, Buhid, Taghanwa,Khmer, Mongolian
            continue;
        if (c <= 0x18AF)
            return Complex;

        if (c < 0x1900) // U+1900 through U+194F Limbu (Unicode 4.0)
            continue;
        if (c <= 0x194F)
            return Complex;

        if (c < 0x1980) // U+1980 through U+19DF New Tai Lue
            continue;
        if (c <= 0x19DF)
            return Complex;

        if (c < 0x1A00) // U+1A00 through U+1CFF Buginese, Tai Tham, Balinese, Batak, Lepcha, Vedic
            continue;
        if (c <= 0x1CFF)
            return Complex;

        if (c < 0x1DC0) // U+1DC0 through U+1DFF Comining diacritical mark supplement
            continue;
        if (c <= 0x1DFF)
            return Complex;

        // U+1E00 through U+2000 characters with diacritics and stacked diacritics
        if (c <= 0x2000) {
            result = SimpleWithGlyphOverflow;
            continue;
        }

        if (c < 0x20D0) // U+20D0 through U+20FF Combining marks for symbols
            continue;
        if (c <= 0x20FF)
            return Complex;

        if (c < 0x2CEF) // U+2CEF through U+2CF1 Combining marks for Coptic
//.........这里部分代码省略.........
开发者ID:bearmingo,项目名称:UI,代码行数:101,代码来源:Font.cpp


注:本文中的TextRun::renderingContext方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。