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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+// Main header first:
+#include "SVGTextFrame.h"
+
+// Keep others in (case-insensitive) order:
+#include "DOMSVGPoint.h"
+#include "gfx2DGlue.h"
+#include "gfxContext.h"
+#include "gfxFont.h"
+#include "gfxSkipChars.h"
+#include "gfxTypes.h"
+#include "gfxUtils.h"
+#include "LookAndFeel.h"
+#include "nsAlgorithm.h"
+#include "nsBidiPresUtils.h"
+#include "nsBlockFrame.h"
+#include "nsCaret.h"
+#include "nsContentUtils.h"
+#include "nsGkAtoms.h"
+#include "nsQuickSort.h"
+#include "SVGPaintServerFrame.h"
+#include "nsTArray.h"
+#include "nsTextFrame.h"
+#include "SVGAnimatedNumberList.h"
+#include "SVGContentUtils.h"
+#include "SVGContextPaint.h"
+#include "SVGLengthList.h"
+#include "SVGNumberList.h"
+#include "nsLayoutUtils.h"
+#include "nsFrameSelection.h"
+#include "nsStyleStructInlines.h"
+#include "mozilla/Likely.h"
+#include "mozilla/PresShell.h"
+#include "mozilla/SVGObserverUtils.h"
+#include "mozilla/SVGOuterSVGFrame.h"
+#include "mozilla/SVGUtils.h"
+#include "mozilla/dom/DOMPointBinding.h"
+#include "mozilla/dom/Selection.h"
+#include "mozilla/dom/SVGGeometryElement.h"
+#include "mozilla/dom/SVGRect.h"
+#include "mozilla/dom/SVGTextContentElementBinding.h"
+#include "mozilla/dom/SVGTextPathElement.h"
+#include "mozilla/dom/Text.h"
+#include "mozilla/gfx/2D.h"
+#include "mozilla/gfx/PatternHelpers.h"
+#include "nsDisplayList.h"
+#include <algorithm>
+#include <cmath>
+#include <limits>
+
+using namespace mozilla::dom;
+using namespace mozilla::dom::SVGTextContentElement_Binding;
+using namespace mozilla::gfx;
+using namespace mozilla::image;
+
+namespace mozilla {
+
+// ============================================================================
+// Utility functions
+
+/**
+ * Using the specified gfxSkipCharsIterator, converts an offset and length
+ * in original char indexes to skipped char indexes.
+ *
+ * @param aIterator The gfxSkipCharsIterator to use for the conversion.
+ * @param aOriginalOffset The original offset.
+ * @param aOriginalLength The original length.
+ */
+static gfxTextRun::Range ConvertOriginalToSkipped(
+ gfxSkipCharsIterator& aIterator, uint32_t aOriginalOffset,
+ uint32_t aOriginalLength) {
+ uint32_t start = aIterator.ConvertOriginalToSkipped(aOriginalOffset);
+ aIterator.AdvanceOriginal(aOriginalLength);
+ return gfxTextRun::Range(start, aIterator.GetSkippedOffset());
+}
+
+/**
+ * Converts an nsPoint from app units to user space units using the specified
+ * nsPresContext and returns it as a gfxPoint.
+ */
+static gfxPoint AppUnitsToGfxUnits(const nsPoint& aPoint,
+ const nsPresContext* aContext) {
+ return gfxPoint(aContext->AppUnitsToGfxUnits(aPoint.x),
+ aContext->AppUnitsToGfxUnits(aPoint.y));
+}
+
+/**
+ * Converts a gfxRect that is in app units to CSS pixels using the specified
+ * nsPresContext and returns it as a gfxRect.
+ */
+static gfxRect AppUnitsToFloatCSSPixels(const gfxRect& aRect,
+ const nsPresContext* aContext) {
+ return gfxRect(nsPresContext::AppUnitsToFloatCSSPixels(aRect.x),
+ nsPresContext::AppUnitsToFloatCSSPixels(aRect.y),
+ nsPresContext::AppUnitsToFloatCSSPixels(aRect.width),
+ nsPresContext::AppUnitsToFloatCSSPixels(aRect.height));
+}
+
+/**
+ * Returns whether a gfxPoint lies within a gfxRect.
+ */
+static bool Inside(const gfxRect& aRect, const gfxPoint& aPoint) {
+ return aPoint.x >= aRect.x && aPoint.x < aRect.XMost() &&
+ aPoint.y >= aRect.y && aPoint.y < aRect.YMost();
+}
+
+/**
+ * Gets the measured ascent and descent of the text in the given nsTextFrame
+ * in app units.
+ *
+ * @param aFrame The text frame.
+ * @param aAscent The ascent in app units (output).
+ * @param aDescent The descent in app units (output).
+ */
+static void GetAscentAndDescentInAppUnits(nsTextFrame* aFrame,
+ gfxFloat& aAscent,
+ gfxFloat& aDescent) {
+ gfxSkipCharsIterator it = aFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = aFrame->GetTextRun(nsTextFrame::eInflated);
+
+ gfxTextRun::Range range = ConvertOriginalToSkipped(
+ it, aFrame->GetContentOffset(), aFrame->GetContentLength());
+
+ textRun->GetLineHeightMetrics(range, aAscent, aDescent);
+}
+
+/**
+ * Updates an interval by intersecting it with another interval.
+ * The intervals are specified using a start index and a length.
+ */
+static void IntersectInterval(uint32_t& aStart, uint32_t& aLength,
+ uint32_t aStartOther, uint32_t aLengthOther) {
+ uint32_t aEnd = aStart + aLength;
+ uint32_t aEndOther = aStartOther + aLengthOther;
+
+ if (aStartOther >= aEnd || aStart >= aEndOther) {
+ aLength = 0;
+ } else {
+ if (aStartOther >= aStart) aStart = aStartOther;
+ aLength = std::min(aEnd, aEndOther) - aStart;
+ }
+}
+
+/**
+ * Intersects an interval as IntersectInterval does but by taking
+ * the offset and length of the other interval from a
+ * nsTextFrame::TrimmedOffsets object.
+ */
+static void TrimOffsets(uint32_t& aStart, uint32_t& aLength,
+ const nsTextFrame::TrimmedOffsets& aTrimmedOffsets) {
+ IntersectInterval(aStart, aLength, aTrimmedOffsets.mStart,
+ aTrimmedOffsets.mLength);
+}
+
+/**
+ * Returns the closest ancestor-or-self node that is not an SVG <a>
+ * element.
+ */
+static nsIContent* GetFirstNonAAncestor(nsIContent* aContent) {
+ while (aContent && aContent->IsSVGElement(nsGkAtoms::a)) {
+ aContent = aContent->GetParent();
+ }
+ return aContent;
+}
+
+/**
+ * Returns whether the given node is a text content element[1], taking into
+ * account whether it has a valid parent.
+ *
+ * For example, in:
+ *
+ * <svg xmlns="http://www.w3.org/2000/svg">
+ * <text><a/><text/></text>
+ * <tspan/>
+ * </svg>
+ *
+ * true would be returned for the outer <text> element and the <a> element,
+ * and false for the inner <text> element (since a <text> is not allowed
+ * to be a child of another <text>) and the <tspan> element (because it
+ * must be inside a <text> subtree).
+ *
+ * Note that we don't support the <tref> element yet and this function
+ * returns false for it.
+ *
+ * [1] https://svgwg.org/svg2-draft/intro.html#TermTextContentElement
+ */
+static bool IsTextContentElement(nsIContent* aContent) {
+ if (aContent->IsSVGElement(nsGkAtoms::text)) {
+ nsIContent* parent = GetFirstNonAAncestor(aContent->GetParent());
+ return !parent || !IsTextContentElement(parent);
+ }
+
+ if (aContent->IsSVGElement(nsGkAtoms::textPath)) {
+ nsIContent* parent = GetFirstNonAAncestor(aContent->GetParent());
+ return parent && parent->IsSVGElement(nsGkAtoms::text);
+ }
+
+ return aContent->IsAnyOfSVGElements(nsGkAtoms::a, nsGkAtoms::tspan);
+}
+
+/**
+ * Returns whether the specified frame is an nsTextFrame that has some text
+ * content.
+ */
+static bool IsNonEmptyTextFrame(nsIFrame* aFrame) {
+ nsTextFrame* textFrame = do_QueryFrame(aFrame);
+ if (!textFrame) {
+ return false;
+ }
+
+ return textFrame->GetContentLength() != 0;
+}
+
+/**
+ * Takes an nsIFrame and if it is a text frame that has some text content,
+ * returns it as an nsTextFrame and its corresponding Text.
+ *
+ * @param aFrame The frame to look at.
+ * @param aTextFrame aFrame as an nsTextFrame (output).
+ * @param aTextNode The Text content of aFrame (output).
+ * @return true if aFrame is a non-empty text frame, false otherwise.
+ */
+static bool GetNonEmptyTextFrameAndNode(nsIFrame* aFrame,
+ nsTextFrame*& aTextFrame,
+ Text*& aTextNode) {
+ nsTextFrame* text = do_QueryFrame(aFrame);
+ bool isNonEmptyTextFrame = text && text->GetContentLength() != 0;
+
+ if (isNonEmptyTextFrame) {
+ nsIContent* content = text->GetContent();
+ NS_ASSERTION(content && content->IsText(),
+ "unexpected content type for nsTextFrame");
+
+ Text* node = content->AsText();
+ MOZ_ASSERT(node->TextLength() != 0,
+ "frame's GetContentLength() should be 0 if the text node "
+ "has no content");
+
+ aTextFrame = text;
+ aTextNode = node;
+ }
+
+ MOZ_ASSERT(IsNonEmptyTextFrame(aFrame) == isNonEmptyTextFrame,
+ "our logic should agree with IsNonEmptyTextFrame");
+ return isNonEmptyTextFrame;
+}
+
+/**
+ * Returns whether the specified atom is for one of the five
+ * glyph positioning attributes that can appear on SVG text
+ * elements -- x, y, dx, dy or rotate.
+ */
+static bool IsGlyphPositioningAttribute(nsAtom* aAttribute) {
+ return aAttribute == nsGkAtoms::x || aAttribute == nsGkAtoms::y ||
+ aAttribute == nsGkAtoms::dx || aAttribute == nsGkAtoms::dy ||
+ aAttribute == nsGkAtoms::rotate;
+}
+
+/**
+ * Returns the position in app units of a given baseline (using an
+ * SVG dominant-baseline property value) for a given nsTextFrame.
+ *
+ * @param aFrame The text frame to inspect.
+ * @param aTextRun The text run of aFrame.
+ * @param aDominantBaseline The dominant-baseline value to use.
+ */
+static nscoord GetBaselinePosition(nsTextFrame* aFrame, gfxTextRun* aTextRun,
+ StyleDominantBaseline aDominantBaseline,
+ float aFontSizeScaleFactor) {
+ WritingMode writingMode = aFrame->GetWritingMode();
+ gfxFloat ascent, descent;
+ aTextRun->GetLineHeightMetrics(ascent, descent);
+
+ auto convertIfVerticalRL = [&](gfxFloat dominantBaseline) {
+ return writingMode.IsVerticalRL() ? ascent + descent - dominantBaseline
+ : dominantBaseline;
+ };
+
+ switch (aDominantBaseline) {
+ case StyleDominantBaseline::Hanging:
+ return convertIfVerticalRL(ascent * 0.2);
+ case StyleDominantBaseline::TextBeforeEdge:
+ return convertIfVerticalRL(0);
+
+ case StyleDominantBaseline::Alphabetic:
+ return writingMode.IsVerticalRL()
+ ? ascent * 0.5
+ : aFrame->GetLogicalBaseline(writingMode);
+
+ case StyleDominantBaseline::Auto:
+ return convertIfVerticalRL(aFrame->GetLogicalBaseline(writingMode));
+
+ case StyleDominantBaseline::Middle:
+ return convertIfVerticalRL(aFrame->GetLogicalBaseline(writingMode) -
+ SVGContentUtils::GetFontXHeight(aFrame) / 2.0 *
+ AppUnitsPerCSSPixel() *
+ aFontSizeScaleFactor);
+
+ case StyleDominantBaseline::TextAfterEdge:
+ case StyleDominantBaseline::Ideographic:
+ return writingMode.IsVerticalLR() ? 0 : ascent + descent;
+
+ case StyleDominantBaseline::Central:
+ return (ascent + descent) / 2.0;
+ case StyleDominantBaseline::Mathematical:
+ return convertIfVerticalRL(ascent / 2.0);
+ }
+
+ MOZ_ASSERT_UNREACHABLE("unexpected dominant-baseline value");
+ return convertIfVerticalRL(aFrame->GetLogicalBaseline(writingMode));
+}
+
+/**
+ * Truncates an array to be at most the length of another array.
+ *
+ * @param aArrayToTruncate The array to truncate.
+ * @param aReferenceArray The array whose length will be used to truncate
+ * aArrayToTruncate to.
+ */
+template <typename T, typename U>
+static void TruncateTo(nsTArray<T>& aArrayToTruncate,
+ const nsTArray<U>& aReferenceArray) {
+ uint32_t length = aReferenceArray.Length();
+ if (aArrayToTruncate.Length() > length) {
+ aArrayToTruncate.TruncateLength(length);
+ }
+}
+
+/**
+ * Asserts that the anonymous block child of the SVGTextFrame has been
+ * reflowed (or does not exist). Returns null if the child has not been
+ * reflowed, and the frame otherwise.
+ *
+ * We check whether the kid has been reflowed and not the frame itself
+ * since we sometimes need to call this function during reflow, after the
+ * kid has been reflowed but before we have cleared the dirty bits on the
+ * frame itself.
+ */
+static SVGTextFrame* FrameIfAnonymousChildReflowed(SVGTextFrame* aFrame) {
+ MOZ_ASSERT(aFrame, "aFrame must not be null");
+ nsIFrame* kid = aFrame->PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ MOZ_ASSERT(false, "should have already reflowed the anonymous block child");
+ return nullptr;
+ }
+ return aFrame;
+}
+
+static double GetContextScale(const gfxMatrix& aMatrix) {
+ // The context scale is the ratio of the length of the transformed
+ // diagonal vector (1,1) to the length of the untransformed diagonal
+ // (which is sqrt(2)).
+ gfxPoint p = aMatrix.TransformPoint(gfxPoint(1, 1)) -
+ aMatrix.TransformPoint(gfxPoint(0, 0));
+ return SVGContentUtils::ComputeNormalizedHypotenuse(p.x, p.y);
+}
+
+// ============================================================================
+// Utility classes
+
+// ----------------------------------------------------------------------------
+// TextRenderedRun
+
+/**
+ * A run of text within a single nsTextFrame whose glyphs can all be painted
+ * with a single call to nsTextFrame::PaintText. A text rendered run can
+ * be created for a sequence of two or more consecutive glyphs as long as:
+ *
+ * - Only the first glyph has (or none of the glyphs have) been positioned
+ * with SVG text positioning attributes
+ * - All of the glyphs have zero rotation
+ * - The glyphs are not on a text path
+ * - The glyphs correspond to content within the one nsTextFrame
+ *
+ * A TextRenderedRunIterator produces TextRenderedRuns required for painting a
+ * whole SVGTextFrame.
+ */
+struct TextRenderedRun {
+ using Range = gfxTextRun::Range;
+
+ /**
+ * Constructs a TextRenderedRun that is uninitialized except for mFrame
+ * being null.
+ */
+ TextRenderedRun() : mFrame(nullptr) {}
+
+ /**
+ * Constructs a TextRenderedRun with all of the information required to
+ * paint it. See the comments documenting the member variables below
+ * for descriptions of the arguments.
+ */
+ TextRenderedRun(nsTextFrame* aFrame, const gfxPoint& aPosition,
+ float aLengthAdjustScaleFactor, double aRotate,
+ float aFontSizeScaleFactor, nscoord aBaseline,
+ uint32_t aTextFrameContentOffset,
+ uint32_t aTextFrameContentLength,
+ uint32_t aTextElementCharIndex)
+ : mFrame(aFrame),
+ mPosition(aPosition),
+ mLengthAdjustScaleFactor(aLengthAdjustScaleFactor),
+ mRotate(static_cast<float>(aRotate)),
+ mFontSizeScaleFactor(aFontSizeScaleFactor),
+ mBaseline(aBaseline),
+ mTextFrameContentOffset(aTextFrameContentOffset),
+ mTextFrameContentLength(aTextFrameContentLength),
+ mTextElementCharIndex(aTextElementCharIndex) {}
+
+ /**
+ * Returns the text run for the text frame that this rendered run is part of.
+ */
+ gfxTextRun* GetTextRun() const {
+ mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ return mFrame->GetTextRun(nsTextFrame::eInflated);
+ }
+
+ /**
+ * Returns whether this rendered run is RTL.
+ */
+ bool IsRightToLeft() const { return GetTextRun()->IsRightToLeft(); }
+
+ /**
+ * Returns whether this rendered run is vertical.
+ */
+ bool IsVertical() const { return GetTextRun()->IsVertical(); }
+
+ /**
+ * Returns the transform that converts from a <text> element's user space into
+ * the coordinate space that rendered runs can be painted directly in.
+ *
+ * The difference between this method and
+ * GetTransformFromRunUserSpaceToUserSpace is that when calling in to
+ * nsTextFrame::PaintText, it will already take into account any left clip
+ * edge (that is, it doesn't just apply a visual clip to the rendered text, it
+ * shifts the glyphs over so that they are painted with their left edge at the
+ * x coordinate passed in to it). Thus we need to account for this in our
+ * transform.
+ *
+ *
+ * Assume that we have:
+ *
+ * <text x="100" y="100" rotate="0 0 1 0 0 * 1">abcdef</text>.
+ *
+ * This would result in four text rendered runs:
+ *
+ * - one for "ab"
+ * - one for "c"
+ * - one for "de"
+ * - one for "f"
+ *
+ * Assume now that we are painting the third TextRenderedRun. It will have
+ * a left clip edge that is the sum of the advances of "abc", and it will
+ * have a right clip edge that is the advance of "f". In
+ * SVGTextFrame::PaintSVG(), we pass in nsPoint() (i.e., the origin)
+ * as the point at which to paint the text frame, and we pass in the
+ * clip edge values. The nsTextFrame will paint the substring of its
+ * text such that the top-left corner of the "d"'s glyph cell will be at
+ * (0, 0) in the current coordinate system.
+ *
+ * Thus, GetTransformFromUserSpaceForPainting must return a transform from
+ * whatever user space the <text> element is in to a coordinate space in
+ * device pixels (as that's what nsTextFrame works in) where the origin is at
+ * the same position as our user space mPositions[i].mPosition value for
+ * the "d" glyph, which will be (100 + userSpaceAdvance("abc"), 100).
+ * The translation required to do this (ignoring the scale to get from
+ * user space to device pixels, and ignoring the
+ * (100 + userSpaceAdvance("abc"), 100) translation) is:
+ *
+ * (-leftEdge, -baseline)
+ *
+ * where baseline is the distance between the baseline of the text and the top
+ * edge of the nsTextFrame. We translate by -leftEdge horizontally because
+ * the nsTextFrame will already shift the glyphs over by that amount and start
+ * painting glyphs at x = 0. We translate by -baseline vertically so that
+ * painting the top edges of the glyphs at y = 0 will result in their
+ * baselines being at our desired y position.
+ *
+ *
+ * Now for an example with RTL text. Assume our content is now
+ * <text x="100" y="100" rotate="0 0 1 0 0 1">WERBEH</text>. We'd have
+ * the following text rendered runs:
+ *
+ * - one for "EH"
+ * - one for "B"
+ * - one for "ER"
+ * - one for "W"
+ *
+ * Again, we are painting the third TextRenderedRun. The left clip edge
+ * is the advance of the "W" and the right clip edge is the sum of the
+ * advances of "BEH". Our translation to get the rendered "ER" glyphs
+ * in the right place this time is:
+ *
+ * (-frameWidth + rightEdge, -baseline)
+ *
+ * which is equivalent to:
+ *
+ * (-(leftEdge + advance("ER")), -baseline)
+ *
+ * The reason we have to shift left additionally by the width of the run
+ * of glyphs we are painting is that although the nsTextFrame is RTL,
+ * we still supply the top-left corner to paint the frame at when calling
+ * nsTextFrame::PaintText, even though our user space positions for each
+ * glyph in mPositions specifies the origin of each glyph, which for RTL
+ * glyphs is at the right edge of the glyph cell.
+ *
+ *
+ * For any other use of an nsTextFrame in the context of a particular run
+ * (such as hit testing, or getting its rectangle),
+ * GetTransformFromRunUserSpaceToUserSpace should be used.
+ *
+ * @param aContext The context to use for unit conversions.
+ */
+ gfxMatrix GetTransformFromUserSpaceForPainting(
+ nsPresContext* aContext, const nscoord aVisIStartEdge,
+ const nscoord aVisIEndEdge) const;
+
+ /**
+ * Returns the transform that converts from "run user space" to a <text>
+ * element's user space. Run user space is a coordinate system that has the
+ * same size as the <text>'s user space but rotated and translated such that
+ * (0,0) is the top-left of the rectangle that bounds the text.
+ *
+ * @param aContext The context to use for unit conversions.
+ */
+ gfxMatrix GetTransformFromRunUserSpaceToUserSpace(
+ nsPresContext* aContext) const;
+
+ /**
+ * Returns the transform that converts from "run user space" to float pixels
+ * relative to the nsTextFrame that this rendered run is a part of.
+ *
+ * @param aContext The context to use for unit conversions.
+ */
+ gfxMatrix GetTransformFromRunUserSpaceToFrameUserSpace(
+ nsPresContext* aContext) const;
+
+ /**
+ * Flag values used for the aFlags arguments of GetRunUserSpaceRect,
+ * GetFrameUserSpaceRect and GetUserSpaceRect.
+ */
+ enum {
+ // Includes the fill geometry of the text in the returned rectangle.
+ eIncludeFill = 1,
+ // Includes the stroke geometry of the text in the returned rectangle.
+ eIncludeStroke = 2,
+ // Includes any text shadow in the returned rectangle.
+ eIncludeTextShadow = 4,
+ // Don't include any horizontal glyph overflow in the returned rectangle.
+ eNoHorizontalOverflow = 8
+ };
+
+ /**
+ * Returns a rectangle that bounds the fill and/or stroke of the rendered run
+ * in run user space.
+ *
+ * @param aContext The context to use for unit conversions.
+ * @param aFlags A combination of the flags above (eIncludeFill and
+ * eIncludeStroke) indicating what parts of the text to include in
+ * the rectangle.
+ */
+ SVGBBox GetRunUserSpaceRect(nsPresContext* aContext, uint32_t aFlags) const;
+
+ /**
+ * Returns a rectangle that covers the fill and/or stroke of the rendered run
+ * in "frame user space".
+ *
+ * Frame user space is a coordinate space of the same scale as the <text>
+ * element's user space, but with its rotation set to the rotation of
+ * the glyphs within this rendered run and its origin set to the position
+ * such that placing the nsTextFrame there would result in the glyphs in
+ * this rendered run being at their correct positions.
+ *
+ * For example, say we have <text x="100 150" y="100">ab</text>. Assume
+ * the advance of both the "a" and the "b" is 12 user units, and the
+ * ascent of the text is 8 user units and its descent is 6 user units,
+ * and that we are not measuing the stroke of the text, so that we stay
+ * entirely within the glyph cells.
+ *
+ * There will be two text rendered runs, one for "a" and one for "b".
+ *
+ * The frame user space for the "a" run will have its origin at
+ * (100, 100 - 8) in the <text> element's user space and will have its
+ * axes aligned with the user space (since there is no rotate="" or
+ * text path involve) and with its scale the same as the user space.
+ * The rect returned by this method will be (0, 0, 12, 14), since the "a"
+ * glyph is right at the left of the nsTextFrame.
+ *
+ * The frame user space for the "b" run will have its origin at
+ * (150 - 12, 100 - 8), and scale/rotation the same as above. The rect
+ * returned by this method will be (12, 0, 12, 14), since we are
+ * advance("a") horizontally in to the text frame.
+ *
+ * @param aContext The context to use for unit conversions.
+ * @param aFlags A combination of the flags above (eIncludeFill and
+ * eIncludeStroke) indicating what parts of the text to include in
+ * the rectangle.
+ */
+ SVGBBox GetFrameUserSpaceRect(nsPresContext* aContext, uint32_t aFlags) const;
+
+ /**
+ * Returns a rectangle that covers the fill and/or stroke of the rendered run
+ * in the <text> element's user space.
+ *
+ * @param aContext The context to use for unit conversions.
+ * @param aFlags A combination of the flags above indicating what parts of
+ * the text to include in the rectangle.
+ * @param aAdditionalTransform An additional transform to apply to the
+ * frame user space rectangle before its bounds are transformed into
+ * user space.
+ */
+ SVGBBox GetUserSpaceRect(
+ nsPresContext* aContext, uint32_t aFlags,
+ const gfxMatrix* aAdditionalTransform = nullptr) const;
+
+ /**
+ * Gets the app unit amounts to clip from the left and right edges of
+ * the nsTextFrame in order to paint just this rendered run.
+ *
+ * Note that if clip edge amounts land in the middle of a glyph, the
+ * glyph won't be painted at all. The clip edges are thus more of
+ * a selection mechanism for which glyphs will be painted, rather
+ * than a geometric clip.
+ */
+ void GetClipEdges(nscoord& aVisIStartEdge, nscoord& aVisIEndEdge) const;
+
+ /**
+ * Returns the advance width of the whole rendered run.
+ */
+ nscoord GetAdvanceWidth() const;
+
+ /**
+ * Returns the index of the character into this rendered run whose
+ * glyph cell contains the given point, or -1 if there is no such
+ * character. This does not hit test against any overflow.
+ *
+ * @param aContext The context to use for unit conversions.
+ * @param aPoint The point in the user space of the <text> element.
+ */
+ int32_t GetCharNumAtPosition(nsPresContext* aContext,
+ const gfxPoint& aPoint) const;
+
+ /**
+ * The text frame that this rendered run lies within.
+ */
+ nsTextFrame* mFrame;
+
+ /**
+ * The point in user space that the text is positioned at.
+ *
+ * For a horizontal run:
+ * The x coordinate is the left edge of a LTR run of text or the right edge of
+ * an RTL run. The y coordinate is the baseline of the text.
+ * For a vertical run:
+ * The x coordinate is the baseline of the text.
+ * The y coordinate is the top edge of a LTR run, or bottom of RTL.
+ */
+ gfxPoint mPosition;
+
+ /**
+ * The horizontal scale factor to apply when painting glyphs to take
+ * into account textLength="".
+ */
+ float mLengthAdjustScaleFactor;
+
+ /**
+ * The rotation in radians in the user coordinate system that the text has.
+ */
+ float mRotate;
+
+ /**
+ * The scale factor that was used to transform the text run's original font
+ * size into a sane range for painting and measurement.
+ */
+ double mFontSizeScaleFactor;
+
+ /**
+ * The baseline in app units of this text run. The measurement is from the
+ * top of the text frame. (From the left edge if vertical.)
+ */
+ nscoord mBaseline;
+
+ /**
+ * The offset and length in mFrame's content Text that corresponds to
+ * this text rendered run. These are original char indexes.
+ */
+ uint32_t mTextFrameContentOffset;
+ uint32_t mTextFrameContentLength;
+
+ /**
+ * The character index in the whole SVG <text> element that this text rendered
+ * run begins at.
+ */
+ uint32_t mTextElementCharIndex;
+};
+
+gfxMatrix TextRenderedRun::GetTransformFromUserSpaceForPainting(
+ nsPresContext* aContext, const nscoord aVisIStartEdge,
+ const nscoord aVisIEndEdge) const {
+ // We transform to device pixels positioned such that painting the text frame
+ // at (0,0) with aItem will result in the text being in the right place.
+
+ gfxMatrix m;
+ if (!mFrame) {
+ return m;
+ }
+
+ float cssPxPerDevPx =
+ nsPresContext::AppUnitsToFloatCSSPixels(aContext->AppUnitsPerDevPixel());
+
+ // Glyph position in user space.
+ m.PreTranslate(mPosition / cssPxPerDevPx);
+
+ // Take into account any font size scaling and scaling due to textLength="".
+ m.PreScale(1.0 / mFontSizeScaleFactor, 1.0 / mFontSizeScaleFactor);
+
+ // Rotation due to rotate="" or a <textPath>.
+ m.PreRotate(mRotate);
+
+ m.PreScale(mLengthAdjustScaleFactor, 1.0);
+
+ // Translation to get the text frame in the right place.
+ nsPoint t;
+
+ if (IsVertical()) {
+ t = nsPoint(-mBaseline, IsRightToLeft()
+ ? -mFrame->GetRect().height + aVisIEndEdge
+ : -aVisIStartEdge);
+ } else {
+ t = nsPoint(IsRightToLeft() ? -mFrame->GetRect().width + aVisIEndEdge
+ : -aVisIStartEdge,
+ -mBaseline);
+ }
+ m.PreTranslate(AppUnitsToGfxUnits(t, aContext));
+
+ return m;
+}
+
+gfxMatrix TextRenderedRun::GetTransformFromRunUserSpaceToUserSpace(
+ nsPresContext* aContext) const {
+ gfxMatrix m;
+ if (!mFrame) {
+ return m;
+ }
+
+ float cssPxPerDevPx =
+ nsPresContext::AppUnitsToFloatCSSPixels(aContext->AppUnitsPerDevPixel());
+
+ nscoord start, end;
+ GetClipEdges(start, end);
+
+ // Glyph position in user space.
+ m.PreTranslate(mPosition);
+
+ // Rotation due to rotate="" or a <textPath>.
+ m.PreRotate(mRotate);
+
+ // Scale due to textLength="".
+ m.PreScale(mLengthAdjustScaleFactor, 1.0);
+
+ // Translation to get the text frame in the right place.
+ nsPoint t;
+ if (IsVertical()) {
+ t = nsPoint(-mBaseline,
+ IsRightToLeft() ? -mFrame->GetRect().height + start + end : 0);
+ } else {
+ t = nsPoint(IsRightToLeft() ? -mFrame->GetRect().width + start + end : 0,
+ -mBaseline);
+ }
+ m.PreTranslate(AppUnitsToGfxUnits(t, aContext) * cssPxPerDevPx /
+ mFontSizeScaleFactor);
+
+ return m;
+}
+
+gfxMatrix TextRenderedRun::GetTransformFromRunUserSpaceToFrameUserSpace(
+ nsPresContext* aContext) const {
+ gfxMatrix m;
+ if (!mFrame) {
+ return m;
+ }
+
+ nscoord start, end;
+ GetClipEdges(start, end);
+
+ // Translate by the horizontal distance into the text frame this
+ // rendered run is.
+ gfxFloat appPerCssPx = AppUnitsPerCSSPixel();
+ gfxPoint t = IsVertical() ? gfxPoint(0, start / appPerCssPx)
+ : gfxPoint(start / appPerCssPx, 0);
+ return m.PreTranslate(t);
+}
+
+SVGBBox TextRenderedRun::GetRunUserSpaceRect(nsPresContext* aContext,
+ uint32_t aFlags) const {
+ SVGBBox r;
+ if (!mFrame) {
+ return r;
+ }
+
+ // Determine the amount of overflow above and below the frame's mRect.
+ //
+ // We need to call InkOverflowRectRelativeToSelf because this includes
+ // overflowing decorations, which the MeasureText call below does not. We
+ // assume here the decorations only overflow above and below the frame, never
+ // horizontally.
+ nsRect self = mFrame->InkOverflowRectRelativeToSelf();
+ nsRect rect = mFrame->GetRect();
+ bool vertical = IsVertical();
+ nscoord above = vertical ? -self.x : -self.y;
+ nscoord below =
+ vertical ? self.XMost() - rect.width : self.YMost() - rect.height;
+
+ gfxSkipCharsIterator it = mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxSkipCharsIterator start = it;
+ gfxTextRun* textRun = mFrame->GetTextRun(nsTextFrame::eInflated);
+
+ // Get the content range for this rendered run.
+ Range range = ConvertOriginalToSkipped(it, mTextFrameContentOffset,
+ mTextFrameContentLength);
+ if (range.Length() == 0) {
+ return r;
+ }
+
+ // FIXME(heycam): We could create a single PropertyProvider for all
+ // TextRenderedRuns that correspond to the text frame, rather than recreate
+ // it each time here.
+ nsTextFrame::PropertyProvider provider(mFrame, start);
+
+ // Measure that range.
+ gfxTextRun::Metrics metrics = textRun->MeasureText(
+ range, gfxFont::LOOSE_INK_EXTENTS, nullptr, &provider);
+ // Make sure it includes the font-box.
+ gfxRect fontBox(0, -metrics.mAscent, metrics.mAdvanceWidth,
+ metrics.mAscent + metrics.mDescent);
+ metrics.mBoundingBox.UnionRect(metrics.mBoundingBox, fontBox);
+
+ // Determine the rectangle that covers the rendered run's fill,
+ // taking into account the measured vertical overflow due to
+ // decorations.
+ nscoord baseline =
+ NSToCoordRoundWithClamp(metrics.mBoundingBox.y + metrics.mAscent);
+ gfxFloat x, width;
+ if (aFlags & eNoHorizontalOverflow) {
+ x = 0.0;
+ width = textRun->GetAdvanceWidth(range, &provider);
+ if (width < 0.0) {
+ x = width;
+ width = -width;
+ }
+ } else {
+ x = metrics.mBoundingBox.x;
+ width = metrics.mBoundingBox.width;
+ }
+ nsRect fillInAppUnits(
+ NSToCoordRoundWithClamp(x), baseline - above,
+ NSToCoordRoundWithClamp(width),
+ NSToCoordRoundWithClamp(metrics.mBoundingBox.height) + above + below);
+ if (textRun->IsVertical()) {
+ // Swap line-relative textMetrics dimensions to physical coordinates.
+ std::swap(fillInAppUnits.x, fillInAppUnits.y);
+ std::swap(fillInAppUnits.width, fillInAppUnits.height);
+ }
+
+ // Account for text-shadow.
+ if (aFlags & eIncludeTextShadow) {
+ fillInAppUnits =
+ nsLayoutUtils::GetTextShadowRectsUnion(fillInAppUnits, mFrame);
+ }
+
+ // Convert the app units rectangle to user units.
+ gfxRect fill = AppUnitsToFloatCSSPixels(
+ gfxRect(fillInAppUnits.x, fillInAppUnits.y, fillInAppUnits.width,
+ fillInAppUnits.height),
+ aContext);
+
+ // Scale the rectangle up due to any mFontSizeScaleFactor.
+ fill.Scale(1.0 / mFontSizeScaleFactor);
+
+ // Include the fill if requested.
+ if (aFlags & eIncludeFill) {
+ r = fill;
+ }
+
+ // Include the stroke if requested.
+ if ((aFlags & eIncludeStroke) && !fill.IsEmpty() &&
+ SVGUtils::GetStrokeWidth(mFrame) > 0) {
+ r.UnionEdges(
+ SVGUtils::PathExtentsToMaxStrokeExtents(fill, mFrame, gfxMatrix()));
+ }
+
+ return r;
+}
+
+SVGBBox TextRenderedRun::GetFrameUserSpaceRect(nsPresContext* aContext,
+ uint32_t aFlags) const {
+ SVGBBox r = GetRunUserSpaceRect(aContext, aFlags);
+ if (r.IsEmpty()) {
+ return r;
+ }
+ gfxMatrix m = GetTransformFromRunUserSpaceToFrameUserSpace(aContext);
+ return m.TransformBounds(r.ToThebesRect());
+}
+
+SVGBBox TextRenderedRun::GetUserSpaceRect(
+ nsPresContext* aContext, uint32_t aFlags,
+ const gfxMatrix* aAdditionalTransform) const {
+ SVGBBox r = GetRunUserSpaceRect(aContext, aFlags);
+ if (r.IsEmpty()) {
+ return r;
+ }
+ gfxMatrix m = GetTransformFromRunUserSpaceToUserSpace(aContext);
+ if (aAdditionalTransform) {
+ m *= *aAdditionalTransform;
+ }
+ return m.TransformBounds(r.ToThebesRect());
+}
+
+void TextRenderedRun::GetClipEdges(nscoord& aVisIStartEdge,
+ nscoord& aVisIEndEdge) const {
+ uint32_t contentLength = mFrame->GetContentLength();
+ if (mTextFrameContentOffset == 0 &&
+ mTextFrameContentLength == contentLength) {
+ // If the rendered run covers the entire content, we know we don't need
+ // to clip without having to measure anything.
+ aVisIStartEdge = 0;
+ aVisIEndEdge = 0;
+ return;
+ }
+
+ gfxSkipCharsIterator it = mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = mFrame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(mFrame, it);
+
+ // Get the covered content offset/length for this rendered run in skipped
+ // characters, since that is what GetAdvanceWidth expects.
+ Range runRange = ConvertOriginalToSkipped(it, mTextFrameContentOffset,
+ mTextFrameContentLength);
+
+ // Get the offset/length of the whole nsTextFrame.
+ uint32_t frameOffset = mFrame->GetContentOffset();
+ uint32_t frameLength = mFrame->GetContentLength();
+
+ // Trim the whole-nsTextFrame offset/length to remove any leading/trailing
+ // white space, as the nsTextFrame when painting does not include them when
+ // interpreting clip edges.
+ nsTextFrame::TrimmedOffsets trimmedOffsets =
+ mFrame->GetTrimmedOffsets(mFrame->TextFragment());
+ TrimOffsets(frameOffset, frameLength, trimmedOffsets);
+
+ // Convert the trimmed whole-nsTextFrame offset/length into skipped
+ // characters.
+ Range frameRange = ConvertOriginalToSkipped(it, frameOffset, frameLength);
+
+ // Measure the advance width in the text run between the start of
+ // frame's content and the start of the rendered run's content,
+ nscoord startEdge = textRun->GetAdvanceWidth(
+ Range(frameRange.start, runRange.start), &provider);
+
+ // and between the end of the rendered run's content and the end
+ // of the frame's content.
+ nscoord endEdge =
+ textRun->GetAdvanceWidth(Range(runRange.end, frameRange.end), &provider);
+
+ if (textRun->IsRightToLeft()) {
+ aVisIStartEdge = endEdge;
+ aVisIEndEdge = startEdge;
+ } else {
+ aVisIStartEdge = startEdge;
+ aVisIEndEdge = endEdge;
+ }
+}
+
+nscoord TextRenderedRun::GetAdvanceWidth() const {
+ gfxSkipCharsIterator it = mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = mFrame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(mFrame, it);
+
+ Range range = ConvertOriginalToSkipped(it, mTextFrameContentOffset,
+ mTextFrameContentLength);
+
+ return textRun->GetAdvanceWidth(range, &provider);
+}
+
+int32_t TextRenderedRun::GetCharNumAtPosition(nsPresContext* aContext,
+ const gfxPoint& aPoint) const {
+ if (mTextFrameContentLength == 0) {
+ return -1;
+ }
+
+ float cssPxPerDevPx =
+ nsPresContext::AppUnitsToFloatCSSPixels(aContext->AppUnitsPerDevPixel());
+
+ // Convert the point from user space into run user space, and take
+ // into account any mFontSizeScaleFactor.
+ gfxMatrix m = GetTransformFromRunUserSpaceToUserSpace(aContext);
+ if (!m.Invert()) {
+ return -1;
+ }
+ gfxPoint p = m.TransformPoint(aPoint) / cssPxPerDevPx * mFontSizeScaleFactor;
+
+ // First check that the point lies vertically between the top and bottom
+ // edges of the text.
+ gfxFloat ascent, descent;
+ GetAscentAndDescentInAppUnits(mFrame, ascent, descent);
+
+ WritingMode writingMode = mFrame->GetWritingMode();
+ if (writingMode.IsVertical()) {
+ gfxFloat leftEdge = mFrame->GetLogicalBaseline(writingMode) -
+ (writingMode.IsVerticalRL() ? ascent : descent);
+ gfxFloat rightEdge = leftEdge + ascent + descent;
+ if (p.x < aContext->AppUnitsToGfxUnits(leftEdge) ||
+ p.x > aContext->AppUnitsToGfxUnits(rightEdge)) {
+ return -1;
+ }
+ } else {
+ gfxFloat topEdge = mFrame->GetLogicalBaseline(writingMode) - ascent;
+ gfxFloat bottomEdge = topEdge + ascent + descent;
+ if (p.y < aContext->AppUnitsToGfxUnits(topEdge) ||
+ p.y > aContext->AppUnitsToGfxUnits(bottomEdge)) {
+ return -1;
+ }
+ }
+
+ gfxSkipCharsIterator it = mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = mFrame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(mFrame, it);
+
+ // Next check that the point lies horizontally within the left and right
+ // edges of the text.
+ Range range = ConvertOriginalToSkipped(it, mTextFrameContentOffset,
+ mTextFrameContentLength);
+ gfxFloat runAdvance =
+ aContext->AppUnitsToGfxUnits(textRun->GetAdvanceWidth(range, &provider));
+
+ gfxFloat pos = writingMode.IsVertical() ? p.y : p.x;
+ if (pos < 0 || pos >= runAdvance) {
+ return -1;
+ }
+
+ // Finally, measure progressively smaller portions of the rendered run to
+ // find which glyph it lies within. This will need to change once we
+ // support letter-spacing and word-spacing.
+ bool rtl = textRun->IsRightToLeft();
+ for (int32_t i = mTextFrameContentLength - 1; i >= 0; i--) {
+ range = ConvertOriginalToSkipped(it, mTextFrameContentOffset, i);
+ gfxFloat advance = aContext->AppUnitsToGfxUnits(
+ textRun->GetAdvanceWidth(range, &provider));
+ if ((rtl && pos < runAdvance - advance) || (!rtl && pos >= advance)) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+// ----------------------------------------------------------------------------
+// TextNodeIterator
+
+enum SubtreePosition { eBeforeSubtree, eWithinSubtree, eAfterSubtree };
+
+/**
+ * An iterator class for Text that are descendants of a given node, the
+ * root. Nodes are iterated in document order. An optional subtree can be
+ * specified, in which case the iterator will track whether the current state of
+ * the traversal over the tree is within that subtree or is past that subtree.
+ */
+class TextNodeIterator {
+ public:
+ /**
+ * Constructs a TextNodeIterator with the specified root node and optional
+ * subtree.
+ */
+ explicit TextNodeIterator(nsIContent* aRoot, nsIContent* aSubtree = nullptr)
+ : mRoot(aRoot),
+ mSubtree(aSubtree == aRoot ? nullptr : aSubtree),
+ mCurrent(aRoot),
+ mSubtreePosition(mSubtree ? eBeforeSubtree : eWithinSubtree) {
+ NS_ASSERTION(aRoot, "expected non-null root");
+ if (!aRoot->IsText()) {
+ Next();
+ }
+ }
+
+ /**
+ * Returns the current Text, or null if the iterator has finished.
+ */
+ Text* Current() const { return mCurrent ? mCurrent->AsText() : nullptr; }
+
+ /**
+ * Advances to the next Text and returns it, or null if the end of
+ * iteration has been reached.
+ */
+ Text* Next();
+
+ /**
+ * Returns whether the iterator is currently within the subtree rooted
+ * at mSubtree. Returns true if we are not tracking a subtree (we consider
+ * that we're always within the subtree).
+ */
+ bool IsWithinSubtree() const { return mSubtreePosition == eWithinSubtree; }
+
+ /**
+ * Returns whether the iterator is past the subtree rooted at mSubtree.
+ * Returns false if we are not tracking a subtree.
+ */
+ bool IsAfterSubtree() const { return mSubtreePosition == eAfterSubtree; }
+
+ private:
+ /**
+ * The root under which all Text will be iterated over.
+ */
+ nsIContent* const mRoot;
+
+ /**
+ * The node rooting the subtree to track.
+ */
+ nsIContent* const mSubtree;
+
+ /**
+ * The current node during iteration.
+ */
+ nsIContent* mCurrent;
+
+ /**
+ * The current iterator position relative to mSubtree.
+ */
+ SubtreePosition mSubtreePosition;
+};
+
+Text* TextNodeIterator::Next() {
+ // Starting from mCurrent, we do a non-recursive traversal to the next
+ // Text beneath mRoot, updating mSubtreePosition appropriately if we
+ // encounter mSubtree.
+ if (mCurrent) {
+ do {
+ nsIContent* next =
+ IsTextContentElement(mCurrent) ? mCurrent->GetFirstChild() : nullptr;
+ if (next) {
+ mCurrent = next;
+ if (mCurrent == mSubtree) {
+ mSubtreePosition = eWithinSubtree;
+ }
+ } else {
+ for (;;) {
+ if (mCurrent == mRoot) {
+ mCurrent = nullptr;
+ break;
+ }
+ if (mCurrent == mSubtree) {
+ mSubtreePosition = eAfterSubtree;
+ }
+ next = mCurrent->GetNextSibling();
+ if (next) {
+ mCurrent = next;
+ if (mCurrent == mSubtree) {
+ mSubtreePosition = eWithinSubtree;
+ }
+ break;
+ }
+ if (mCurrent == mSubtree) {
+ mSubtreePosition = eAfterSubtree;
+ }
+ mCurrent = mCurrent->GetParent();
+ }
+ }
+ } while (mCurrent && !mCurrent->IsText());
+ }
+
+ return mCurrent ? mCurrent->AsText() : nullptr;
+}
+
+// ----------------------------------------------------------------------------
+// TextNodeCorrespondenceRecorder
+
+/**
+ * TextNodeCorrespondence is used as the value of a frame property that
+ * is stored on all its descendant nsTextFrames. It stores the number of DOM
+ * characters between it and the previous nsTextFrame that did not have an
+ * nsTextFrame created for them, due to either not being in a correctly
+ * parented text content element, or because they were display:none.
+ * These are called "undisplayed characters".
+ *
+ * See also TextNodeCorrespondenceRecorder below, which is what sets the
+ * frame property.
+ */
+struct TextNodeCorrespondence {
+ explicit TextNodeCorrespondence(uint32_t aUndisplayedCharacters)
+ : mUndisplayedCharacters(aUndisplayedCharacters) {}
+
+ uint32_t mUndisplayedCharacters;
+};
+
+NS_DECLARE_FRAME_PROPERTY_DELETABLE(TextNodeCorrespondenceProperty,
+ TextNodeCorrespondence)
+
+/**
+ * Returns the number of undisplayed characters before the specified
+ * nsTextFrame.
+ */
+static uint32_t GetUndisplayedCharactersBeforeFrame(nsTextFrame* aFrame) {
+ void* value = aFrame->GetProperty(TextNodeCorrespondenceProperty());
+ TextNodeCorrespondence* correspondence =
+ static_cast<TextNodeCorrespondence*>(value);
+ if (!correspondence) {
+ // FIXME bug 903785
+ NS_ERROR(
+ "expected a TextNodeCorrespondenceProperty on nsTextFrame "
+ "used for SVG text");
+ return 0;
+ }
+ return correspondence->mUndisplayedCharacters;
+}
+
+/**
+ * Traverses the nsTextFrames for an SVGTextFrame and records a
+ * TextNodeCorrespondenceProperty on each for the number of undisplayed DOM
+ * characters between each frame. This is done by iterating simultaneously
+ * over the Text and nsTextFrames and noting when Text (or
+ * parts of them) are skipped when finding the next nsTextFrame.
+ */
+class TextNodeCorrespondenceRecorder {
+ public:
+ /**
+ * Entry point for the TextNodeCorrespondenceProperty recording.
+ */
+ static void RecordCorrespondence(SVGTextFrame* aRoot);
+
+ private:
+ explicit TextNodeCorrespondenceRecorder(SVGTextFrame* aRoot)
+ : mNodeIterator(aRoot->GetContent()),
+ mPreviousNode(nullptr),
+ mNodeCharIndex(0) {}
+
+ void Record(SVGTextFrame* aRoot);
+ void TraverseAndRecord(nsIFrame* aFrame);
+
+ /**
+ * Returns the next non-empty Text.
+ */
+ Text* NextNode();
+
+ /**
+ * The iterator over the Text that we use as we simultaneously
+ * iterate over the nsTextFrames.
+ */
+ TextNodeIterator mNodeIterator;
+
+ /**
+ * The previous Text we iterated over.
+ */
+ Text* mPreviousNode;
+
+ /**
+ * The index into the current Text's character content.
+ */
+ uint32_t mNodeCharIndex;
+};
+
+/* static */
+void TextNodeCorrespondenceRecorder::RecordCorrespondence(SVGTextFrame* aRoot) {
+ if (aRoot->HasAnyStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY)) {
+ // Resolve bidi so that continuation frames are created if necessary:
+ aRoot->MaybeResolveBidiForAnonymousBlockChild();
+ TextNodeCorrespondenceRecorder recorder(aRoot);
+ recorder.Record(aRoot);
+ aRoot->RemoveStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY);
+ }
+}
+
+void TextNodeCorrespondenceRecorder::Record(SVGTextFrame* aRoot) {
+ if (!mNodeIterator.Current()) {
+ // If there are no Text nodes then there is nothing to do.
+ return;
+ }
+
+ // Traverse over all the nsTextFrames and record the number of undisplayed
+ // characters.
+ TraverseAndRecord(aRoot);
+
+ // Find how many undisplayed characters there are after the final nsTextFrame.
+ uint32_t undisplayed = 0;
+ if (mNodeIterator.Current()) {
+ if (mPreviousNode && mPreviousNode->TextLength() != mNodeCharIndex) {
+ // The last nsTextFrame ended part way through a Text node. The
+ // remaining characters count as undisplayed.
+ NS_ASSERTION(mNodeCharIndex < mPreviousNode->TextLength(),
+ "incorrect tracking of undisplayed characters in "
+ "text nodes");
+ undisplayed += mPreviousNode->TextLength() - mNodeCharIndex;
+ }
+ // All the remaining Text that we iterate must also be undisplayed.
+ for (Text* textNode = mNodeIterator.Current(); textNode;
+ textNode = NextNode()) {
+ undisplayed += textNode->TextLength();
+ }
+ }
+
+ // Record the trailing number of undisplayed characters on the
+ // SVGTextFrame.
+ aRoot->mTrailingUndisplayedCharacters = undisplayed;
+}
+
+Text* TextNodeCorrespondenceRecorder::NextNode() {
+ mPreviousNode = mNodeIterator.Current();
+ Text* next;
+ do {
+ next = mNodeIterator.Next();
+ } while (next && next->TextLength() == 0);
+ return next;
+}
+
+void TextNodeCorrespondenceRecorder::TraverseAndRecord(nsIFrame* aFrame) {
+ // Recursively iterate over the frame tree, for frames that correspond
+ // to text content elements.
+ if (IsTextContentElement(aFrame->GetContent())) {
+ for (nsIFrame* f : aFrame->PrincipalChildList()) {
+ TraverseAndRecord(f);
+ }
+ return;
+ }
+
+ nsTextFrame* frame; // The current text frame.
+ Text* node; // The text node for the current text frame.
+ if (!GetNonEmptyTextFrameAndNode(aFrame, frame, node)) {
+ // If this isn't an nsTextFrame, or is empty, nothing to do.
+ return;
+ }
+
+ NS_ASSERTION(frame->GetContentOffset() >= 0,
+ "don't know how to handle negative content indexes");
+
+ uint32_t undisplayed = 0;
+ if (!mPreviousNode) {
+ // Must be the very first text frame.
+ NS_ASSERTION(mNodeCharIndex == 0,
+ "incorrect tracking of undisplayed "
+ "characters in text nodes");
+ if (!mNodeIterator.Current()) {
+ MOZ_ASSERT_UNREACHABLE(
+ "incorrect tracking of correspondence between "
+ "text frames and text nodes");
+ } else {
+ // Each whole Text we find before we get to the text node for the
+ // first text frame must be undisplayed.
+ while (mNodeIterator.Current() != node) {
+ undisplayed += mNodeIterator.Current()->TextLength();
+ NextNode();
+ }
+ // If the first text frame starts at a non-zero content offset, then those
+ // earlier characters are also undisplayed.
+ undisplayed += frame->GetContentOffset();
+ NextNode();
+ }
+ } else if (mPreviousNode == node) {
+ // Same text node as last time.
+ if (static_cast<uint32_t>(frame->GetContentOffset()) != mNodeCharIndex) {
+ // We have some characters in the middle of the text node
+ // that are undisplayed.
+ NS_ASSERTION(
+ mNodeCharIndex < static_cast<uint32_t>(frame->GetContentOffset()),
+ "incorrect tracking of undisplayed characters in "
+ "text nodes");
+ undisplayed = frame->GetContentOffset() - mNodeCharIndex;
+ }
+ } else {
+ // Different text node from last time.
+ if (mPreviousNode->TextLength() != mNodeCharIndex) {
+ NS_ASSERTION(mNodeCharIndex < mPreviousNode->TextLength(),
+ "incorrect tracking of undisplayed characters in "
+ "text nodes");
+ // Any trailing characters at the end of the previous Text are
+ // undisplayed.
+ undisplayed = mPreviousNode->TextLength() - mNodeCharIndex;
+ }
+ // Each whole Text we find before we get to the text node for
+ // the current text frame must be undisplayed.
+ while (mNodeIterator.Current() && mNodeIterator.Current() != node) {
+ undisplayed += mNodeIterator.Current()->TextLength();
+ NextNode();
+ }
+ // If the current text frame starts at a non-zero content offset, then those
+ // earlier characters are also undisplayed.
+ undisplayed += frame->GetContentOffset();
+ NextNode();
+ }
+
+ // Set the frame property.
+ frame->SetProperty(TextNodeCorrespondenceProperty(),
+ new TextNodeCorrespondence(undisplayed));
+
+ // Remember how far into the current Text we are.
+ mNodeCharIndex = frame->GetContentEnd();
+}
+
+// ----------------------------------------------------------------------------
+// TextFrameIterator
+
+/**
+ * An iterator class for nsTextFrames that are descendants of an
+ * SVGTextFrame. The iterator can optionally track whether the
+ * current nsTextFrame is for a descendant of, or past, a given subtree
+ * content node or frame. (This functionality is used for example by the SVG
+ * DOM text methods to get only the nsTextFrames for a particular <tspan>.)
+ *
+ * TextFrameIterator also tracks and exposes other information about the
+ * current nsTextFrame:
+ *
+ * * how many undisplayed characters came just before it
+ * * its position (in app units) relative to the SVGTextFrame's anonymous
+ * block frame
+ * * what nsInlineFrame corresponding to a <textPath> element it is a
+ * descendant of
+ * * what computed dominant-baseline value applies to it
+ *
+ * Note that any text frames that are empty -- whose ContentLength() is 0 --
+ * will be skipped over.
+ */
+class MOZ_STACK_CLASS TextFrameIterator {
+ public:
+ /**
+ * Constructs a TextFrameIterator for the specified SVGTextFrame
+ * with an optional frame subtree to restrict iterated text frames to.
+ */
+ explicit TextFrameIterator(SVGTextFrame* aRoot,
+ const nsIFrame* aSubtree = nullptr)
+ : mRootFrame(aRoot),
+ mSubtree(aSubtree),
+ mCurrentFrame(aRoot),
+ mCurrentPosition(),
+ mSubtreePosition(mSubtree ? eBeforeSubtree : eWithinSubtree) {
+ Init();
+ }
+
+ /**
+ * Constructs a TextFrameIterator for the specified SVGTextFrame
+ * with an optional frame content subtree to restrict iterated text frames to.
+ */
+ TextFrameIterator(SVGTextFrame* aRoot, nsIContent* aSubtree)
+ : mRootFrame(aRoot),
+ mSubtree(aRoot && aSubtree && aSubtree != aRoot->GetContent()
+ ? aSubtree->GetPrimaryFrame()
+ : nullptr),
+ mCurrentFrame(aRoot),
+ mCurrentPosition(),
+ mSubtreePosition(mSubtree ? eBeforeSubtree : eWithinSubtree) {
+ Init();
+ }
+
+ /**
+ * Returns the root SVGTextFrame this TextFrameIterator is iterating over.
+ */
+ SVGTextFrame* Root() const { return mRootFrame; }
+
+ /**
+ * Returns the current nsTextFrame.
+ */
+ nsTextFrame* Current() const { return do_QueryFrame(mCurrentFrame); }
+
+ /**
+ * Returns the number of undisplayed characters in the DOM just before the
+ * current frame.
+ */
+ uint32_t UndisplayedCharacters() const;
+
+ /**
+ * Returns the current frame's position, in app units, relative to the
+ * root SVGTextFrame's anonymous block frame.
+ */
+ nsPoint Position() const { return mCurrentPosition; }
+
+ /**
+ * Advances to the next nsTextFrame and returns it.
+ */
+ nsTextFrame* Next();
+
+ /**
+ * Returns whether the iterator is within the subtree.
+ */
+ bool IsWithinSubtree() const { return mSubtreePosition == eWithinSubtree; }
+
+ /**
+ * Returns whether the iterator is past the subtree.
+ */
+ bool IsAfterSubtree() const { return mSubtreePosition == eAfterSubtree; }
+
+ /**
+ * Returns the frame corresponding to the <textPath> element, if we
+ * are inside one.
+ */
+ nsIFrame* TextPathFrame() const {
+ return mTextPathFrames.IsEmpty()
+ ? nullptr
+ : mTextPathFrames.ElementAt(mTextPathFrames.Length() - 1);
+ }
+
+ /**
+ * Returns the current frame's computed dominant-baseline value.
+ */
+ StyleDominantBaseline DominantBaseline() const {
+ return mBaselines.ElementAt(mBaselines.Length() - 1);
+ }
+
+ /**
+ * Finishes the iterator.
+ */
+ void Close() { mCurrentFrame = nullptr; }
+
+ private:
+ /**
+ * Initializes the iterator and advances to the first item.
+ */
+ void Init() {
+ if (!mRootFrame) {
+ return;
+ }
+
+ mBaselines.AppendElement(mRootFrame->StyleSVG()->mDominantBaseline);
+ Next();
+ }
+
+ /**
+ * Pushes the specified frame's computed dominant-baseline value.
+ * If the value of the property is "auto", then the parent frame's
+ * computed value is used.
+ */
+ void PushBaseline(nsIFrame* aNextFrame);
+
+ /**
+ * Pops the current dominant-baseline off the stack.
+ */
+ void PopBaseline();
+
+ /**
+ * The root frame we are iterating through.
+ */
+ SVGTextFrame* const mRootFrame;
+
+ /**
+ * The frame for the subtree we are also interested in tracking.
+ */
+ const nsIFrame* const mSubtree;
+
+ /**
+ * The current value of the iterator.
+ */
+ nsIFrame* mCurrentFrame;
+
+ /**
+ * The position, in app units, of the current frame relative to mRootFrame.
+ */
+ nsPoint mCurrentPosition;
+
+ /**
+ * Stack of frames corresponding to <textPath> elements that are in scope
+ * for the current frame.
+ */
+ AutoTArray<nsIFrame*, 1> mTextPathFrames;
+
+ /**
+ * Stack of dominant-baseline values to record as we traverse through the
+ * frame tree.
+ */
+ AutoTArray<StyleDominantBaseline, 8> mBaselines;
+
+ /**
+ * The iterator's current position relative to mSubtree.
+ */
+ SubtreePosition mSubtreePosition;
+};
+
+uint32_t TextFrameIterator::UndisplayedCharacters() const {
+ MOZ_ASSERT(
+ !mRootFrame->HasAnyStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY),
+ "Text correspondence must be up to date");
+
+ if (!mCurrentFrame) {
+ return mRootFrame->mTrailingUndisplayedCharacters;
+ }
+
+ nsTextFrame* frame = do_QueryFrame(mCurrentFrame);
+ return GetUndisplayedCharactersBeforeFrame(frame);
+}
+
+nsTextFrame* TextFrameIterator::Next() {
+ // Starting from mCurrentFrame, we do a non-recursive traversal to the next
+ // nsTextFrame beneath mRoot, updating mSubtreePosition appropriately if we
+ // encounter mSubtree.
+ if (mCurrentFrame) {
+ do {
+ nsIFrame* next = IsTextContentElement(mCurrentFrame->GetContent())
+ ? mCurrentFrame->PrincipalChildList().FirstChild()
+ : nullptr;
+ if (next) {
+ // Descend into this frame, and accumulate its position.
+ mCurrentPosition += next->GetPosition();
+ if (next->GetContent()->IsSVGElement(nsGkAtoms::textPath)) {
+ // Record this <textPath> frame.
+ mTextPathFrames.AppendElement(next);
+ }
+ // Record the frame's baseline.
+ PushBaseline(next);
+ mCurrentFrame = next;
+ if (mCurrentFrame == mSubtree) {
+ // If the current frame is mSubtree, we have now moved into it.
+ mSubtreePosition = eWithinSubtree;
+ }
+ } else {
+ for (;;) {
+ // We want to move past the current frame.
+ if (mCurrentFrame == mRootFrame) {
+ // If we've reached the root frame, we're finished.
+ mCurrentFrame = nullptr;
+ break;
+ }
+ // Remove the current frame's position.
+ mCurrentPosition -= mCurrentFrame->GetPosition();
+ if (mCurrentFrame->GetContent()->IsSVGElement(nsGkAtoms::textPath)) {
+ // Pop off the <textPath> frame if this is a <textPath>.
+ mTextPathFrames.RemoveLastElement();
+ }
+ // Pop off the current baseline.
+ PopBaseline();
+ if (mCurrentFrame == mSubtree) {
+ // If this was mSubtree, we have now moved past it.
+ mSubtreePosition = eAfterSubtree;
+ }
+ next = mCurrentFrame->GetNextSibling();
+ if (next) {
+ // Moving to the next sibling.
+ mCurrentPosition += next->GetPosition();
+ if (next->GetContent()->IsSVGElement(nsGkAtoms::textPath)) {
+ // Record this <textPath> frame.
+ mTextPathFrames.AppendElement(next);
+ }
+ // Record the frame's baseline.
+ PushBaseline(next);
+ mCurrentFrame = next;
+ if (mCurrentFrame == mSubtree) {
+ // If the current frame is mSubtree, we have now moved into it.
+ mSubtreePosition = eWithinSubtree;
+ }
+ break;
+ }
+ if (mCurrentFrame == mSubtree) {
+ // If there is no next sibling frame, and the current frame is
+ // mSubtree, we have now moved past it.
+ mSubtreePosition = eAfterSubtree;
+ }
+ // Ascend out of this frame.
+ mCurrentFrame = mCurrentFrame->GetParent();
+ }
+ }
+ } while (mCurrentFrame && !IsNonEmptyTextFrame(mCurrentFrame));
+ }
+
+ return Current();
+}
+
+void TextFrameIterator::PushBaseline(nsIFrame* aNextFrame) {
+ StyleDominantBaseline baseline = aNextFrame->StyleSVG()->mDominantBaseline;
+ mBaselines.AppendElement(baseline);
+}
+
+void TextFrameIterator::PopBaseline() {
+ NS_ASSERTION(!mBaselines.IsEmpty(), "popped too many baselines");
+ mBaselines.RemoveLastElement();
+}
+
+// -----------------------------------------------------------------------------
+// TextRenderedRunIterator
+
+/**
+ * Iterator for TextRenderedRun objects for the SVGTextFrame.
+ */
+class TextRenderedRunIterator {
+ public:
+ /**
+ * Values for the aFilter argument of the constructor, to indicate which
+ * frames we should be limited to iterating TextRenderedRun objects for.
+ */
+ enum RenderedRunFilter {
+ // Iterate TextRenderedRuns for all nsTextFrames.
+ eAllFrames,
+ // Iterate only TextRenderedRuns for nsTextFrames that are
+ // visibility:visible.
+ eVisibleFrames
+ };
+
+ /**
+ * Constructs a TextRenderedRunIterator with an optional frame subtree to
+ * restrict iterated rendered runs to.
+ *
+ * @param aSVGTextFrame The SVGTextFrame whose rendered runs to iterate
+ * through.
+ * @param aFilter Indicates whether to iterate rendered runs for non-visible
+ * nsTextFrames.
+ * @param aSubtree An optional frame subtree to restrict iterated rendered
+ * runs to.
+ */
+ explicit TextRenderedRunIterator(SVGTextFrame* aSVGTextFrame,
+ RenderedRunFilter aFilter = eAllFrames,
+ const nsIFrame* aSubtree = nullptr)
+ : mFrameIterator(FrameIfAnonymousChildReflowed(aSVGTextFrame), aSubtree),
+ mFilter(aFilter),
+ mTextElementCharIndex(0),
+ mFrameStartTextElementCharIndex(0),
+ mFontSizeScaleFactor(aSVGTextFrame->mFontSizeScaleFactor),
+ mCurrent(First()) {}
+
+ /**
+ * Constructs a TextRenderedRunIterator with a content subtree to restrict
+ * iterated rendered runs to.
+ *
+ * @param aSVGTextFrame The SVGTextFrame whose rendered runs to iterate
+ * through.
+ * @param aFilter Indicates whether to iterate rendered runs for non-visible
+ * nsTextFrames.
+ * @param aSubtree A content subtree to restrict iterated rendered runs to.
+ */
+ TextRenderedRunIterator(SVGTextFrame* aSVGTextFrame,
+ RenderedRunFilter aFilter, nsIContent* aSubtree)
+ : mFrameIterator(FrameIfAnonymousChildReflowed(aSVGTextFrame), aSubtree),
+ mFilter(aFilter),
+ mTextElementCharIndex(0),
+ mFrameStartTextElementCharIndex(0),
+ mFontSizeScaleFactor(aSVGTextFrame->mFontSizeScaleFactor),
+ mCurrent(First()) {}
+
+ /**
+ * Returns the current TextRenderedRun.
+ */
+ TextRenderedRun Current() const { return mCurrent; }
+
+ /**
+ * Advances to the next TextRenderedRun and returns it.
+ */
+ TextRenderedRun Next();
+
+ private:
+ /**
+ * Returns the root SVGTextFrame this iterator is for.
+ */
+ SVGTextFrame* Root() const { return mFrameIterator.Root(); }
+
+ /**
+ * Advances to the first TextRenderedRun and returns it.
+ */
+ TextRenderedRun First();
+
+ /**
+ * The frame iterator to use.
+ */
+ TextFrameIterator mFrameIterator;
+
+ /**
+ * The filter indicating which TextRenderedRuns to return.
+ */
+ RenderedRunFilter mFilter;
+
+ /**
+ * The character index across the entire <text> element we are currently
+ * up to.
+ */
+ uint32_t mTextElementCharIndex;
+
+ /**
+ * The character index across the entire <text> for the start of the current
+ * frame.
+ */
+ uint32_t mFrameStartTextElementCharIndex;
+
+ /**
+ * The font-size scale factor we used when constructing the nsTextFrames.
+ */
+ double mFontSizeScaleFactor;
+
+ /**
+ * The current TextRenderedRun.
+ */
+ TextRenderedRun mCurrent;
+};
+
+TextRenderedRun TextRenderedRunIterator::Next() {
+ if (!mFrameIterator.Current()) {
+ // If there are no more frames, then there are no more rendered runs to
+ // return.
+ mCurrent = TextRenderedRun();
+ return mCurrent;
+ }
+
+ // The values we will use to initialize the TextRenderedRun with.
+ nsTextFrame* frame;
+ gfxPoint pt;
+ double rotate;
+ nscoord baseline;
+ uint32_t offset, length;
+ uint32_t charIndex;
+
+ // We loop, because we want to skip over rendered runs that either aren't
+ // within our subtree of interest, because they don't match the filter,
+ // or because they are hidden due to having fallen off the end of a
+ // <textPath>.
+ for (;;) {
+ if (mFrameIterator.IsAfterSubtree()) {
+ mCurrent = TextRenderedRun();
+ return mCurrent;
+ }
+
+ frame = mFrameIterator.Current();
+
+ charIndex = mTextElementCharIndex;
+
+ // Find the end of the rendered run, by looking through the
+ // SVGTextFrame's positions array until we find one that is recorded
+ // as a run boundary.
+ uint32_t runStart,
+ runEnd; // XXX Replace runStart with mTextElementCharIndex.
+ runStart = mTextElementCharIndex;
+ runEnd = runStart + 1;
+ while (runEnd < Root()->mPositions.Length() &&
+ !Root()->mPositions[runEnd].mRunBoundary) {
+ runEnd++;
+ }
+
+ // Convert the global run start/end indexes into an offset/length into the
+ // current frame's Text.
+ offset =
+ frame->GetContentOffset() + runStart - mFrameStartTextElementCharIndex;
+ length = runEnd - runStart;
+
+ // If the end of the frame's content comes before the run boundary we found
+ // in SVGTextFrame's position array, we need to shorten the rendered run.
+ uint32_t contentEnd = frame->GetContentEnd();
+ if (offset + length > contentEnd) {
+ length = contentEnd - offset;
+ }
+
+ NS_ASSERTION(offset >= uint32_t(frame->GetContentOffset()),
+ "invalid offset");
+ NS_ASSERTION(offset + length <= contentEnd, "invalid offset or length");
+
+ // Get the frame's baseline position.
+ frame->EnsureTextRun(nsTextFrame::eInflated);
+ baseline = GetBaselinePosition(
+ frame, frame->GetTextRun(nsTextFrame::eInflated),
+ mFrameIterator.DominantBaseline(), mFontSizeScaleFactor);
+
+ // Trim the offset/length to remove any leading/trailing white space.
+ uint32_t untrimmedOffset = offset;
+ uint32_t untrimmedLength = length;
+ nsTextFrame::TrimmedOffsets trimmedOffsets =
+ frame->GetTrimmedOffsets(frame->TextFragment());
+ TrimOffsets(offset, length, trimmedOffsets);
+ charIndex += offset - untrimmedOffset;
+
+ // Get the position and rotation of the character that begins this
+ // rendered run.
+ pt = Root()->mPositions[charIndex].mPosition;
+ rotate = Root()->mPositions[charIndex].mAngle;
+
+ // Determine if we should skip this rendered run.
+ bool skip = !mFrameIterator.IsWithinSubtree() ||
+ Root()->mPositions[mTextElementCharIndex].mHidden;
+ if (mFilter == eVisibleFrames) {
+ skip = skip || !frame->StyleVisibility()->IsVisible();
+ }
+
+ // Update our global character index to move past the characters
+ // corresponding to this rendered run.
+ mTextElementCharIndex += untrimmedLength;
+
+ // If we have moved past the end of the current frame's content, we need to
+ // advance to the next frame.
+ if (offset + untrimmedLength >= contentEnd) {
+ mFrameIterator.Next();
+ mTextElementCharIndex += mFrameIterator.UndisplayedCharacters();
+ mFrameStartTextElementCharIndex = mTextElementCharIndex;
+ }
+
+ if (!mFrameIterator.Current()) {
+ if (skip) {
+ // That was the last frame, and we skipped this rendered run. So we
+ // have no rendered run to return.
+ mCurrent = TextRenderedRun();
+ return mCurrent;
+ }
+ break;
+ }
+
+ if (length && !skip) {
+ // Only return a rendered run if it didn't get collapsed away entirely
+ // (due to it being all white space) and if we don't want to skip it.
+ break;
+ }
+ }
+
+ mCurrent = TextRenderedRun(frame, pt, Root()->mLengthAdjustScaleFactor,
+ rotate, mFontSizeScaleFactor, baseline, offset,
+ length, charIndex);
+ return mCurrent;
+}
+
+TextRenderedRun TextRenderedRunIterator::First() {
+ if (!mFrameIterator.Current()) {
+ return TextRenderedRun();
+ }
+
+ if (Root()->mPositions.IsEmpty()) {
+ mFrameIterator.Close();
+ return TextRenderedRun();
+ }
+
+ // Get the character index for the start of this rendered run, by skipping
+ // any undisplayed characters.
+ mTextElementCharIndex = mFrameIterator.UndisplayedCharacters();
+ mFrameStartTextElementCharIndex = mTextElementCharIndex;
+
+ return Next();
+}
+
+// -----------------------------------------------------------------------------
+// CharIterator
+
+/**
+ * Iterator for characters within an SVGTextFrame.
+ */
+class MOZ_STACK_CLASS CharIterator {
+ using Range = gfxTextRun::Range;
+
+ public:
+ /**
+ * Values for the aFilter argument of the constructor, to indicate which
+ * characters we should be iterating over.
+ */
+ enum CharacterFilter {
+ // Iterate over all original characters from the DOM that are within valid
+ // text content elements.
+ eOriginal,
+ // Iterate only over characters that are not skipped characters.
+ eUnskipped,
+ // Iterate only over characters that are addressable by the positioning
+ // attributes x="", y="", etc. This includes all characters after
+ // collapsing white space as required by the value of 'white-space'.
+ eAddressable,
+ };
+
+ /**
+ * Constructs a CharIterator.
+ *
+ * @param aSVGTextFrame The SVGTextFrame whose characters to iterate
+ * through.
+ * @param aFilter Indicates which characters to iterate over.
+ * @param aSubtree A content subtree to track whether the current character
+ * is within.
+ */
+ CharIterator(SVGTextFrame* aSVGTextFrame, CharacterFilter aFilter,
+ nsIContent* aSubtree, bool aPostReflow = true);
+
+ /**
+ * Returns whether the iterator is finished.
+ */
+ bool AtEnd() const { return !mFrameIterator.Current(); }
+
+ /**
+ * Advances to the next matching character. Returns true if there was a
+ * character to advance to, and false otherwise.
+ */
+ bool Next();
+
+ /**
+ * Advances ahead aCount matching characters. Returns true if there were
+ * enough characters to advance past, and false otherwise.
+ */
+ bool Next(uint32_t aCount);
+
+ /**
+ * Advances ahead up to aCount matching characters.
+ */
+ void NextWithinSubtree(uint32_t aCount);
+
+ /**
+ * Advances to the character with the specified index. The index is in the
+ * space of original characters (i.e., all DOM characters under the <text>
+ * that are within valid text content elements).
+ */
+ bool AdvanceToCharacter(uint32_t aTextElementCharIndex);
+
+ /**
+ * Advances to the first matching character after the current nsTextFrame.
+ */
+ bool AdvancePastCurrentFrame();
+
+ /**
+ * Advances to the first matching character after the frames within
+ * the current <textPath>.
+ */
+ bool AdvancePastCurrentTextPathFrame();
+
+ /**
+ * Advances to the first matching character of the subtree. Returns true
+ * if we successfully advance to the subtree, or if we are already within
+ * the subtree. Returns false if we are past the subtree.
+ */
+ bool AdvanceToSubtree();
+
+ /**
+ * Returns the nsTextFrame for the current character.
+ */
+ nsTextFrame* TextFrame() const { return mFrameIterator.Current(); }
+
+ /**
+ * Returns whether the iterator is within the subtree.
+ */
+ bool IsWithinSubtree() const { return mFrameIterator.IsWithinSubtree(); }
+
+ /**
+ * Returns whether the iterator is past the subtree.
+ */
+ bool IsAfterSubtree() const { return mFrameIterator.IsAfterSubtree(); }
+
+ /**
+ * Returns whether the current character is a skipped character.
+ */
+ bool IsOriginalCharSkipped() const {
+ return mSkipCharsIterator.IsOriginalCharSkipped();
+ }
+
+ /**
+ * Returns whether the current character is the start of a cluster and
+ * ligature group.
+ */
+ bool IsClusterAndLigatureGroupStart() const;
+
+ /**
+ * Returns the glyph run for the current character.
+ */
+ const gfxTextRun::GlyphRun& GlyphRun() const;
+
+ /**
+ * Returns whether the current character is trimmed away when painting,
+ * due to it being leading/trailing white space.
+ */
+ bool IsOriginalCharTrimmed() const;
+
+ /**
+ * Returns whether the current character is unaddressable from the SVG glyph
+ * positioning attributes.
+ */
+ bool IsOriginalCharUnaddressable() const {
+ return IsOriginalCharSkipped() || IsOriginalCharTrimmed();
+ }
+
+ /**
+ * Returns the text run for the current character.
+ */
+ gfxTextRun* TextRun() const { return mTextRun; }
+
+ /**
+ * Returns the current character index.
+ */
+ uint32_t TextElementCharIndex() const { return mTextElementCharIndex; }
+
+ /**
+ * Returns the character index for the start of the cluster/ligature group it
+ * is part of.
+ */
+ uint32_t GlyphStartTextElementCharIndex() const {
+ return mGlyphStartTextElementCharIndex;
+ }
+
+ /**
+ * Gets the advance, in user units, of the current character. If the
+ * character is a part of ligature, then the advance returned will be
+ * a fraction of the ligature glyph's advance.
+ *
+ * @param aContext The context to use for unit conversions.
+ */
+ gfxFloat GetAdvance(nsPresContext* aContext) const;
+
+ /**
+ * Returns the frame corresponding to the <textPath> that the current
+ * character is within.
+ */
+ nsIFrame* TextPathFrame() const { return mFrameIterator.TextPathFrame(); }
+
+#ifdef DEBUG
+ /**
+ * Returns the subtree we were constructed with.
+ */
+ nsIContent* GetSubtree() const { return mSubtree; }
+
+ /**
+ * Returns the CharacterFilter mode in use.
+ */
+ CharacterFilter Filter() const { return mFilter; }
+#endif
+
+ private:
+ /**
+ * Advances to the next character without checking it against the filter.
+ * Returns true if there was a next character to advance to, or false
+ * otherwise.
+ */
+ bool NextCharacter();
+
+ /**
+ * Returns whether the current character matches the filter.
+ */
+ bool MatchesFilter() const;
+
+ /**
+ * If this is the start of a glyph, record it.
+ */
+ void UpdateGlyphStartTextElementCharIndex() {
+ if (!IsOriginalCharSkipped() && IsClusterAndLigatureGroupStart()) {
+ mGlyphStartTextElementCharIndex = mTextElementCharIndex;
+ }
+ }
+
+ /**
+ * The filter to use.
+ */
+ CharacterFilter mFilter;
+
+ /**
+ * The iterator for text frames.
+ */
+ TextFrameIterator mFrameIterator;
+
+#ifdef DEBUG
+ /**
+ * The subtree we were constructed with.
+ */
+ nsIContent* const mSubtree;
+#endif
+
+ /**
+ * A gfxSkipCharsIterator for the text frame the current character is
+ * a part of.
+ */
+ gfxSkipCharsIterator mSkipCharsIterator;
+
+ // Cache for information computed by IsOriginalCharTrimmed.
+ mutable nsTextFrame* mFrameForTrimCheck;
+ mutable uint32_t mTrimmedOffset;
+ mutable uint32_t mTrimmedLength;
+
+ /**
+ * The text run the current character is a part of.
+ */
+ gfxTextRun* mTextRun;
+
+ /**
+ * The current character's index.
+ */
+ uint32_t mTextElementCharIndex;
+
+ /**
+ * The index of the character that starts the cluster/ligature group the
+ * current character is a part of.
+ */
+ uint32_t mGlyphStartTextElementCharIndex;
+
+ /**
+ * The scale factor to apply to glyph advances returned by
+ * GetAdvance etc. to take into account textLength="".
+ */
+ float mLengthAdjustScaleFactor;
+
+ /**
+ * Whether the instance of this class is being used after reflow has occurred
+ * or not.
+ */
+ bool mPostReflow;
+};
+
+CharIterator::CharIterator(SVGTextFrame* aSVGTextFrame,
+ CharIterator::CharacterFilter aFilter,
+ nsIContent* aSubtree, bool aPostReflow)
+ : mFilter(aFilter),
+ mFrameIterator(aSVGTextFrame, aSubtree),
+#ifdef DEBUG
+ mSubtree(aSubtree),
+#endif
+ mFrameForTrimCheck(nullptr),
+ mTrimmedOffset(0),
+ mTrimmedLength(0),
+ mTextRun(nullptr),
+ mTextElementCharIndex(0),
+ mGlyphStartTextElementCharIndex(0),
+ mLengthAdjustScaleFactor(aSVGTextFrame->mLengthAdjustScaleFactor),
+ mPostReflow(aPostReflow) {
+ if (!AtEnd()) {
+ mSkipCharsIterator = TextFrame()->EnsureTextRun(nsTextFrame::eInflated);
+ mTextRun = TextFrame()->GetTextRun(nsTextFrame::eInflated);
+ mTextElementCharIndex = mFrameIterator.UndisplayedCharacters();
+ UpdateGlyphStartTextElementCharIndex();
+ if (!MatchesFilter()) {
+ Next();
+ }
+ }
+}
+
+bool CharIterator::Next() {
+ while (NextCharacter()) {
+ if (MatchesFilter()) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool CharIterator::Next(uint32_t aCount) {
+ if (aCount == 0 && AtEnd()) {
+ return false;
+ }
+ while (aCount) {
+ if (!Next()) {
+ return false;
+ }
+ aCount--;
+ }
+ return true;
+}
+
+void CharIterator::NextWithinSubtree(uint32_t aCount) {
+ while (IsWithinSubtree() && aCount) {
+ --aCount;
+ if (!Next()) {
+ return;
+ }
+ }
+}
+
+bool CharIterator::AdvanceToCharacter(uint32_t aTextElementCharIndex) {
+ while (mTextElementCharIndex < aTextElementCharIndex) {
+ if (!Next()) {
+ return false;
+ }
+ }
+ return true;
+}
+
+bool CharIterator::AdvancePastCurrentFrame() {
+ // XXX Can do this better than one character at a time if it matters.
+ nsTextFrame* currentFrame = TextFrame();
+ do {
+ if (!Next()) {
+ return false;
+ }
+ } while (TextFrame() == currentFrame);
+ return true;
+}
+
+bool CharIterator::AdvancePastCurrentTextPathFrame() {
+ nsIFrame* currentTextPathFrame = TextPathFrame();
+ NS_ASSERTION(currentTextPathFrame,
+ "expected AdvancePastCurrentTextPathFrame to be called only "
+ "within a text path frame");
+ do {
+ if (!AdvancePastCurrentFrame()) {
+ return false;
+ }
+ } while (TextPathFrame() == currentTextPathFrame);
+ return true;
+}
+
+bool CharIterator::AdvanceToSubtree() {
+ while (!IsWithinSubtree()) {
+ if (IsAfterSubtree()) {
+ return false;
+ }
+ if (!AdvancePastCurrentFrame()) {
+ return false;
+ }
+ }
+ return true;
+}
+
+bool CharIterator::IsClusterAndLigatureGroupStart() const {
+ return mTextRun->IsLigatureGroupStart(
+ mSkipCharsIterator.GetSkippedOffset()) &&
+ mTextRun->IsClusterStart(mSkipCharsIterator.GetSkippedOffset());
+}
+
+const gfxTextRun::GlyphRun& CharIterator::GlyphRun() const {
+ uint32_t numRuns;
+ const gfxTextRun::GlyphRun* glyphRuns = mTextRun->GetGlyphRuns(&numRuns);
+ uint32_t runIndex = mTextRun->FindFirstGlyphRunContaining(
+ mSkipCharsIterator.GetSkippedOffset());
+ MOZ_ASSERT(runIndex < numRuns);
+ return glyphRuns[runIndex];
+}
+
+bool CharIterator::IsOriginalCharTrimmed() const {
+ if (mFrameForTrimCheck != TextFrame()) {
+ // Since we do a lot of trim checking, we cache the trimmed offsets and
+ // lengths while we are in the same frame.
+ mFrameForTrimCheck = TextFrame();
+ uint32_t offset = mFrameForTrimCheck->GetContentOffset();
+ uint32_t length = mFrameForTrimCheck->GetContentLength();
+ nsTextFrame::TrimmedOffsets trim = mFrameForTrimCheck->GetTrimmedOffsets(
+ mFrameForTrimCheck->TextFragment(),
+ (mPostReflow ? nsTextFrame::TrimmedOffsetFlags::Default
+ : nsTextFrame::TrimmedOffsetFlags::NotPostReflow));
+ TrimOffsets(offset, length, trim);
+ mTrimmedOffset = offset;
+ mTrimmedLength = length;
+ }
+
+ // A character is trimmed if it is outside the mTrimmedOffset/mTrimmedLength
+ // range and it is not a significant newline character.
+ uint32_t index = mSkipCharsIterator.GetOriginalOffset();
+ return !(
+ (index >= mTrimmedOffset && index < mTrimmedOffset + mTrimmedLength) ||
+ (index >= mTrimmedOffset + mTrimmedLength &&
+ mFrameForTrimCheck->StyleText()->NewlineIsSignificant(
+ mFrameForTrimCheck) &&
+ mFrameForTrimCheck->TextFragment()->CharAt(index) == '\n'));
+}
+
+gfxFloat CharIterator::GetAdvance(nsPresContext* aContext) const {
+ float cssPxPerDevPx =
+ nsPresContext::AppUnitsToFloatCSSPixels(aContext->AppUnitsPerDevPixel());
+
+ gfxSkipCharsIterator start =
+ TextFrame()->EnsureTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(TextFrame(), start);
+
+ uint32_t offset = mSkipCharsIterator.GetSkippedOffset();
+ gfxFloat advance =
+ mTextRun->GetAdvanceWidth(Range(offset, offset + 1), &provider);
+ return aContext->AppUnitsToGfxUnits(advance) * mLengthAdjustScaleFactor *
+ cssPxPerDevPx;
+}
+
+bool CharIterator::NextCharacter() {
+ if (AtEnd()) {
+ return false;
+ }
+
+ mTextElementCharIndex++;
+
+ // Advance within the current text run.
+ mSkipCharsIterator.AdvanceOriginal(1);
+ if (mSkipCharsIterator.GetOriginalOffset() < TextFrame()->GetContentEnd()) {
+ // We're still within the part of the text run for the current text frame.
+ UpdateGlyphStartTextElementCharIndex();
+ return true;
+ }
+
+ // Advance to the next frame.
+ mFrameIterator.Next();
+
+ // Skip any undisplayed characters.
+ uint32_t undisplayed = mFrameIterator.UndisplayedCharacters();
+ mTextElementCharIndex += undisplayed;
+ if (!TextFrame()) {
+ // We're at the end.
+ mSkipCharsIterator = gfxSkipCharsIterator();
+ return false;
+ }
+
+ mSkipCharsIterator = TextFrame()->EnsureTextRun(nsTextFrame::eInflated);
+ mTextRun = TextFrame()->GetTextRun(nsTextFrame::eInflated);
+ UpdateGlyphStartTextElementCharIndex();
+ return true;
+}
+
+bool CharIterator::MatchesFilter() const {
+ switch (mFilter) {
+ case eOriginal:
+ return true;
+ case eUnskipped:
+ return !IsOriginalCharSkipped();
+ case eAddressable:
+ return !IsOriginalCharSkipped() && !IsOriginalCharUnaddressable();
+ }
+ MOZ_ASSERT_UNREACHABLE("Invalid mFilter value");
+ return true;
+}
+
+// -----------------------------------------------------------------------------
+// SVGTextDrawPathCallbacks
+
+/**
+ * Text frame draw callback class that paints the text and text decoration parts
+ * of an nsTextFrame using SVG painting properties, and selection backgrounds
+ * and decorations as they would normally.
+ *
+ * An instance of this class is passed to nsTextFrame::PaintText if painting
+ * cannot be done directly (e.g. if we are using an SVG pattern fill, stroking
+ * the text, etc.).
+ */
+class SVGTextDrawPathCallbacks final : public nsTextFrame::DrawPathCallbacks {
+ using imgDrawingParams = image::imgDrawingParams;
+
+ public:
+ /**
+ * Constructs an SVGTextDrawPathCallbacks.
+ *
+ * @param aSVGTextFrame The ancestor text frame.
+ * @param aContext The context to use for painting.
+ * @param aFrame The nsTextFrame to paint.
+ * @param aCanvasTM The transformation matrix to set when painting; this
+ * should be the FOR_OUTERSVG_TM canvas TM of the text, so that
+ * paint servers are painted correctly.
+ * @param aImgParams Whether we need to synchronously decode images.
+ * @param aShouldPaintSVGGlyphs Whether SVG glyphs should be painted.
+ */
+ SVGTextDrawPathCallbacks(SVGTextFrame* aSVGTextFrame, gfxContext& aContext,
+ nsTextFrame* aFrame, const gfxMatrix& aCanvasTM,
+ imgDrawingParams& aImgParams,
+ bool aShouldPaintSVGGlyphs)
+ : DrawPathCallbacks(aShouldPaintSVGGlyphs),
+ mSVGTextFrame(aSVGTextFrame),
+ mContext(aContext),
+ mFrame(aFrame),
+ mCanvasTM(aCanvasTM),
+ mImgParams(aImgParams),
+ mColor(0) {}
+
+ void NotifySelectionBackgroundNeedsFill(const Rect& aBackgroundRect,
+ nscolor aColor,
+ DrawTarget& aDrawTarget) override;
+ void PaintDecorationLine(Rect aPath, nscolor aColor) override;
+ void PaintSelectionDecorationLine(Rect aPath, nscolor aColor) override;
+ void NotifyBeforeText(nscolor aColor) override;
+ void NotifyGlyphPathEmitted() override;
+ void NotifyAfterText() override;
+
+ private:
+ void SetupContext();
+
+ bool IsClipPathChild() const {
+ return mSVGTextFrame->HasAnyStateBits(NS_STATE_SVG_CLIPPATH_CHILD);
+ }
+
+ /**
+ * Paints a piece of text geometry. This is called when glyphs
+ * or text decorations have been emitted to the gfxContext.
+ */
+ void HandleTextGeometry();
+
+ /**
+ * Sets the gfxContext paint to the appropriate color or pattern
+ * for filling text geometry.
+ */
+ void MakeFillPattern(GeneralPattern* aOutPattern);
+
+ /**
+ * Fills and strokes a piece of text geometry, using group opacity
+ * if the selection style requires it.
+ */
+ void FillAndStrokeGeometry();
+
+ /**
+ * Fills a piece of text geometry.
+ */
+ void FillGeometry();
+
+ /**
+ * Strokes a piece of text geometry.
+ */
+ void StrokeGeometry();
+
+ SVGTextFrame* const mSVGTextFrame;
+ gfxContext& mContext;
+ nsTextFrame* const mFrame;
+ const gfxMatrix& mCanvasTM;
+ imgDrawingParams& mImgParams;
+
+ /**
+ * The color that we were last told from one of the path callback functions.
+ * This color can be the special NS_SAME_AS_FOREGROUND_COLOR,
+ * NS_40PERCENT_FOREGROUND_COLOR and NS_TRANSPARENT colors when we are
+ * painting selections or IME decorations.
+ */
+ nscolor mColor;
+};
+
+void SVGTextDrawPathCallbacks::NotifySelectionBackgroundNeedsFill(
+ const Rect& aBackgroundRect, nscolor aColor, DrawTarget& aDrawTarget) {
+ if (IsClipPathChild()) {
+ // Don't paint selection backgrounds when in a clip path.
+ return;
+ }
+
+ mColor = aColor; // currently needed by MakeFillPattern
+
+ GeneralPattern fillPattern;
+ MakeFillPattern(&fillPattern);
+ if (fillPattern.GetPattern()) {
+ DrawOptions drawOptions(aColor == NS_40PERCENT_FOREGROUND_COLOR ? 0.4
+ : 1.0);
+ aDrawTarget.FillRect(aBackgroundRect, fillPattern, drawOptions);
+ }
+}
+
+void SVGTextDrawPathCallbacks::NotifyBeforeText(nscolor aColor) {
+ mColor = aColor;
+ SetupContext();
+ mContext.NewPath();
+}
+
+void SVGTextDrawPathCallbacks::NotifyGlyphPathEmitted() {
+ HandleTextGeometry();
+ mContext.NewPath();
+}
+
+void SVGTextDrawPathCallbacks::NotifyAfterText() { mContext.Restore(); }
+
+void SVGTextDrawPathCallbacks::PaintDecorationLine(Rect aPath, nscolor aColor) {
+ mColor = aColor;
+ AntialiasMode aaMode =
+ SVGUtils::ToAntialiasMode(mFrame->StyleText()->mTextRendering);
+
+ mContext.Save();
+ mContext.NewPath();
+ mContext.SetAntialiasMode(aaMode);
+ mContext.Rectangle(ThebesRect(aPath));
+ HandleTextGeometry();
+ mContext.NewPath();
+ mContext.Restore();
+}
+
+void SVGTextDrawPathCallbacks::PaintSelectionDecorationLine(Rect aPath,
+ nscolor aColor) {
+ if (IsClipPathChild()) {
+ // Don't paint selection decorations when in a clip path.
+ return;
+ }
+
+ mColor = aColor;
+
+ mContext.Save();
+ mContext.NewPath();
+ mContext.Rectangle(ThebesRect(aPath));
+ FillAndStrokeGeometry();
+ mContext.Restore();
+}
+
+void SVGTextDrawPathCallbacks::SetupContext() {
+ mContext.Save();
+
+ // XXX This is copied from nsSVGGlyphFrame::Render, but cairo doesn't actually
+ // seem to do anything with the antialias mode. So we can perhaps remove it,
+ // or make SetAntialiasMode set cairo text antialiasing too.
+ switch (mFrame->StyleText()->mTextRendering) {
+ case StyleTextRendering::Optimizespeed:
+ mContext.SetAntialiasMode(AntialiasMode::NONE);
+ break;
+ default:
+ mContext.SetAntialiasMode(AntialiasMode::SUBPIXEL);
+ break;
+ }
+}
+
+void SVGTextDrawPathCallbacks::HandleTextGeometry() {
+ if (IsClipPathChild()) {
+ RefPtr<Path> path = mContext.GetPath();
+ ColorPattern white(
+ DeviceColor(1.f, 1.f, 1.f, 1.f)); // for masking, so no ToDeviceColor
+ mContext.GetDrawTarget()->Fill(path, white);
+ } else {
+ // Normal painting.
+ gfxContextMatrixAutoSaveRestore saveMatrix(&mContext);
+ mContext.SetMatrixDouble(mCanvasTM);
+
+ FillAndStrokeGeometry();
+ }
+}
+
+void SVGTextDrawPathCallbacks::MakeFillPattern(GeneralPattern* aOutPattern) {
+ if (mColor == NS_SAME_AS_FOREGROUND_COLOR ||
+ mColor == NS_40PERCENT_FOREGROUND_COLOR) {
+ SVGUtils::MakeFillPatternFor(mFrame, &mContext, aOutPattern, mImgParams);
+ return;
+ }
+
+ if (mColor == NS_TRANSPARENT) {
+ return;
+ }
+
+ aOutPattern->InitColorPattern(ToDeviceColor(mColor));
+}
+
+void SVGTextDrawPathCallbacks::FillAndStrokeGeometry() {
+ bool pushedGroup = false;
+ if (mColor == NS_40PERCENT_FOREGROUND_COLOR) {
+ pushedGroup = true;
+ mContext.PushGroupForBlendBack(gfxContentType::COLOR_ALPHA, 0.4f);
+ }
+
+ uint32_t paintOrder = mFrame->StyleSVG()->mPaintOrder;
+ if (!paintOrder) {
+ FillGeometry();
+ StrokeGeometry();
+ } else {
+ while (paintOrder) {
+ auto component = StylePaintOrder(paintOrder & kPaintOrderMask);
+ switch (component) {
+ case StylePaintOrder::Fill:
+ FillGeometry();
+ break;
+ case StylePaintOrder::Stroke:
+ StrokeGeometry();
+ break;
+ default:
+ MOZ_FALLTHROUGH_ASSERT("Unknown paint-order value");
+ case StylePaintOrder::Markers:
+ case StylePaintOrder::Normal:
+ break;
+ }
+ paintOrder >>= kPaintOrderShift;
+ }
+ }
+
+ if (pushedGroup) {
+ mContext.PopGroupAndBlend();
+ }
+}
+
+void SVGTextDrawPathCallbacks::FillGeometry() {
+ GeneralPattern fillPattern;
+ MakeFillPattern(&fillPattern);
+ if (fillPattern.GetPattern()) {
+ RefPtr<Path> path = mContext.GetPath();
+ FillRule fillRule =
+ SVGUtils::ToFillRule(IsClipPathChild() ? mFrame->StyleSVG()->mClipRule
+ : mFrame->StyleSVG()->mFillRule);
+ if (fillRule != path->GetFillRule()) {
+ RefPtr<PathBuilder> builder = path->CopyToBuilder(fillRule);
+ path = builder->Finish();
+ }
+ mContext.GetDrawTarget()->Fill(path, fillPattern);
+ }
+}
+
+void SVGTextDrawPathCallbacks::StrokeGeometry() {
+ // We don't paint the stroke when we are filling with a selection color.
+ if (mColor == NS_SAME_AS_FOREGROUND_COLOR ||
+ mColor == NS_40PERCENT_FOREGROUND_COLOR) {
+ if (SVGUtils::HasStroke(mFrame, /*aContextPaint*/ nullptr)) {
+ GeneralPattern strokePattern;
+ SVGUtils::MakeStrokePatternFor(mFrame, &mContext, &strokePattern,
+ mImgParams, /*aContextPaint*/ nullptr);
+ if (strokePattern.GetPattern()) {
+ if (!mFrame->GetParent()->GetContent()->IsSVGElement()) {
+ // The cast that follows would be unsafe
+ MOZ_ASSERT(false, "Our nsTextFrame's parent's content should be SVG");
+ return;
+ }
+ SVGElement* svgOwner =
+ static_cast<SVGElement*>(mFrame->GetParent()->GetContent());
+
+ // Apply any stroke-specific transform
+ gfxMatrix outerSVGToUser;
+ if (SVGUtils::GetNonScalingStrokeTransform(mFrame, &outerSVGToUser) &&
+ outerSVGToUser.Invert()) {
+ mContext.Multiply(outerSVGToUser);
+ }
+
+ RefPtr<Path> path = mContext.GetPath();
+ SVGContentUtils::AutoStrokeOptions strokeOptions;
+ SVGContentUtils::GetStrokeOptions(&strokeOptions, svgOwner,
+ mFrame->Style(),
+ /*aContextPaint*/ nullptr);
+ DrawOptions drawOptions;
+ drawOptions.mAntialiasMode =
+ SVGUtils::ToAntialiasMode(mFrame->StyleText()->mTextRendering);
+ mContext.GetDrawTarget()->Stroke(path, strokePattern, strokeOptions);
+ }
+ }
+ }
+}
+
+// ============================================================================
+// SVGTextFrame
+
+// ----------------------------------------------------------------------------
+// Display list item
+
+class DisplaySVGText final : public nsPaintedDisplayItem {
+ public:
+ DisplaySVGText(nsDisplayListBuilder* aBuilder, SVGTextFrame* aFrame)
+ : nsPaintedDisplayItem(aBuilder, aFrame) {
+ MOZ_COUNT_CTOR(DisplaySVGText);
+ MOZ_ASSERT(aFrame, "Must have a frame!");
+ }
+#ifdef NS_BUILD_REFCNT_LOGGING
+ MOZ_COUNTED_DTOR_OVERRIDE(DisplaySVGText)
+#endif
+
+ NS_DISPLAY_DECL_NAME("DisplaySVGText", TYPE_SVG_TEXT)
+
+ virtual void HitTest(nsDisplayListBuilder* aBuilder, const nsRect& aRect,
+ HitTestState* aState,
+ nsTArray<nsIFrame*>* aOutFrames) override;
+ void Paint(nsDisplayListBuilder* aBuilder, gfxContext* aCtx) override;
+ nsDisplayItemGeometry* AllocateGeometry(
+ nsDisplayListBuilder* aBuilder) override {
+ return new nsDisplayItemGenericGeometry(this, aBuilder);
+ }
+
+ virtual nsRect GetComponentAlphaBounds(
+ nsDisplayListBuilder* aBuilder) const override {
+ bool snap;
+ return GetBounds(aBuilder, &snap);
+ }
+};
+
+void DisplaySVGText::HitTest(nsDisplayListBuilder* aBuilder,
+ const nsRect& aRect, HitTestState* aState,
+ nsTArray<nsIFrame*>* aOutFrames) {
+ SVGTextFrame* frame = static_cast<SVGTextFrame*>(mFrame);
+ nsPoint pointRelativeToReferenceFrame = aRect.Center();
+ // ToReferenceFrame() includes frame->GetPosition(), our user space position.
+ nsPoint userSpacePtInAppUnits = pointRelativeToReferenceFrame -
+ (ToReferenceFrame() - frame->GetPosition());
+
+ gfxPoint userSpacePt =
+ gfxPoint(userSpacePtInAppUnits.x, userSpacePtInAppUnits.y) /
+ AppUnitsPerCSSPixel();
+
+ nsIFrame* target = frame->GetFrameForPoint(userSpacePt);
+ if (target) {
+ aOutFrames->AppendElement(target);
+ }
+}
+
+void DisplaySVGText::Paint(nsDisplayListBuilder* aBuilder, gfxContext* aCtx) {
+ uint32_t appUnitsPerDevPixel = mFrame->PresContext()->AppUnitsPerDevPixel();
+
+ // ToReferenceFrame includes our mRect offset, but painting takes
+ // account of that too. To avoid double counting, we subtract that
+ // here.
+ nsPoint offset = ToReferenceFrame() - mFrame->GetPosition();
+
+ gfxPoint devPixelOffset =
+ nsLayoutUtils::PointToGfxPoint(offset, appUnitsPerDevPixel);
+
+ gfxMatrix tm = SVGUtils::GetCSSPxToDevPxMatrix(mFrame) *
+ gfxMatrix::Translation(devPixelOffset);
+
+ gfxContext* ctx = aCtx;
+ imgDrawingParams imgParams(aBuilder->GetImageDecodeFlags());
+ static_cast<SVGTextFrame*>(mFrame)->PaintSVG(*ctx, tm, imgParams);
+}
+
+// ---------------------------------------------------------------------
+// nsQueryFrame methods
+
+NS_QUERYFRAME_HEAD(SVGTextFrame)
+ NS_QUERYFRAME_ENTRY(SVGTextFrame)
+NS_QUERYFRAME_TAIL_INHERITING(SVGDisplayContainerFrame)
+
+} // namespace mozilla
+
+// ---------------------------------------------------------------------
+// Implementation
+
+nsIFrame* NS_NewSVGTextFrame(mozilla::PresShell* aPresShell,
+ mozilla::ComputedStyle* aStyle) {
+ return new (aPresShell)
+ mozilla::SVGTextFrame(aStyle, aPresShell->GetPresContext());
+}
+
+namespace mozilla {
+
+NS_IMPL_FRAMEARENA_HELPERS(SVGTextFrame)
+
+// ---------------------------------------------------------------------
+// nsIFrame methods
+
+void SVGTextFrame::Init(nsIContent* aContent, nsContainerFrame* aParent,
+ nsIFrame* aPrevInFlow) {
+ NS_ASSERTION(aContent->IsSVGElement(nsGkAtoms::text),
+ "Content is not an SVG text");
+
+ SVGDisplayContainerFrame::Init(aContent, aParent, aPrevInFlow);
+ AddStateBits((aParent->GetStateBits() & NS_STATE_SVG_CLIPPATH_CHILD) |
+ NS_FRAME_SVG_LAYOUT | NS_FRAME_IS_SVG_TEXT);
+
+ mMutationObserver = new MutationObserver(this);
+
+ if (mState & NS_FRAME_IS_NONDISPLAY) {
+ // We're inserting a new <text> element into a non-display context.
+ // Ensure that we get reflowed.
+ ScheduleReflowSVGNonDisplayText(
+ IntrinsicDirty::FrameAncestorsAndDescendants);
+ }
+}
+
+void SVGTextFrame::BuildDisplayList(nsDisplayListBuilder* aBuilder,
+ const nsDisplayListSet& aLists) {
+ if (IsSubtreeDirty()) {
+ // We can sometimes be asked to paint before reflow happens and we
+ // have updated mPositions, etc. In this case, we just avoid
+ // painting.
+ return;
+ }
+ if (!IsVisibleForPainting() && aBuilder->IsForPainting()) {
+ return;
+ }
+ DisplayOutline(aBuilder, aLists);
+ aLists.Content()->AppendNewToTop<DisplaySVGText>(aBuilder, this);
+}
+
+nsresult SVGTextFrame::AttributeChanged(int32_t aNameSpaceID,
+ nsAtom* aAttribute, int32_t aModType) {
+ if (aNameSpaceID != kNameSpaceID_None) {
+ return NS_OK;
+ }
+
+ if (aAttribute == nsGkAtoms::transform) {
+ // We don't invalidate for transform changes (the layers code does that).
+ // Also note that SVGTransformableElement::GetAttributeChangeHint will
+ // return nsChangeHint_UpdateOverflow for "transform" attribute changes
+ // and cause DoApplyRenderingChangeToTree to make the SchedulePaint call.
+
+ if (!(mState & NS_FRAME_FIRST_REFLOW) && mCanvasTM &&
+ mCanvasTM->IsSingular()) {
+ // We won't have calculated the glyph positions correctly.
+ NotifyGlyphMetricsChange();
+ }
+ mCanvasTM = nullptr;
+ } else if (IsGlyphPositioningAttribute(aAttribute) ||
+ aAttribute == nsGkAtoms::textLength ||
+ aAttribute == nsGkAtoms::lengthAdjust) {
+ NotifyGlyphMetricsChange();
+ }
+
+ return NS_OK;
+}
+
+void SVGTextFrame::ReflowSVGNonDisplayText() {
+ MOZ_ASSERT(SVGUtils::AnyOuterSVGIsCallingReflowSVG(this),
+ "only call ReflowSVGNonDisplayText when an outer SVG frame is "
+ "under ReflowSVG");
+ MOZ_ASSERT(mState & NS_FRAME_IS_NONDISPLAY,
+ "only call ReflowSVGNonDisplayText if the frame is "
+ "NS_FRAME_IS_NONDISPLAY");
+
+ // We had a style change, so we mark this frame as dirty so that the next
+ // time it is painted, we reflow the anonymous block frame.
+ this->MarkSubtreeDirty();
+
+ // Finally, we need to actually reflow the anonymous block frame and update
+ // mPositions, in case we are being reflowed immediately after a DOM
+ // mutation that needs frame reconstruction.
+ MaybeReflowAnonymousBlockChild();
+ UpdateGlyphPositioning();
+}
+
+void SVGTextFrame::ScheduleReflowSVGNonDisplayText(IntrinsicDirty aReason) {
+ MOZ_ASSERT(!SVGUtils::OuterSVGIsCallingReflowSVG(this),
+ "do not call ScheduleReflowSVGNonDisplayText when the outer SVG "
+ "frame is under ReflowSVG");
+ MOZ_ASSERT(!(mState & NS_STATE_SVG_TEXT_IN_REFLOW),
+ "do not call ScheduleReflowSVGNonDisplayText while reflowing the "
+ "anonymous block child");
+
+ // We need to find an ancestor frame that we can call FrameNeedsReflow
+ // on that will cause the document to be marked as needing relayout,
+ // and for that ancestor (or some further ancestor) to be marked as
+ // a root to reflow. We choose the closest ancestor frame that is not
+ // NS_FRAME_IS_NONDISPLAY and which is either an outer SVG frame or a
+ // non-SVG frame. (We don't consider displayed SVG frame ancestors other
+ // than SVGOuterSVGFrame, since calling FrameNeedsReflow on those other
+ // SVG frames would do a bunch of unnecessary work on the SVG frames up to
+ // the SVGOuterSVGFrame.)
+
+ nsIFrame* f = this;
+ while (f) {
+ if (!f->HasAnyStateBits(NS_FRAME_IS_NONDISPLAY)) {
+ if (f->IsSubtreeDirty()) {
+ // This is a displayed frame, so if it is already dirty, we will be
+ // reflowed soon anyway. No need to call FrameNeedsReflow again, then.
+ return;
+ }
+ if (!f->IsFrameOfType(eSVG) || f->IsSVGOuterSVGFrame()) {
+ break;
+ }
+ f->AddStateBits(NS_FRAME_HAS_DIRTY_CHILDREN);
+ }
+ f = f->GetParent();
+ }
+
+ MOZ_ASSERT(f, "should have found an ancestor frame to reflow");
+
+ PresShell()->FrameNeedsReflow(f, aReason, NS_FRAME_IS_DIRTY);
+}
+
+NS_IMPL_ISUPPORTS(SVGTextFrame::MutationObserver, nsIMutationObserver)
+
+void SVGTextFrame::MutationObserver::ContentAppended(
+ nsIContent* aFirstNewContent) {
+ mFrame->NotifyGlyphMetricsChange();
+}
+
+void SVGTextFrame::MutationObserver::ContentInserted(nsIContent* aChild) {
+ mFrame->NotifyGlyphMetricsChange();
+}
+
+void SVGTextFrame::MutationObserver::ContentRemoved(
+ nsIContent* aChild, nsIContent* aPreviousSibling) {
+ mFrame->NotifyGlyphMetricsChange();
+}
+
+void SVGTextFrame::MutationObserver::CharacterDataChanged(
+ nsIContent* aContent, const CharacterDataChangeInfo&) {
+ mFrame->NotifyGlyphMetricsChange();
+}
+
+void SVGTextFrame::MutationObserver::AttributeChanged(
+ Element* aElement, int32_t aNameSpaceID, nsAtom* aAttribute,
+ int32_t aModType, const nsAttrValue* aOldValue) {
+ if (!aElement->IsSVGElement()) {
+ return;
+ }
+
+ // Attribute changes on this element will be handled by
+ // SVGTextFrame::AttributeChanged.
+ if (aElement == mFrame->GetContent()) {
+ return;
+ }
+
+ mFrame->HandleAttributeChangeInDescendant(aElement, aNameSpaceID, aAttribute);
+}
+
+void SVGTextFrame::HandleAttributeChangeInDescendant(Element* aElement,
+ int32_t aNameSpaceID,
+ nsAtom* aAttribute) {
+ if (aElement->IsSVGElement(nsGkAtoms::textPath)) {
+ if (aNameSpaceID == kNameSpaceID_None &&
+ (aAttribute == nsGkAtoms::startOffset ||
+ aAttribute == nsGkAtoms::path || aAttribute == nsGkAtoms::side_)) {
+ NotifyGlyphMetricsChange();
+ } else if ((aNameSpaceID == kNameSpaceID_XLink ||
+ aNameSpaceID == kNameSpaceID_None) &&
+ aAttribute == nsGkAtoms::href) {
+ // Blow away our reference, if any
+ nsIFrame* childElementFrame = aElement->GetPrimaryFrame();
+ if (childElementFrame) {
+ SVGObserverUtils::RemoveTextPathObserver(childElementFrame);
+ NotifyGlyphMetricsChange();
+ }
+ }
+ } else {
+ if (aNameSpaceID == kNameSpaceID_None &&
+ IsGlyphPositioningAttribute(aAttribute)) {
+ NotifyGlyphMetricsChange();
+ }
+ }
+}
+
+void SVGTextFrame::FindCloserFrameForSelection(
+ const nsPoint& aPoint, FrameWithDistance* aCurrentBestFrame) {
+ if (HasAnyStateBits(NS_FRAME_IS_NONDISPLAY)) {
+ return;
+ }
+
+ UpdateGlyphPositioning();
+
+ nsPresContext* presContext = PresContext();
+
+ // Find the frame that has the closest rendered run rect to aPoint.
+ TextRenderedRunIterator it(this);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ uint32_t flags = TextRenderedRun::eIncludeFill |
+ TextRenderedRun::eIncludeStroke |
+ TextRenderedRun::eNoHorizontalOverflow;
+ SVGBBox userRect = run.GetUserSpaceRect(presContext, flags);
+ float devPxPerCSSPx = presContext->CSSPixelsToDevPixels(1.f);
+ userRect.Scale(devPxPerCSSPx);
+
+ if (!userRect.IsEmpty()) {
+ gfxMatrix m;
+ if (!NS_SVGDisplayListHitTestingEnabled()) {
+ m = GetCanvasTM();
+ }
+ nsRect rect =
+ SVGUtils::ToCanvasBounds(userRect.ToThebesRect(), m, presContext);
+
+ if (nsLayoutUtils::PointIsCloserToRect(aPoint, rect,
+ aCurrentBestFrame->mXDistance,
+ aCurrentBestFrame->mYDistance)) {
+ aCurrentBestFrame->mFrame = run.mFrame;
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------
+// ISVGDisplayableFrame methods
+
+void SVGTextFrame::NotifySVGChanged(uint32_t aFlags) {
+ MOZ_ASSERT(aFlags & (TRANSFORM_CHANGED | COORD_CONTEXT_CHANGED),
+ "Invalidation logic may need adjusting");
+
+ bool needNewBounds = false;
+ bool needGlyphMetricsUpdate = false;
+ bool needNewCanvasTM = false;
+
+ if ((aFlags & COORD_CONTEXT_CHANGED) &&
+ (mState & NS_STATE_SVG_POSITIONING_MAY_USE_PERCENTAGES)) {
+ needGlyphMetricsUpdate = true;
+ }
+
+ if (aFlags & TRANSFORM_CHANGED) {
+ needNewCanvasTM = true;
+ if (mCanvasTM && mCanvasTM->IsSingular()) {
+ // We won't have calculated the glyph positions correctly.
+ needNewBounds = true;
+ needGlyphMetricsUpdate = true;
+ }
+ if (StyleSVGReset()->HasNonScalingStroke()) {
+ // Stroke currently contributes to our mRect, and our stroke depends on
+ // the transform to our outer-<svg> if |vector-effect:non-scaling-stroke|.
+ needNewBounds = true;
+ }
+ }
+
+ // If the scale at which we computed our mFontSizeScaleFactor has changed by
+ // at least a factor of two, reflow the text. This avoids reflowing text
+ // at every tick of a transform animation, but ensures our glyph metrics
+ // do not get too far out of sync with the final font size on the screen.
+ if (needNewCanvasTM && mLastContextScale != 0.0f) {
+ mCanvasTM = nullptr;
+ // If we are a non-display frame, then we don't want to call
+ // GetCanvasTM(), since the context scale does not use it.
+ gfxMatrix newTM =
+ (mState & NS_FRAME_IS_NONDISPLAY) ? gfxMatrix() : GetCanvasTM();
+ // Compare the old and new context scales.
+ float scale = GetContextScale(newTM);
+ float change = scale / mLastContextScale;
+ if (change >= 2.0f || change <= 0.5f) {
+ needNewBounds = true;
+ needGlyphMetricsUpdate = true;
+ }
+ }
+
+ if (needNewBounds) {
+ // Ancestor changes can't affect how we render from the perspective of
+ // any rendering observers that we may have, so we don't need to
+ // invalidate them. We also don't need to invalidate ourself, since our
+ // changed ancestor will have invalidated its entire area, which includes
+ // our area.
+ ScheduleReflowSVG();
+ }
+
+ if (needGlyphMetricsUpdate) {
+ // If we are positioned using percentage values we need to update our
+ // position whenever our viewport's dimensions change. But only do this if
+ // we have been reflowed once, otherwise the glyph positioning will be
+ // wrong. (We need to wait until bidi reordering has been done.)
+ if (!(mState & NS_FRAME_FIRST_REFLOW)) {
+ NotifyGlyphMetricsChange();
+ }
+ }
+}
+
+/**
+ * Gets the offset into a DOM node that the specified caret is positioned at.
+ */
+static int32_t GetCaretOffset(nsCaret* aCaret) {
+ RefPtr<Selection> selection = aCaret->GetSelection();
+ if (!selection) {
+ return -1;
+ }
+
+ return selection->AnchorOffset();
+}
+
+/**
+ * Returns whether the caret should be painted for a given TextRenderedRun
+ * by checking whether the caret is in the range covered by the rendered run.
+ *
+ * @param aThisRun The TextRenderedRun to be painted.
+ * @param aCaret The caret.
+ */
+static bool ShouldPaintCaret(const TextRenderedRun& aThisRun, nsCaret* aCaret) {
+ int32_t caretOffset = GetCaretOffset(aCaret);
+
+ if (caretOffset < 0) {
+ return false;
+ }
+
+ return uint32_t(caretOffset) >= aThisRun.mTextFrameContentOffset &&
+ uint32_t(caretOffset) < aThisRun.mTextFrameContentOffset +
+ aThisRun.mTextFrameContentLength;
+}
+
+void SVGTextFrame::PaintSVG(gfxContext& aContext, const gfxMatrix& aTransform,
+ imgDrawingParams& aImgParams,
+ const nsIntRect* aDirtyRect) {
+ DrawTarget& aDrawTarget = *aContext.GetDrawTarget();
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (!kid) {
+ return;
+ }
+
+ nsPresContext* presContext = PresContext();
+
+ gfxMatrix initialMatrix = aContext.CurrentMatrixDouble();
+
+ if (mState & NS_FRAME_IS_NONDISPLAY) {
+ // If we are in a canvas DrawWindow call that used the
+ // DRAWWINDOW_DO_NOT_FLUSH flag, then we may still have out
+ // of date frames. Just don't paint anything if they are
+ // dirty.
+ if (presContext->PresShell()->InDrawWindowNotFlushing() &&
+ IsSubtreeDirty()) {
+ return;
+ }
+ // Text frames inside <clipPath>, <mask>, etc. will never have had
+ // ReflowSVG called on them, so call UpdateGlyphPositioning to do this now.
+ UpdateGlyphPositioning();
+ } else if (IsSubtreeDirty()) {
+ // If we are asked to paint before reflow has recomputed mPositions etc.
+ // directly via PaintSVG, rather than via a display list, then we need
+ // to bail out here too.
+ return;
+ }
+
+ const float epsilon = 0.0001;
+ if (abs(mLengthAdjustScaleFactor) < epsilon) {
+ // A zero scale factor can be caused by having forced the text length to
+ // zero. In this situation there is nothing to show.
+ return;
+ }
+
+ if (aTransform.IsSingular()) {
+ NS_WARNING("Can't render text element!");
+ return;
+ }
+
+ gfxMatrix matrixForPaintServers = aTransform * initialMatrix;
+
+ // Check if we need to draw anything.
+ if (aDirtyRect) {
+ NS_ASSERTION(!NS_SVGDisplayListPaintingEnabled() ||
+ (mState & NS_FRAME_IS_NONDISPLAY),
+ "Display lists handle dirty rect intersection test");
+ nsRect dirtyRect(aDirtyRect->x, aDirtyRect->y, aDirtyRect->width,
+ aDirtyRect->height);
+
+ gfxFloat appUnitsPerDevPixel = presContext->AppUnitsPerDevPixel();
+ gfxRect frameRect(
+ mRect.x / appUnitsPerDevPixel, mRect.y / appUnitsPerDevPixel,
+ mRect.width / appUnitsPerDevPixel, mRect.height / appUnitsPerDevPixel);
+
+ nsRect canvasRect = nsLayoutUtils::RoundGfxRectToAppRect(
+ GetCanvasTM().TransformBounds(frameRect), 1);
+ if (!canvasRect.Intersects(dirtyRect)) {
+ return;
+ }
+ }
+
+ // SVG frames' PaintSVG methods paint in CSS px, but normally frames paint in
+ // dev pixels. Here we multiply a CSS-px-to-dev-pixel factor onto aTransform
+ // so our non-SVG nsTextFrame children paint correctly.
+ auto auPerDevPx = presContext->AppUnitsPerDevPixel();
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(auPerDevPx);
+ gfxMatrix canvasTMForChildren = aTransform;
+ canvasTMForChildren.PreScale(cssPxPerDevPx, cssPxPerDevPx);
+ initialMatrix.PreScale(1 / cssPxPerDevPx, 1 / cssPxPerDevPx);
+
+ gfxContextMatrixAutoSaveRestore matSR(&aContext);
+ aContext.NewPath();
+ aContext.Multiply(canvasTMForChildren);
+ gfxMatrix currentMatrix = aContext.CurrentMatrixDouble();
+
+ RefPtr<nsCaret> caret = presContext->PresShell()->GetCaret();
+ nsRect caretRect;
+ nsIFrame* caretFrame = caret->GetPaintGeometry(&caretRect);
+
+ gfxContextAutoSaveRestore ctxSR;
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eVisibleFrames);
+ TextRenderedRun run = it.Current();
+
+ SVGContextPaint* outerContextPaint =
+ SVGContextPaint::GetContextPaint(GetContent());
+
+ while (run.mFrame) {
+ nsTextFrame* frame = run.mFrame;
+
+ RefPtr<SVGContextPaintImpl> contextPaint = new SVGContextPaintImpl();
+ DrawMode drawMode = contextPaint->Init(&aDrawTarget, initialMatrix, frame,
+ outerContextPaint, aImgParams);
+ if (drawMode & DrawMode::GLYPH_STROKE) {
+ ctxSR.EnsureSaved(&aContext);
+ // This may change the gfxContext's transform (for non-scaling stroke),
+ // in which case this needs to happen before we call SetMatrix() below.
+ SVGUtils::SetupStrokeGeometry(frame->GetParent(), &aContext,
+ outerContextPaint);
+ }
+
+ nscoord startEdge, endEdge;
+ run.GetClipEdges(startEdge, endEdge);
+
+ // Set up the transform for painting the text frame for the substring
+ // indicated by the run.
+ gfxMatrix runTransform = run.GetTransformFromUserSpaceForPainting(
+ presContext, startEdge, endEdge) *
+ currentMatrix;
+ aContext.SetMatrixDouble(runTransform);
+
+ if (drawMode != DrawMode(0)) {
+ bool paintSVGGlyphs;
+ nsTextFrame::PaintTextParams params(&aContext);
+ params.framePt = Point();
+ params.dirtyRect =
+ LayoutDevicePixel::FromAppUnits(frame->InkOverflowRect(), auPerDevPx);
+ params.contextPaint = contextPaint;
+
+ const bool isSelected = frame->IsSelected();
+
+ if (ShouldRenderAsPath(frame, paintSVGGlyphs)) {
+ SVGTextDrawPathCallbacks callbacks(this, aContext, frame,
+ matrixForPaintServers, aImgParams,
+ paintSVGGlyphs);
+ params.callbacks = &callbacks;
+ frame->PaintText(params, startEdge, endEdge, nsPoint(), isSelected);
+ } else {
+ frame->PaintText(params, startEdge, endEdge, nsPoint(), isSelected);
+ }
+ }
+
+ if (frame == caretFrame && ShouldPaintCaret(run, caret)) {
+ // XXX Should we be looking at the fill/stroke colours to paint the
+ // caret with, rather than using the color property?
+ caret->PaintCaret(aDrawTarget, frame, nsPoint());
+ aContext.NewPath();
+ }
+
+ run = it.Next();
+ }
+}
+
+nsIFrame* SVGTextFrame::GetFrameForPoint(const gfxPoint& aPoint) {
+ NS_ASSERTION(PrincipalChildList().FirstChild(), "must have a child frame");
+
+ if (mState & NS_FRAME_IS_NONDISPLAY) {
+ // Text frames inside <clipPath> will never have had ReflowSVG called on
+ // them, so call UpdateGlyphPositioning to do this now. (Text frames
+ // inside <mask> and other non-display containers will never need to
+ // be hit tested.)
+ UpdateGlyphPositioning();
+ } else {
+ NS_ASSERTION(!IsSubtreeDirty(), "reflow should have happened");
+ }
+
+ // Hit-testing any clip-path will typically be a lot quicker than the
+ // hit-testing of our text frames in the loop below, so we do the former up
+ // front to avoid unnecessarily wasting cycles on the latter.
+ if (!SVGUtils::HitTestClip(this, aPoint)) {
+ return nullptr;
+ }
+
+ nsPresContext* presContext = PresContext();
+
+ // Ideally we'd iterate backwards so that we can just return the first frame
+ // that is under aPoint. In practice this will rarely matter though since it
+ // is rare for text in/under an SVG <text> element to overlap (i.e. the first
+ // text frame that is hit will likely be the only text frame that is hit).
+
+ TextRenderedRunIterator it(this);
+ nsIFrame* hit = nullptr;
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ uint16_t hitTestFlags = SVGUtils::GetGeometryHitTestFlags(run.mFrame);
+ if (!(hitTestFlags & (SVG_HIT_TEST_FILL | SVG_HIT_TEST_STROKE))) {
+ continue;
+ }
+
+ gfxMatrix m = run.GetTransformFromRunUserSpaceToUserSpace(presContext);
+ if (!m.Invert()) {
+ return nullptr;
+ }
+
+ gfxPoint pointInRunUserSpace = m.TransformPoint(aPoint);
+ gfxRect frameRect = run.GetRunUserSpaceRect(
+ presContext, TextRenderedRun::eIncludeFill |
+ TextRenderedRun::eIncludeStroke)
+ .ToThebesRect();
+
+ if (Inside(frameRect, pointInRunUserSpace)) {
+ hit = run.mFrame;
+ }
+ }
+ return hit;
+}
+
+void SVGTextFrame::ReflowSVG() {
+ MOZ_ASSERT(SVGUtils::AnyOuterSVGIsCallingReflowSVG(this),
+ "This call is probaby a wasteful mistake");
+
+ MOZ_ASSERT(!HasAnyStateBits(NS_FRAME_IS_NONDISPLAY),
+ "ReflowSVG mechanism not designed for this");
+
+ if (!SVGUtils::NeedsReflowSVG(this)) {
+ MOZ_ASSERT(!HasAnyStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY |
+ NS_STATE_SVG_POSITIONING_DIRTY),
+ "How did this happen?");
+ return;
+ }
+
+ MaybeReflowAnonymousBlockChild();
+ UpdateGlyphPositioning();
+
+ nsPresContext* presContext = PresContext();
+
+ SVGBBox r;
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eAllFrames);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ uint32_t runFlags = 0;
+ if (!run.mFrame->StyleSVG()->mFill.kind.IsNone()) {
+ runFlags |=
+ TextRenderedRun::eIncludeFill | TextRenderedRun::eIncludeTextShadow;
+ }
+ if (SVGUtils::HasStroke(run.mFrame)) {
+ runFlags |=
+ TextRenderedRun::eIncludeStroke | TextRenderedRun::eIncludeTextShadow;
+ }
+ // Our "visual" overflow rect needs to be valid for building display lists
+ // for hit testing, which means that for certain values of 'pointer-events'
+ // it needs to include the geometry of the fill or stroke even when the
+ // fill/ stroke don't actually render (e.g. when stroke="none" or
+ // stroke-opacity="0"). GetGeometryHitTestFlags accounts for
+ // 'pointer-events'. The text-shadow is not part of the hit-test area.
+ uint16_t hitTestFlags = SVGUtils::GetGeometryHitTestFlags(run.mFrame);
+ if (hitTestFlags & SVG_HIT_TEST_FILL) {
+ runFlags |= TextRenderedRun::eIncludeFill;
+ }
+ if (hitTestFlags & SVG_HIT_TEST_STROKE) {
+ runFlags |= TextRenderedRun::eIncludeStroke;
+ }
+
+ if (runFlags) {
+ r.UnionEdges(run.GetUserSpaceRect(presContext, runFlags));
+ }
+ }
+
+ if (r.IsEmpty()) {
+ mRect.SetEmpty();
+ } else {
+ mRect = nsLayoutUtils::RoundGfxRectToAppRect(r.ToThebesRect(),
+ AppUnitsPerCSSPixel());
+
+ // Due to rounding issues when we have a transform applied, we sometimes
+ // don't include an additional row of pixels. For now, just inflate our
+ // covered region.
+ mRect.Inflate(ceil(presContext->AppUnitsPerDevPixel() / mLastContextScale));
+ }
+
+ if (mState & NS_FRAME_FIRST_REFLOW) {
+ // Make sure we have our filter property (if any) before calling
+ // FinishAndStoreOverflow (subsequent filter changes are handled off
+ // nsChangeHint_UpdateEffects):
+ SVGObserverUtils::UpdateEffects(this);
+ }
+
+ // Now unset the various reflow bits. Do this before calling
+ // FinishAndStoreOverflow since FinishAndStoreOverflow can require glyph
+ // positions (to resolve transform-origin).
+ RemoveStateBits(NS_FRAME_FIRST_REFLOW | NS_FRAME_IS_DIRTY |
+ NS_FRAME_HAS_DIRTY_CHILDREN);
+
+ nsRect overflow = nsRect(nsPoint(0, 0), mRect.Size());
+ OverflowAreas overflowAreas(overflow, overflow);
+ FinishAndStoreOverflow(overflowAreas, mRect.Size());
+
+ // XXX SVGContainerFrame::ReflowSVG only looks at its ISVGDisplayableFrame
+ // children, and calls ConsiderChildOverflow on them. Does it matter
+ // that ConsiderChildOverflow won't be called on our children?
+ SVGDisplayContainerFrame::ReflowSVG();
+}
+
+/**
+ * Converts SVGUtils::eBBox* flags into TextRenderedRun flags appropriate
+ * for the specified rendered run.
+ */
+static uint32_t TextRenderedRunFlagsForBBoxContribution(
+ const TextRenderedRun& aRun, uint32_t aBBoxFlags) {
+ uint32_t flags = 0;
+ if ((aBBoxFlags & SVGUtils::eBBoxIncludeFillGeometry) ||
+ ((aBBoxFlags & SVGUtils::eBBoxIncludeFill) &&
+ !aRun.mFrame->StyleSVG()->mFill.kind.IsNone())) {
+ flags |= TextRenderedRun::eIncludeFill;
+ }
+ if ((aBBoxFlags & SVGUtils::eBBoxIncludeStrokeGeometry) ||
+ ((aBBoxFlags & SVGUtils::eBBoxIncludeStroke) &&
+ SVGUtils::HasStroke(aRun.mFrame))) {
+ flags |= TextRenderedRun::eIncludeStroke;
+ }
+ return flags;
+}
+
+SVGBBox SVGTextFrame::GetBBoxContribution(const Matrix& aToBBoxUserspace,
+ uint32_t aFlags) {
+ NS_ASSERTION(PrincipalChildList().FirstChild(), "must have a child frame");
+ SVGBBox bbox;
+
+ if (aFlags & SVGUtils::eForGetClientRects) {
+ Rect rect = NSRectToRect(mRect, AppUnitsPerCSSPixel());
+ if (!rect.IsEmpty()) {
+ bbox = aToBBoxUserspace.TransformBounds(rect);
+ }
+ return bbox;
+ }
+
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid && kid->IsSubtreeDirty()) {
+ // Return an empty bbox if our kid's subtree is dirty. This may be called
+ // in that situation, e.g. when we're building a display list after an
+ // interrupted reflow. This can also be called during reflow before we've
+ // been reflowed, e.g. if an earlier sibling is calling
+ // FinishAndStoreOverflow and needs our parent's perspective matrix, which
+ // depends on the SVG bbox contribution of this frame. In the latter
+ // situation, when all siblings have been reflowed, the parent will compute
+ // its perspective and rerun FinishAndStoreOverflow for all its children.
+ return bbox;
+ }
+
+ UpdateGlyphPositioning();
+
+ nsPresContext* presContext = PresContext();
+
+ TextRenderedRunIterator it(this);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ uint32_t flags = TextRenderedRunFlagsForBBoxContribution(run, aFlags);
+ gfxMatrix m = ThebesMatrix(aToBBoxUserspace);
+ SVGBBox bboxForRun = run.GetUserSpaceRect(presContext, flags, &m);
+ bbox.UnionEdges(bboxForRun);
+ }
+
+ return bbox;
+}
+
+//----------------------------------------------------------------------
+// SVGTextFrame SVG DOM methods
+
+/**
+ * Returns whether the specified node has any non-empty Text
+ * beneath it.
+ */
+static bool HasTextContent(nsIContent* aContent) {
+ NS_ASSERTION(aContent, "expected non-null aContent");
+
+ TextNodeIterator it(aContent);
+ for (Text* text = it.Current(); text; text = it.Next()) {
+ if (text->TextLength() != 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ * Returns the number of DOM characters beneath the specified node.
+ */
+static uint32_t GetTextContentLength(nsIContent* aContent) {
+ NS_ASSERTION(aContent, "expected non-null aContent");
+
+ uint32_t length = 0;
+ TextNodeIterator it(aContent);
+ for (Text* text = it.Current(); text; text = it.Next()) {
+ length += text->TextLength();
+ }
+ return length;
+}
+
+int32_t SVGTextFrame::ConvertTextElementCharIndexToAddressableIndex(
+ int32_t aIndex, nsIContent* aContent) {
+ CharIterator it(this, CharIterator::eOriginal, aContent);
+ if (!it.AdvanceToSubtree()) {
+ return -1;
+ }
+ int32_t result = 0;
+ int32_t textElementCharIndex;
+ while (!it.AtEnd() && it.IsWithinSubtree()) {
+ bool addressable = !it.IsOriginalCharUnaddressable();
+ textElementCharIndex = it.TextElementCharIndex();
+ it.Next();
+ uint32_t delta = it.TextElementCharIndex() - textElementCharIndex;
+ aIndex -= delta;
+ if (addressable) {
+ if (aIndex < 0) {
+ return result;
+ }
+ result += delta;
+ }
+ }
+ return -1;
+}
+
+/**
+ * Implements the SVG DOM GetNumberOfChars method for the specified
+ * text content element.
+ */
+uint32_t SVGTextFrame::GetNumberOfChars(nsIContent* aContent) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ return 0;
+ }
+
+ UpdateGlyphPositioning();
+
+ uint32_t n = 0;
+ CharIterator it(this, CharIterator::eAddressable, aContent);
+ if (it.AdvanceToSubtree()) {
+ while (!it.AtEnd() && it.IsWithinSubtree()) {
+ n++;
+ it.Next();
+ }
+ }
+ return n;
+}
+
+/**
+ * Implements the SVG DOM GetComputedTextLength method for the specified
+ * text child element.
+ */
+float SVGTextFrame::GetComputedTextLength(nsIContent* aContent) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ //
+ // If we ever decide that we need to return accurate values here,
+ // we could do similar work to GetSubStringLength.
+ return 0;
+ }
+
+ UpdateGlyphPositioning();
+
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ PresContext()->AppUnitsPerDevPixel());
+
+ nscoord length = 0;
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eAllFrames,
+ aContent);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ length += run.GetAdvanceWidth();
+ }
+
+ return PresContext()->AppUnitsToGfxUnits(length) * cssPxPerDevPx *
+ mLengthAdjustScaleFactor / mFontSizeScaleFactor;
+}
+
+/**
+ * Implements the SVG DOM SelectSubString method for the specified
+ * text content element.
+ */
+void SVGTextFrame::SelectSubString(nsIContent* aContent, uint32_t charnum,
+ uint32_t nchars, ErrorResult& aRv) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ // XXXbz Should this just return without throwing like the no-frame case?
+ aRv.ThrowInvalidStateError("No layout information available for SVG text");
+ return;
+ }
+
+ UpdateGlyphPositioning();
+
+ // Convert charnum/nchars from addressable characters relative to
+ // aContent to global character indices.
+ CharIterator chit(this, CharIterator::eAddressable, aContent);
+ if (!chit.AdvanceToSubtree() || !chit.Next(charnum) ||
+ chit.IsAfterSubtree()) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return;
+ }
+ charnum = chit.TextElementCharIndex();
+ const RefPtr<nsIContent> content = chit.TextFrame()->GetContent();
+ chit.NextWithinSubtree(nchars);
+ nchars = chit.TextElementCharIndex() - charnum;
+
+ RefPtr<nsFrameSelection> frameSelection = GetFrameSelection();
+
+ frameSelection->HandleClick(content, charnum, charnum + nchars,
+ nsFrameSelection::FocusMode::kCollapseToNewPoint,
+ CARET_ASSOCIATE_BEFORE);
+}
+
+/**
+ * Implements the SVG DOM GetSubStringLength method for the specified
+ * text content element.
+ */
+float SVGTextFrame::GetSubStringLength(nsIContent* aContent, uint32_t charnum,
+ uint32_t nchars, ErrorResult& aRv) {
+ // For some content we cannot (or currently cannot) compute the length
+ // without reflowing. In those cases we need to fall back to using
+ // GetSubStringLengthSlowFallback.
+ //
+ // We fall back for textPath since we need glyph positioning in order to
+ // tell if any characters should be ignored due to having fallen off the
+ // end of the textPath.
+ //
+ // We fall back for bidi because GetTrimmedOffsets does not produce the
+ // correct results for bidi continuations when passed aPostReflow = false.
+ // XXX It may be possible to determine which continuations to trim from (and
+ // which sides), but currently we don't do that. It would require us to
+ // identify the visual (rather than logical) start and end of the line, to
+ // avoid trimming at line-internal frame boundaries. Maybe nsBidiPresUtils
+ // methods like GetFrameToRightOf and GetFrameToLeftOf would help?
+ //
+ TextFrameIterator frameIter(this);
+ for (nsTextFrame* frame = frameIter.Current(); frame;
+ frame = frameIter.Next()) {
+ if (frameIter.TextPathFrame() || frame->GetNextContinuation()) {
+ return GetSubStringLengthSlowFallback(aContent, charnum, nchars, aRv);
+ }
+ }
+
+ // We only need our text correspondence to be up to date (no need to call
+ // UpdateGlyphPositioning).
+ TextNodeCorrespondenceRecorder::RecordCorrespondence(this);
+
+ // Convert charnum/nchars from addressable characters relative to
+ // aContent to global character indices.
+ CharIterator chit(this, CharIterator::eAddressable, aContent,
+ /* aPostReflow */ false);
+ if (!chit.AdvanceToSubtree() || !chit.Next(charnum) ||
+ chit.IsAfterSubtree()) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return 0;
+ }
+
+ // We do this after the ThrowIndexSizeError() bit so JS calls correctly throw
+ // when necessary.
+ if (nchars == 0) {
+ return 0.0f;
+ }
+
+ charnum = chit.TextElementCharIndex();
+ chit.NextWithinSubtree(nchars);
+ nchars = chit.TextElementCharIndex() - charnum;
+
+ // Sum of the substring advances.
+ nscoord textLength = 0;
+
+ TextFrameIterator frit(this); // aSubtree = nullptr
+
+ // Index of the first non-skipped char in the frame, and of a subsequent char
+ // that we're interested in. Both are relative to the index of the first
+ // non-skipped char in the ancestor <text> element.
+ uint32_t frameStartTextElementCharIndex = 0;
+ uint32_t textElementCharIndex;
+
+ for (nsTextFrame* frame = frit.Current(); frame; frame = frit.Next()) {
+ frameStartTextElementCharIndex += frit.UndisplayedCharacters();
+ textElementCharIndex = frameStartTextElementCharIndex;
+
+ // Offset into frame's Text:
+ const uint32_t untrimmedOffset = frame->GetContentOffset();
+ const uint32_t untrimmedLength = frame->GetContentEnd() - untrimmedOffset;
+
+ // Trim the offset/length to remove any leading/trailing white space.
+ uint32_t trimmedOffset = untrimmedOffset;
+ uint32_t trimmedLength = untrimmedLength;
+ nsTextFrame::TrimmedOffsets trimmedOffsets = frame->GetTrimmedOffsets(
+ frame->TextFragment(), nsTextFrame::TrimmedOffsetFlags::NotPostReflow);
+ TrimOffsets(trimmedOffset, trimmedLength, trimmedOffsets);
+
+ textElementCharIndex += trimmedOffset - untrimmedOffset;
+
+ if (textElementCharIndex >= charnum + nchars) {
+ break; // we're past the end of the substring
+ }
+
+ uint32_t offset = textElementCharIndex;
+
+ // Intersect the substring we are interested in with the range covered by
+ // the nsTextFrame.
+ IntersectInterval(offset, trimmedLength, charnum, nchars);
+
+ if (trimmedLength != 0) {
+ // Convert offset into an index into the frame.
+ offset += trimmedOffset - textElementCharIndex;
+
+ gfxSkipCharsIterator it = frame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = frame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(frame, it);
+
+ Range range = ConvertOriginalToSkipped(it, offset, trimmedLength);
+
+ // Accumulate the advance.
+ textLength += textRun->GetAdvanceWidth(range, &provider);
+ }
+
+ // Advance, ready for next call:
+ frameStartTextElementCharIndex += untrimmedLength;
+ }
+
+ nsPresContext* presContext = PresContext();
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+
+ return presContext->AppUnitsToGfxUnits(textLength) * cssPxPerDevPx /
+ mFontSizeScaleFactor;
+}
+
+float SVGTextFrame::GetSubStringLengthSlowFallback(nsIContent* aContent,
+ uint32_t charnum,
+ uint32_t nchars,
+ ErrorResult& aRv) {
+ // We need to make sure that we've been reflowed before updating the glyph
+ // positioning.
+ // XXX perf: It may be possible to limit reflow to just calling ReflowSVG,
+ // but we would still need to resort to full reflow for percentage
+ // positioning attributes. For now we just do a full reflow regardless since
+ // the cases that would cause us to be called are relatively uncommon.
+ RefPtr<mozilla::PresShell> presShell = PresShell();
+ presShell->FlushPendingNotifications(FlushType::Layout);
+
+ UpdateGlyphPositioning();
+
+ // Convert charnum/nchars from addressable characters relative to
+ // aContent to global character indices.
+ CharIterator chit(this, CharIterator::eAddressable, aContent);
+ if (!chit.AdvanceToSubtree() || !chit.Next(charnum) ||
+ chit.IsAfterSubtree()) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return 0;
+ }
+
+ if (nchars == 0) {
+ return 0.0f;
+ }
+
+ charnum = chit.TextElementCharIndex();
+ chit.NextWithinSubtree(nchars);
+ nchars = chit.TextElementCharIndex() - charnum;
+
+ // Find each rendered run that intersects with the range defined
+ // by charnum/nchars.
+ nscoord textLength = 0;
+ TextRenderedRunIterator runIter(this, TextRenderedRunIterator::eAllFrames);
+ TextRenderedRun run = runIter.Current();
+ while (run.mFrame) {
+ // If this rendered run is past the substring we are interested in, we
+ // are done.
+ uint32_t offset = run.mTextElementCharIndex;
+ if (offset >= charnum + nchars) {
+ break;
+ }
+
+ // Intersect the substring we are interested in with the range covered by
+ // the rendered run.
+ uint32_t length = run.mTextFrameContentLength;
+ IntersectInterval(offset, length, charnum, nchars);
+
+ if (length != 0) {
+ // Convert offset into an index into the frame.
+ offset += run.mTextFrameContentOffset - run.mTextElementCharIndex;
+
+ gfxSkipCharsIterator it =
+ run.mFrame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = run.mFrame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(run.mFrame, it);
+
+ Range range = ConvertOriginalToSkipped(it, offset, length);
+
+ // Accumulate the advance.
+ textLength += textRun->GetAdvanceWidth(range, &provider);
+ }
+
+ run = runIter.Next();
+ }
+
+ nsPresContext* presContext = PresContext();
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+
+ return presContext->AppUnitsToGfxUnits(textLength) * cssPxPerDevPx /
+ mFontSizeScaleFactor;
+}
+
+/**
+ * Implements the SVG DOM GetCharNumAtPosition method for the specified
+ * text content element.
+ */
+int32_t SVGTextFrame::GetCharNumAtPosition(nsIContent* aContent,
+ const DOMPointInit& aPoint) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ return -1;
+ }
+
+ UpdateGlyphPositioning();
+
+ nsPresContext* context = PresContext();
+
+ gfxPoint p(aPoint.mX, aPoint.mY);
+
+ int32_t result = -1;
+
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eAllFrames,
+ aContent);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ // Hit test this rendered run. Later runs will override earlier ones.
+ int32_t index = run.GetCharNumAtPosition(context, p);
+ if (index != -1) {
+ result = index + run.mTextElementCharIndex;
+ }
+ }
+
+ if (result == -1) {
+ return result;
+ }
+
+ return ConvertTextElementCharIndexToAddressableIndex(result, aContent);
+}
+
+/**
+ * Implements the SVG DOM GetStartPositionOfChar method for the specified
+ * text content element.
+ */
+already_AddRefed<DOMSVGPoint> SVGTextFrame::GetStartPositionOfChar(
+ nsIContent* aContent, uint32_t aCharNum, ErrorResult& aRv) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ aRv.ThrowInvalidStateError("No layout information available for SVG text");
+ return nullptr;
+ }
+
+ UpdateGlyphPositioning();
+
+ CharIterator it(this, CharIterator::eAddressable, aContent);
+ if (!it.AdvanceToSubtree() || !it.Next(aCharNum)) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return nullptr;
+ }
+
+ // We need to return the start position of the whole glyph.
+ uint32_t startIndex = it.GlyphStartTextElementCharIndex();
+
+ RefPtr<DOMSVGPoint> point =
+ new DOMSVGPoint(ToPoint(mPositions[startIndex].mPosition));
+ return point.forget();
+}
+
+/**
+ * Returns the advance of the entire glyph whose starting character is at
+ * aTextElementCharIndex.
+ *
+ * aIterator, if provided, must be a CharIterator that already points to
+ * aTextElementCharIndex that is restricted to aContent and is using
+ * filter mode eAddressable.
+ */
+static gfxFloat GetGlyphAdvance(SVGTextFrame* aFrame, nsIContent* aContent,
+ uint32_t aTextElementCharIndex,
+ CharIterator* aIterator) {
+ MOZ_ASSERT(!aIterator || (aIterator->Filter() == CharIterator::eAddressable &&
+ aIterator->GetSubtree() == aContent &&
+ aIterator->GlyphStartTextElementCharIndex() ==
+ aTextElementCharIndex),
+ "Invalid aIterator");
+
+ Maybe<CharIterator> newIterator;
+ CharIterator* it = aIterator;
+ if (!it) {
+ newIterator.emplace(aFrame, CharIterator::eAddressable, aContent);
+ if (!newIterator->AdvanceToSubtree()) {
+ MOZ_ASSERT_UNREACHABLE("Invalid aContent");
+ return 0.0;
+ }
+ it = newIterator.ptr();
+ }
+
+ while (it->GlyphStartTextElementCharIndex() != aTextElementCharIndex) {
+ if (!it->Next()) {
+ MOZ_ASSERT_UNREACHABLE("Invalid aTextElementCharIndex");
+ return 0.0;
+ }
+ }
+
+ if (it->AtEnd()) {
+ MOZ_ASSERT_UNREACHABLE("Invalid aTextElementCharIndex");
+ return 0.0;
+ }
+
+ nsPresContext* presContext = aFrame->PresContext();
+ gfxFloat advance = 0.0;
+
+ for (;;) {
+ advance += it->GetAdvance(presContext);
+ if (!it->Next() ||
+ it->GlyphStartTextElementCharIndex() != aTextElementCharIndex) {
+ break;
+ }
+ }
+
+ return advance;
+}
+
+/**
+ * Implements the SVG DOM GetEndPositionOfChar method for the specified
+ * text content element.
+ */
+already_AddRefed<DOMSVGPoint> SVGTextFrame::GetEndPositionOfChar(
+ nsIContent* aContent, uint32_t aCharNum, ErrorResult& aRv) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ aRv.ThrowInvalidStateError("No layout information available for SVG text");
+ return nullptr;
+ }
+
+ UpdateGlyphPositioning();
+
+ CharIterator it(this, CharIterator::eAddressable, aContent);
+ if (!it.AdvanceToSubtree() || !it.Next(aCharNum)) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return nullptr;
+ }
+
+ // We need to return the end position of the whole glyph.
+ uint32_t startIndex = it.GlyphStartTextElementCharIndex();
+
+ // Get the advance of the glyph.
+ gfxFloat advance =
+ GetGlyphAdvance(this, aContent, startIndex,
+ it.IsClusterAndLigatureGroupStart() ? &it : nullptr);
+ if (it.TextRun()->IsRightToLeft()) {
+ advance = -advance;
+ }
+
+ // The end position is the start position plus the advance in the direction
+ // of the glyph's rotation.
+ Matrix m = Matrix::Rotation(mPositions[startIndex].mAngle) *
+ Matrix::Translation(ToPoint(mPositions[startIndex].mPosition));
+ Point p = m.TransformPoint(Point(advance / mFontSizeScaleFactor, 0));
+
+ RefPtr<DOMSVGPoint> point = new DOMSVGPoint(p);
+ return point.forget();
+}
+
+/**
+ * Implements the SVG DOM GetExtentOfChar method for the specified
+ * text content element.
+ */
+already_AddRefed<SVGRect> SVGTextFrame::GetExtentOfChar(nsIContent* aContent,
+ uint32_t aCharNum,
+ ErrorResult& aRv) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ aRv.ThrowInvalidStateError("No layout information available for SVG text");
+ return nullptr;
+ }
+
+ UpdateGlyphPositioning();
+
+ // Search for the character whose addressable index is aCharNum.
+ CharIterator it(this, CharIterator::eAddressable, aContent);
+ if (!it.AdvanceToSubtree() || !it.Next(aCharNum)) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return nullptr;
+ }
+
+ nsPresContext* presContext = PresContext();
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+
+ nsTextFrame* textFrame = it.TextFrame();
+ uint32_t startIndex = it.GlyphStartTextElementCharIndex();
+ bool isRTL = it.TextRun()->IsRightToLeft();
+ bool isVertical = it.TextRun()->IsVertical();
+
+ // Get the glyph advance.
+ gfxFloat advance =
+ GetGlyphAdvance(this, aContent, startIndex,
+ it.IsClusterAndLigatureGroupStart() ? &it : nullptr);
+ gfxFloat x = isRTL ? -advance : 0.0;
+
+ // The ascent and descent gives the height of the glyph.
+ gfxFloat ascent, descent;
+ GetAscentAndDescentInAppUnits(textFrame, ascent, descent);
+
+ // The horizontal extent is the origin of the glyph plus the advance
+ // in the direction of the glyph's rotation.
+ gfxMatrix m;
+ m.PreTranslate(mPositions[startIndex].mPosition);
+ m.PreRotate(mPositions[startIndex].mAngle);
+ m.PreScale(1 / mFontSizeScaleFactor, 1 / mFontSizeScaleFactor);
+
+ gfxRect glyphRect;
+ if (isVertical) {
+ glyphRect = gfxRect(
+ -presContext->AppUnitsToGfxUnits(descent) * cssPxPerDevPx, x,
+ presContext->AppUnitsToGfxUnits(ascent + descent) * cssPxPerDevPx,
+ advance);
+ } else {
+ glyphRect = gfxRect(
+ x, -presContext->AppUnitsToGfxUnits(ascent) * cssPxPerDevPx, advance,
+ presContext->AppUnitsToGfxUnits(ascent + descent) * cssPxPerDevPx);
+ }
+
+ // Transform the glyph's rect into user space.
+ gfxRect r = m.TransformBounds(glyphRect);
+
+ RefPtr<SVGRect> rect = new SVGRect(aContent, ToRect(r));
+ return rect.forget();
+}
+
+/**
+ * Implements the SVG DOM GetRotationOfChar method for the specified
+ * text content element.
+ */
+float SVGTextFrame::GetRotationOfChar(nsIContent* aContent, uint32_t aCharNum,
+ ErrorResult& aRv) {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid->IsSubtreeDirty()) {
+ // We're never reflowed if we're under a non-SVG element that is
+ // never reflowed (such as the HTML 'caption' element).
+ aRv.ThrowInvalidStateError("No layout information available for SVG text");
+ return 0;
+ }
+
+ UpdateGlyphPositioning();
+
+ CharIterator it(this, CharIterator::eAddressable, aContent);
+ if (!it.AdvanceToSubtree() || !it.Next(aCharNum)) {
+ aRv.ThrowIndexSizeError("Character index out of range");
+ return 0;
+ }
+
+ // we need to account for the glyph's underlying orientation
+ const gfxTextRun::GlyphRun& glyphRun = it.GlyphRun();
+ int32_t glyphOrientation =
+ 90 * (glyphRun.IsSidewaysRight() - glyphRun.IsSidewaysLeft());
+
+ return mPositions[it.TextElementCharIndex()].mAngle * 180.0 / M_PI +
+ glyphOrientation;
+}
+
+//----------------------------------------------------------------------
+// SVGTextFrame text layout methods
+
+/**
+ * Given the character position array before values have been filled in
+ * to any unspecified positions, and an array of dx/dy values, returns whether
+ * a character at a given index should start a new rendered run.
+ *
+ * @param aPositions The array of character positions before unspecified
+ * positions have been filled in and dx/dy values have been added to them.
+ * @param aDeltas The array of dx/dy values.
+ * @param aIndex The character index in question.
+ */
+static bool ShouldStartRunAtIndex(const nsTArray<CharPosition>& aPositions,
+ const nsTArray<gfxPoint>& aDeltas,
+ uint32_t aIndex) {
+ if (aIndex == 0) {
+ return true;
+ }
+
+ if (aIndex < aPositions.Length()) {
+ // If an explicit x or y value was given, start a new run.
+ if (aPositions[aIndex].IsXSpecified() ||
+ aPositions[aIndex].IsYSpecified()) {
+ return true;
+ }
+
+ // If a non-zero rotation was given, or the previous character had a non-
+ // zero rotation, start a new run.
+ if ((aPositions[aIndex].IsAngleSpecified() &&
+ aPositions[aIndex].mAngle != 0.0f) ||
+ (aPositions[aIndex - 1].IsAngleSpecified() &&
+ (aPositions[aIndex - 1].mAngle != 0.0f))) {
+ return true;
+ }
+ }
+
+ if (aIndex < aDeltas.Length()) {
+ // If a non-zero dx or dy value was given, start a new run.
+ if (aDeltas[aIndex].x != 0.0 || aDeltas[aIndex].y != 0.0) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool SVGTextFrame::ResolvePositionsForNode(nsIContent* aContent,
+ uint32_t& aIndex, bool aInTextPath,
+ bool& aForceStartOfChunk,
+ nsTArray<gfxPoint>& aDeltas) {
+ if (aContent->IsText()) {
+ // We found a text node.
+ uint32_t length = aContent->AsText()->TextLength();
+ if (length) {
+ uint32_t end = aIndex + length;
+ if (MOZ_UNLIKELY(end > mPositions.Length())) {
+ MOZ_ASSERT_UNREACHABLE(
+ "length of mPositions does not match characters "
+ "found by iterating content");
+ return false;
+ }
+ if (aForceStartOfChunk) {
+ // Note this character as starting a new anchored chunk.
+ mPositions[aIndex].mStartOfChunk = true;
+ aForceStartOfChunk = false;
+ }
+ while (aIndex < end) {
+ // Record whether each of these characters should start a new rendered
+ // run. That is always the case for characters on a text path.
+ //
+ // Run boundaries due to rotate="" values are handled in
+ // DoGlyphPositioning.
+ if (aInTextPath || ShouldStartRunAtIndex(mPositions, aDeltas, aIndex)) {
+ mPositions[aIndex].mRunBoundary = true;
+ }
+ aIndex++;
+ }
+ }
+ return true;
+ }
+
+ // Skip past elements that aren't text content elements.
+ if (!IsTextContentElement(aContent)) {
+ return true;
+ }
+
+ if (aContent->IsSVGElement(nsGkAtoms::textPath)) {
+ // Any ‘y’ attributes on horizontal <textPath> elements are ignored.
+ // Similarly, for vertical <texPath>s x attributes are ignored.
+ // <textPath> elements behave as if they have x="0" y="0" on them, but only
+ // if there is not a value for the non-ignored coordinate that got inherited
+ // from a parent. We skip this if there is no text content, so that empty
+ // <textPath>s don't interrupt the layout of text in the parent element.
+ if (HasTextContent(aContent)) {
+ if (MOZ_UNLIKELY(aIndex >= mPositions.Length())) {
+ MOZ_ASSERT_UNREACHABLE(
+ "length of mPositions does not match characters "
+ "found by iterating content");
+ return false;
+ }
+ bool vertical = GetWritingMode().IsVertical();
+ if (vertical || !mPositions[aIndex].IsXSpecified()) {
+ mPositions[aIndex].mPosition.x = 0.0;
+ }
+ if (!vertical || !mPositions[aIndex].IsYSpecified()) {
+ mPositions[aIndex].mPosition.y = 0.0;
+ }
+ mPositions[aIndex].mStartOfChunk = true;
+ }
+ } else if (!aContent->IsSVGElement(nsGkAtoms::a)) {
+ MOZ_ASSERT(aContent->IsSVGElement());
+
+ // We have a text content element that can have x/y/dx/dy/rotate attributes.
+ SVGElement* element = static_cast<SVGElement*>(aContent);
+
+ // Get x, y, dx, dy.
+ SVGUserUnitList x, y, dx, dy;
+ element->GetAnimatedLengthListValues(&x, &y, &dx, &dy, nullptr);
+
+ // Get rotate.
+ const SVGNumberList* rotate = nullptr;
+ SVGAnimatedNumberList* animatedRotate =
+ element->GetAnimatedNumberList(nsGkAtoms::rotate);
+ if (animatedRotate) {
+ rotate = &animatedRotate->GetAnimValue();
+ }
+
+ bool percentages = false;
+ uint32_t count = GetTextContentLength(aContent);
+
+ if (MOZ_UNLIKELY(aIndex + count > mPositions.Length())) {
+ MOZ_ASSERT_UNREACHABLE(
+ "length of mPositions does not match characters "
+ "found by iterating content");
+ return false;
+ }
+
+ // New text anchoring chunks start at each character assigned a position
+ // with x="" or y="", or if we forced one with aForceStartOfChunk due to
+ // being just after a <textPath>.
+ uint32_t newChunkCount = std::max(x.Length(), y.Length());
+ if (!newChunkCount && aForceStartOfChunk) {
+ newChunkCount = 1;
+ }
+ for (uint32_t i = 0, j = 0; i < newChunkCount && j < count; j++) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ mPositions[aIndex + j].mStartOfChunk = true;
+ i++;
+ }
+ }
+
+ // Copy dx="" and dy="" values into aDeltas.
+ if (!dx.IsEmpty() || !dy.IsEmpty()) {
+ // Any unspecified deltas when we grow the array just get left as 0s.
+ aDeltas.EnsureLengthAtLeast(aIndex + count);
+ for (uint32_t i = 0, j = 0; i < dx.Length() && j < count; j++) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ aDeltas[aIndex + j].x = dx[i];
+ percentages = percentages || dx.HasPercentageValueAt(i);
+ i++;
+ }
+ }
+ for (uint32_t i = 0, j = 0; i < dy.Length() && j < count; j++) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ aDeltas[aIndex + j].y = dy[i];
+ percentages = percentages || dy.HasPercentageValueAt(i);
+ i++;
+ }
+ }
+ }
+
+ // Copy x="" and y="" values.
+ for (uint32_t i = 0, j = 0; i < x.Length() && j < count; j++) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ mPositions[aIndex + j].mPosition.x = x[i];
+ percentages = percentages || x.HasPercentageValueAt(i);
+ i++;
+ }
+ }
+ for (uint32_t i = 0, j = 0; i < y.Length() && j < count; j++) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ mPositions[aIndex + j].mPosition.y = y[i];
+ percentages = percentages || y.HasPercentageValueAt(i);
+ i++;
+ }
+ }
+
+ // Copy rotate="" values.
+ if (rotate && !rotate->IsEmpty()) {
+ uint32_t i = 0, j = 0;
+ while (i < rotate->Length() && j < count) {
+ if (!mPositions[aIndex + j].mUnaddressable) {
+ mPositions[aIndex + j].mAngle = M_PI * (*rotate)[i] / 180.0;
+ i++;
+ }
+ j++;
+ }
+ // Propagate final rotate="" value to the end of this element.
+ while (j < count) {
+ mPositions[aIndex + j].mAngle = mPositions[aIndex + j - 1].mAngle;
+ j++;
+ }
+ }
+
+ if (percentages) {
+ AddStateBits(NS_STATE_SVG_POSITIONING_MAY_USE_PERCENTAGES);
+ }
+ }
+
+ // Recurse to children.
+ bool inTextPath = aInTextPath || aContent->IsSVGElement(nsGkAtoms::textPath);
+ for (nsIContent* child = aContent->GetFirstChild(); child;
+ child = child->GetNextSibling()) {
+ bool ok = ResolvePositionsForNode(child, aIndex, inTextPath,
+ aForceStartOfChunk, aDeltas);
+ if (!ok) {
+ return false;
+ }
+ }
+
+ if (aContent->IsSVGElement(nsGkAtoms::textPath)) {
+ // Force a new anchored chunk just after a <textPath>.
+ aForceStartOfChunk = true;
+ }
+
+ return true;
+}
+
+bool SVGTextFrame::ResolvePositions(nsTArray<gfxPoint>& aDeltas,
+ bool aRunPerGlyph) {
+ NS_ASSERTION(mPositions.IsEmpty(), "expected mPositions to be empty");
+ RemoveStateBits(NS_STATE_SVG_POSITIONING_MAY_USE_PERCENTAGES);
+
+ CharIterator it(this, CharIterator::eOriginal, /* aSubtree */ nullptr);
+ if (it.AtEnd()) {
+ return false;
+ }
+
+ // We assume the first character position is (0,0) unless we later see
+ // otherwise, and note it as unaddressable if it is.
+ bool firstCharUnaddressable = it.IsOriginalCharUnaddressable();
+ mPositions.AppendElement(CharPosition::Unspecified(firstCharUnaddressable));
+
+ // Fill in unspecified positions for all remaining characters, noting
+ // them as unaddressable if they are.
+ uint32_t index = 0;
+ while (it.Next()) {
+ while (++index < it.TextElementCharIndex()) {
+ mPositions.AppendElement(CharPosition::Unspecified(false));
+ }
+ mPositions.AppendElement(
+ CharPosition::Unspecified(it.IsOriginalCharUnaddressable()));
+ }
+ while (++index < it.TextElementCharIndex()) {
+ mPositions.AppendElement(CharPosition::Unspecified(false));
+ }
+
+ // Recurse over the content and fill in character positions as we go.
+ bool forceStartOfChunk = false;
+ index = 0;
+ bool ok = ResolvePositionsForNode(mContent, index, aRunPerGlyph,
+ forceStartOfChunk, aDeltas);
+ return ok && index > 0;
+}
+
+void SVGTextFrame::DetermineCharPositions(nsTArray<nsPoint>& aPositions) {
+ NS_ASSERTION(aPositions.IsEmpty(), "expected aPositions to be empty");
+
+ nsPoint position;
+
+ TextFrameIterator frit(this);
+ for (nsTextFrame* frame = frit.Current(); frame; frame = frit.Next()) {
+ gfxSkipCharsIterator it = frame->EnsureTextRun(nsTextFrame::eInflated);
+ gfxTextRun* textRun = frame->GetTextRun(nsTextFrame::eInflated);
+ nsTextFrame::PropertyProvider provider(frame, it);
+
+ // Reset the position to the new frame's position.
+ position = frit.Position();
+ if (textRun->IsVertical()) {
+ if (textRun->IsRightToLeft()) {
+ position.y += frame->GetRect().height;
+ }
+ position.x += GetBaselinePosition(frame, textRun, frit.DominantBaseline(),
+ mFontSizeScaleFactor);
+ } else {
+ if (textRun->IsRightToLeft()) {
+ position.x += frame->GetRect().width;
+ }
+ position.y += GetBaselinePosition(frame, textRun, frit.DominantBaseline(),
+ mFontSizeScaleFactor);
+ }
+
+ // Any characters not in a frame, e.g. when display:none.
+ for (uint32_t i = 0; i < frit.UndisplayedCharacters(); i++) {
+ aPositions.AppendElement(position);
+ }
+
+ // Any white space characters trimmed at the start of the line of text.
+ nsTextFrame::TrimmedOffsets trimmedOffsets =
+ frame->GetTrimmedOffsets(frame->TextFragment());
+ while (it.GetOriginalOffset() < trimmedOffsets.mStart) {
+ aPositions.AppendElement(position);
+ it.AdvanceOriginal(1);
+ }
+
+ // Visible characters in the text frame.
+ while (it.GetOriginalOffset() < frame->GetContentEnd()) {
+ aPositions.AppendElement(position);
+ if (!it.IsOriginalCharSkipped()) {
+ // Accumulate partial ligature advance into position. (We must get
+ // partial advances rather than get the advance of the whole ligature
+ // group / cluster at once, since the group may span text frames, and
+ // the PropertyProvider only has spacing information for the current
+ // text frame.)
+ uint32_t offset = it.GetSkippedOffset();
+ nscoord advance =
+ textRun->GetAdvanceWidth(Range(offset, offset + 1), &provider);
+ (textRun->IsVertical() ? position.y : position.x) +=
+ textRun->IsRightToLeft() ? -advance : advance;
+ }
+ it.AdvanceOriginal(1);
+ }
+ }
+
+ // Finally any characters at the end that are not in a frame.
+ for (uint32_t i = 0; i < frit.UndisplayedCharacters(); i++) {
+ aPositions.AppendElement(position);
+ }
+}
+
+/**
+ * Physical text-anchor values.
+ */
+enum TextAnchorSide { eAnchorLeft, eAnchorMiddle, eAnchorRight };
+
+/**
+ * Converts a logical text-anchor value to its physical value, based on whether
+ * it is for an RTL frame.
+ */
+static TextAnchorSide ConvertLogicalTextAnchorToPhysical(
+ StyleTextAnchor aTextAnchor, bool aIsRightToLeft) {
+ NS_ASSERTION(uint8_t(aTextAnchor) <= 3, "unexpected value for aTextAnchor");
+ if (!aIsRightToLeft) {
+ return TextAnchorSide(uint8_t(aTextAnchor));
+ }
+ return TextAnchorSide(2 - uint8_t(aTextAnchor));
+}
+
+/**
+ * Shifts the recorded character positions for an anchored chunk.
+ *
+ * @param aCharPositions The recorded character positions.
+ * @param aChunkStart The character index the starts the anchored chunk. This
+ * character's initial position is the anchor point.
+ * @param aChunkEnd The character index just after the end of the anchored
+ * chunk.
+ * @param aVisIStartEdge The left/top-most edge of any of the glyphs within the
+ * anchored chunk.
+ * @param aVisIEndEdge The right/bottom-most edge of any of the glyphs within
+ * the anchored chunk.
+ * @param aAnchorSide The direction to anchor.
+ */
+static void ShiftAnchoredChunk(nsTArray<CharPosition>& aCharPositions,
+ uint32_t aChunkStart, uint32_t aChunkEnd,
+ gfxFloat aVisIStartEdge, gfxFloat aVisIEndEdge,
+ TextAnchorSide aAnchorSide, bool aVertical) {
+ NS_ASSERTION(aVisIStartEdge <= aVisIEndEdge,
+ "unexpected anchored chunk edges");
+ NS_ASSERTION(aChunkStart < aChunkEnd,
+ "unexpected values for aChunkStart and aChunkEnd");
+
+ gfxFloat shift = aVertical ? aCharPositions[aChunkStart].mPosition.y
+ : aCharPositions[aChunkStart].mPosition.x;
+ switch (aAnchorSide) {
+ case eAnchorLeft:
+ shift -= aVisIStartEdge;
+ break;
+ case eAnchorMiddle:
+ shift -= (aVisIStartEdge + aVisIEndEdge) / 2;
+ break;
+ case eAnchorRight:
+ shift -= aVisIEndEdge;
+ break;
+ default:
+ MOZ_ASSERT_UNREACHABLE("unexpected value for aAnchorSide");
+ }
+
+ if (shift != 0.0) {
+ if (aVertical) {
+ for (uint32_t i = aChunkStart; i < aChunkEnd; i++) {
+ aCharPositions[i].mPosition.y += shift;
+ }
+ } else {
+ for (uint32_t i = aChunkStart; i < aChunkEnd; i++) {
+ aCharPositions[i].mPosition.x += shift;
+ }
+ }
+ }
+}
+
+void SVGTextFrame::AdjustChunksForLineBreaks() {
+ nsBlockFrame* block = do_QueryFrame(PrincipalChildList().FirstChild());
+ NS_ASSERTION(block, "expected block frame");
+
+ nsBlockFrame::LineIterator line = block->LinesBegin();
+
+ CharIterator it(this, CharIterator::eOriginal, /* aSubtree */ nullptr);
+ while (!it.AtEnd() && line != block->LinesEnd()) {
+ if (it.TextFrame() == line->mFirstChild) {
+ mPositions[it.TextElementCharIndex()].mStartOfChunk = true;
+ line++;
+ }
+ it.AdvancePastCurrentFrame();
+ }
+}
+
+void SVGTextFrame::AdjustPositionsForClusters() {
+ nsPresContext* presContext = PresContext();
+
+ // Find all of the characters that are in the middle of a cluster or
+ // ligature group, and adjust their positions and rotations to match
+ // the first character of the cluster/group.
+ //
+ // Also move the boundaries of text rendered runs and anchored chunks to
+ // not lie in the middle of cluster/group.
+
+ // The partial advance of the current cluster or ligature group that we
+ // have accumulated.
+ gfxFloat partialAdvance = 0.0;
+
+ CharIterator it(this, CharIterator::eUnskipped, /* aSubtree */ nullptr);
+ while (!it.AtEnd()) {
+ if (it.IsClusterAndLigatureGroupStart()) {
+ // If we're at the start of a new cluster or ligature group, reset our
+ // accumulated partial advance.
+ partialAdvance = 0.0;
+ } else {
+ // Otherwise, we're in the middle of a cluster or ligature group, and
+ // we need to use the currently accumulated partial advance to adjust
+ // the character's position and rotation.
+
+ // Find the start of the cluster/ligature group.
+ uint32_t charIndex = it.TextElementCharIndex();
+ uint32_t startIndex = it.GlyphStartTextElementCharIndex();
+ MOZ_ASSERT(charIndex != startIndex,
+ "If the current character is in the middle of a cluster or "
+ "ligature group, then charIndex must be different from "
+ "startIndex");
+
+ mPositions[charIndex].mClusterOrLigatureGroupMiddle = true;
+
+ // Don't allow different rotations on ligature parts.
+ bool rotationAdjusted = false;
+ double angle = mPositions[startIndex].mAngle;
+ if (mPositions[charIndex].mAngle != angle) {
+ mPositions[charIndex].mAngle = angle;
+ rotationAdjusted = true;
+ }
+
+ // Update the character position.
+ gfxFloat advance = partialAdvance / mFontSizeScaleFactor;
+ gfxPoint direction = gfxPoint(cos(angle), sin(angle)) *
+ (it.TextRun()->IsRightToLeft() ? -1.0 : 1.0);
+ if (it.TextRun()->IsVertical()) {
+ std::swap(direction.x, direction.y);
+ }
+ mPositions[charIndex].mPosition =
+ mPositions[startIndex].mPosition + direction * advance;
+
+ // Ensure any runs that would end in the middle of a ligature now end just
+ // after the ligature.
+ if (mPositions[charIndex].mRunBoundary) {
+ mPositions[charIndex].mRunBoundary = false;
+ if (charIndex + 1 < mPositions.Length()) {
+ mPositions[charIndex + 1].mRunBoundary = true;
+ }
+ } else if (rotationAdjusted) {
+ if (charIndex + 1 < mPositions.Length()) {
+ mPositions[charIndex + 1].mRunBoundary = true;
+ }
+ }
+
+ // Ensure any anchored chunks that would begin in the middle of a ligature
+ // now begin just after the ligature.
+ if (mPositions[charIndex].mStartOfChunk) {
+ mPositions[charIndex].mStartOfChunk = false;
+ if (charIndex + 1 < mPositions.Length()) {
+ mPositions[charIndex + 1].mStartOfChunk = true;
+ }
+ }
+ }
+
+ // Accumulate the current character's partial advance.
+ partialAdvance += it.GetAdvance(presContext);
+
+ it.Next();
+ }
+}
+
+already_AddRefed<Path> SVGTextFrame::GetTextPath(nsIFrame* aTextPathFrame) {
+ nsIContent* content = aTextPathFrame->GetContent();
+ SVGTextPathElement* tp = static_cast<SVGTextPathElement*>(content);
+ if (tp->mPath.IsRendered()) {
+ // This is just an attribute so there's no transform that can apply
+ // so we can just return the path directly.
+ return tp->mPath.GetAnimValue().BuildPathForMeasuring();
+ }
+
+ SVGGeometryElement* geomElement =
+ SVGObserverUtils::GetAndObserveTextPathsPath(aTextPathFrame);
+ if (!geomElement) {
+ return nullptr;
+ }
+
+ RefPtr<Path> path = geomElement->GetOrBuildPathForMeasuring();
+ if (!path) {
+ return nullptr;
+ }
+
+ gfxMatrix matrix = geomElement->PrependLocalTransformsTo(gfxMatrix());
+ if (!matrix.IsIdentity()) {
+ // Apply the geometry element's transform
+ RefPtr<PathBuilder> builder =
+ path->TransformedCopyToBuilder(ToMatrix(matrix));
+ path = builder->Finish();
+ }
+
+ return path.forget();
+}
+
+gfxFloat SVGTextFrame::GetOffsetScale(nsIFrame* aTextPathFrame) {
+ nsIContent* content = aTextPathFrame->GetContent();
+ SVGTextPathElement* tp = static_cast<SVGTextPathElement*>(content);
+ if (tp->mPath.IsRendered()) {
+ // A path attribute has no pathLength or transform
+ // so we return a unit scale.
+ return 1.0;
+ }
+
+ SVGGeometryElement* geomElement =
+ SVGObserverUtils::GetAndObserveTextPathsPath(aTextPathFrame);
+ if (!geomElement) {
+ return 1.0;
+ }
+ return geomElement->GetPathLengthScale(SVGGeometryElement::eForTextPath);
+}
+
+gfxFloat SVGTextFrame::GetStartOffset(nsIFrame* aTextPathFrame) {
+ SVGTextPathElement* tp =
+ static_cast<SVGTextPathElement*>(aTextPathFrame->GetContent());
+ SVGAnimatedLength* length =
+ &tp->mLengthAttributes[SVGTextPathElement::STARTOFFSET];
+
+ if (length->IsPercentage()) {
+ RefPtr<Path> data = GetTextPath(aTextPathFrame);
+ return data ? length->GetAnimValInSpecifiedUnits() * data->ComputeLength() /
+ 100.0
+ : 0.0;
+ }
+ return length->GetAnimValue(tp) * GetOffsetScale(aTextPathFrame);
+}
+
+void SVGTextFrame::DoTextPathLayout() {
+ nsPresContext* context = PresContext();
+
+ CharIterator it(this, CharIterator::eOriginal, /* aSubtree */ nullptr);
+ while (!it.AtEnd()) {
+ nsIFrame* textPathFrame = it.TextPathFrame();
+ if (!textPathFrame) {
+ // Skip past this frame if we're not in a text path.
+ it.AdvancePastCurrentFrame();
+ continue;
+ }
+
+ // Get the path itself.
+ RefPtr<Path> path = GetTextPath(textPathFrame);
+ if (!path) {
+ uint32_t start = it.TextElementCharIndex();
+ it.AdvancePastCurrentTextPathFrame();
+ uint32_t end = it.TextElementCharIndex();
+ for (uint32_t i = start; i < end; i++) {
+ mPositions[i].mHidden = true;
+ }
+ continue;
+ }
+
+ SVGTextPathElement* textPath =
+ static_cast<SVGTextPathElement*>(textPathFrame->GetContent());
+ uint16_t side =
+ textPath->EnumAttributes()[SVGTextPathElement::SIDE].GetAnimValue();
+
+ gfxFloat offset = GetStartOffset(textPathFrame);
+ Float pathLength = path->ComputeLength();
+
+ // If the first character within the text path is in the middle of a
+ // cluster or ligature group, just skip it and don't apply text path
+ // positioning.
+ while (!it.AtEnd()) {
+ if (it.IsOriginalCharSkipped()) {
+ it.Next();
+ continue;
+ }
+ if (it.IsClusterAndLigatureGroupStart()) {
+ break;
+ }
+ it.Next();
+ }
+
+ bool skippedEndOfTextPath = false;
+
+ // Loop for each character in the text path.
+ while (!it.AtEnd() && it.TextPathFrame() &&
+ it.TextPathFrame()->GetContent() == textPath) {
+ // The index of the cluster or ligature group's first character.
+ uint32_t i = it.TextElementCharIndex();
+
+ // The index of the next character of the cluster or ligature.
+ // We track this as we loop over the characters below so that we
+ // can detect undisplayed characters and append entries into
+ // partialAdvances for them.
+ uint32_t j = i + 1;
+
+ MOZ_ASSERT(!mPositions[i].mClusterOrLigatureGroupMiddle);
+
+ gfxFloat sign = it.TextRun()->IsRightToLeft() ? -1.0 : 1.0;
+ bool vertical = it.TextRun()->IsVertical();
+
+ // Compute cumulative advances for each character of the cluster or
+ // ligature group.
+ AutoTArray<gfxFloat, 4> partialAdvances;
+ gfxFloat partialAdvance = it.GetAdvance(context);
+ partialAdvances.AppendElement(partialAdvance);
+ while (it.Next()) {
+ // Append entries for any undisplayed characters the CharIterator
+ // skipped over.
+ MOZ_ASSERT(j <= it.TextElementCharIndex());
+ while (j < it.TextElementCharIndex()) {
+ partialAdvances.AppendElement(partialAdvance);
+ ++j;
+ }
+ // This loop may end up outside of the current text path, but
+ // that's OK; we'll consider any complete cluster or ligature
+ // group that begins inside the text path as being affected
+ // by it.
+ if (it.IsOriginalCharSkipped()) {
+ if (!it.TextPathFrame()) {
+ skippedEndOfTextPath = true;
+ break;
+ }
+ // Leave partialAdvance unchanged.
+ } else if (it.IsClusterAndLigatureGroupStart()) {
+ break;
+ } else {
+ partialAdvance += it.GetAdvance(context);
+ }
+ partialAdvances.AppendElement(partialAdvance);
+ }
+ if (skippedEndOfTextPath) {
+ break;
+ }
+
+ // Any final undisplayed characters the CharIterator skipped over.
+ MOZ_ASSERT(j <= it.TextElementCharIndex());
+ while (j < it.TextElementCharIndex()) {
+ partialAdvances.AppendElement(partialAdvance);
+ ++j;
+ }
+
+ gfxFloat halfAdvance =
+ partialAdvances.LastElement() / mFontSizeScaleFactor / 2.0;
+ gfxFloat midx =
+ (vertical ? mPositions[i].mPosition.y : mPositions[i].mPosition.x) +
+ sign * halfAdvance + offset;
+
+ // Hide the character if it falls off the end of the path.
+ mPositions[i].mHidden = midx < 0 || midx > pathLength;
+
+ // Position the character on the path at the right angle.
+ Point tangent; // Unit vector tangent to the point we find.
+ Point pt;
+ if (side == TEXTPATH_SIDETYPE_RIGHT) {
+ pt = path->ComputePointAtLength(Float(pathLength - midx), &tangent);
+ tangent = -tangent;
+ } else {
+ pt = path->ComputePointAtLength(Float(midx), &tangent);
+ }
+ Float rotation = vertical ? atan2f(-tangent.x, tangent.y)
+ : atan2f(tangent.y, tangent.x);
+ Point normal(-tangent.y, tangent.x); // Unit vector normal to the point.
+ Point offsetFromPath = normal * (vertical ? -mPositions[i].mPosition.x
+ : mPositions[i].mPosition.y);
+ pt += offsetFromPath;
+ Point direction = tangent * sign;
+ mPositions[i].mPosition =
+ ThebesPoint(pt) - ThebesPoint(direction) * halfAdvance;
+ mPositions[i].mAngle += rotation;
+
+ // Position any characters for a partial ligature.
+ for (uint32_t k = i + 1; k < j; k++) {
+ gfxPoint partialAdvance = ThebesPoint(direction) *
+ partialAdvances[k - i] / mFontSizeScaleFactor;
+ mPositions[k].mPosition = mPositions[i].mPosition + partialAdvance;
+ mPositions[k].mAngle = mPositions[i].mAngle;
+ mPositions[k].mHidden = mPositions[i].mHidden;
+ }
+ }
+ }
+}
+
+void SVGTextFrame::DoAnchoring() {
+ nsPresContext* presContext = PresContext();
+
+ CharIterator it(this, CharIterator::eOriginal, /* aSubtree */ nullptr);
+
+ // Don't need to worry about skipped or trimmed characters.
+ while (!it.AtEnd() &&
+ (it.IsOriginalCharSkipped() || it.IsOriginalCharTrimmed())) {
+ it.Next();
+ }
+
+ bool vertical = GetWritingMode().IsVertical();
+ uint32_t start = it.TextElementCharIndex();
+ while (start < mPositions.Length()) {
+ it.AdvanceToCharacter(start);
+ nsTextFrame* chunkFrame = it.TextFrame();
+
+ // Measure characters in this chunk to find the left-most and right-most
+ // edges of all glyphs within the chunk.
+ uint32_t index = it.TextElementCharIndex();
+ uint32_t end = start;
+ gfxFloat left = std::numeric_limits<gfxFloat>::infinity();
+ gfxFloat right = -std::numeric_limits<gfxFloat>::infinity();
+ do {
+ if (!it.IsOriginalCharSkipped() && !it.IsOriginalCharTrimmed()) {
+ gfxFloat advance = it.GetAdvance(presContext) / mFontSizeScaleFactor;
+ gfxFloat pos = it.TextRun()->IsVertical()
+ ? mPositions[index].mPosition.y
+ : mPositions[index].mPosition.x;
+ if (it.TextRun()->IsRightToLeft()) {
+ left = std::min(left, pos - advance);
+ right = std::max(right, pos);
+ } else {
+ left = std::min(left, pos);
+ right = std::max(right, pos + advance);
+ }
+ }
+ it.Next();
+ index = end = it.TextElementCharIndex();
+ } while (!it.AtEnd() && !mPositions[end].mStartOfChunk);
+
+ if (left != std::numeric_limits<gfxFloat>::infinity()) {
+ bool isRTL =
+ chunkFrame->StyleVisibility()->mDirection == StyleDirection::Rtl;
+ TextAnchorSide anchor = ConvertLogicalTextAnchorToPhysical(
+ chunkFrame->StyleSVG()->mTextAnchor, isRTL);
+
+ ShiftAnchoredChunk(mPositions, start, end, left, right, anchor, vertical);
+ }
+
+ start = it.TextElementCharIndex();
+ }
+}
+
+void SVGTextFrame::DoGlyphPositioning() {
+ mPositions.Clear();
+ RemoveStateBits(NS_STATE_SVG_POSITIONING_DIRTY);
+
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (kid && kid->IsSubtreeDirty()) {
+ MOZ_ASSERT(false, "should have already reflowed the kid");
+ return;
+ }
+
+ // Since we can be called directly via GetBBoxContribution, our correspondence
+ // may not be up to date.
+ TextNodeCorrespondenceRecorder::RecordCorrespondence(this);
+
+ // Determine the positions of each character in app units.
+ nsTArray<nsPoint> charPositions;
+ DetermineCharPositions(charPositions);
+
+ if (charPositions.IsEmpty()) {
+ // No characters, so nothing to do.
+ return;
+ }
+
+ // If the textLength="" attribute was specified, then we need ResolvePositions
+ // to record that a new run starts with each glyph.
+ SVGTextContentElement* element =
+ static_cast<SVGTextContentElement*>(GetContent());
+ SVGAnimatedLength* textLengthAttr =
+ element->GetAnimatedLength(nsGkAtoms::textLength);
+ uint16_t lengthAdjust =
+ element->EnumAttributes()[SVGTextContentElement::LENGTHADJUST]
+ .GetAnimValue();
+ bool adjustingTextLength = textLengthAttr->IsExplicitlySet();
+ float expectedTextLength = textLengthAttr->GetAnimValue(element);
+
+ if (adjustingTextLength &&
+ (expectedTextLength < 0.0f || lengthAdjust == LENGTHADJUST_UNKNOWN)) {
+ // If textLength="" is less than zero or lengthAdjust is unknown, ignore it.
+ adjustingTextLength = false;
+ }
+
+ // Get the x, y, dx, dy, rotate values for the subtree.
+ nsTArray<gfxPoint> deltas;
+ if (!ResolvePositions(deltas, adjustingTextLength)) {
+ // If ResolvePositions returned false, it means either there were some
+ // characters in the DOM but none of them are displayed, or there was
+ // an error in processing mPositions. Clear out mPositions so that we don't
+ // attempt to do any painting later.
+ mPositions.Clear();
+ return;
+ }
+
+ // XXX We might be able to do less work when there is at most a single
+ // x/y/dx/dy position.
+
+ // Truncate the positioning arrays to the actual number of characters present.
+ TruncateTo(deltas, charPositions);
+ TruncateTo(mPositions, charPositions);
+
+ // Fill in an unspecified character position at index 0.
+ if (!mPositions[0].IsXSpecified()) {
+ mPositions[0].mPosition.x = 0.0;
+ }
+ if (!mPositions[0].IsYSpecified()) {
+ mPositions[0].mPosition.y = 0.0;
+ }
+ if (!mPositions[0].IsAngleSpecified()) {
+ mPositions[0].mAngle = 0.0;
+ }
+
+ nsPresContext* presContext = PresContext();
+ bool vertical = GetWritingMode().IsVertical();
+
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+ double factor = cssPxPerDevPx / mFontSizeScaleFactor;
+
+ // Determine how much to compress or expand glyph positions due to
+ // textLength="" and lengthAdjust="".
+ double adjustment = 0.0;
+ mLengthAdjustScaleFactor = 1.0f;
+ if (adjustingTextLength) {
+ nscoord frameLength =
+ vertical ? PrincipalChildList().FirstChild()->GetRect().height
+ : PrincipalChildList().FirstChild()->GetRect().width;
+ float actualTextLength = static_cast<float>(
+ presContext->AppUnitsToGfxUnits(frameLength) * factor);
+
+ switch (lengthAdjust) {
+ case LENGTHADJUST_SPACINGANDGLYPHS:
+ // Scale the glyphs and their positions.
+ if (actualTextLength > 0) {
+ mLengthAdjustScaleFactor = expectedTextLength / actualTextLength;
+ }
+ break;
+
+ default:
+ MOZ_ASSERT(lengthAdjust == LENGTHADJUST_SPACING);
+ // Just add space between each glyph.
+ int32_t adjustableSpaces = 0;
+ for (uint32_t i = 1; i < mPositions.Length(); i++) {
+ if (!mPositions[i].mUnaddressable) {
+ adjustableSpaces++;
+ }
+ }
+ if (adjustableSpaces) {
+ adjustment =
+ (expectedTextLength - actualTextLength) / adjustableSpaces;
+ }
+ break;
+ }
+ }
+
+ // Fill in any unspecified character positions based on the positions recorded
+ // in charPositions, and also add in the dx/dy values.
+ if (!deltas.IsEmpty()) {
+ mPositions[0].mPosition += deltas[0];
+ }
+
+ gfxFloat xLengthAdjustFactor = vertical ? 1.0 : mLengthAdjustScaleFactor;
+ gfxFloat yLengthAdjustFactor = vertical ? mLengthAdjustScaleFactor : 1.0;
+ for (uint32_t i = 1; i < mPositions.Length(); i++) {
+ // Fill in unspecified x position.
+ if (!mPositions[i].IsXSpecified()) {
+ nscoord d = charPositions[i].x - charPositions[i - 1].x;
+ mPositions[i].mPosition.x =
+ mPositions[i - 1].mPosition.x +
+ presContext->AppUnitsToGfxUnits(d) * factor * xLengthAdjustFactor;
+ if (!vertical && !mPositions[i].mUnaddressable) {
+ mPositions[i].mPosition.x += adjustment;
+ }
+ }
+ // Fill in unspecified y position.
+ if (!mPositions[i].IsYSpecified()) {
+ nscoord d = charPositions[i].y - charPositions[i - 1].y;
+ mPositions[i].mPosition.y =
+ mPositions[i - 1].mPosition.y +
+ presContext->AppUnitsToGfxUnits(d) * factor * yLengthAdjustFactor;
+ if (vertical && !mPositions[i].mUnaddressable) {
+ mPositions[i].mPosition.y += adjustment;
+ }
+ }
+ // Add in dx/dy.
+ if (i < deltas.Length()) {
+ mPositions[i].mPosition += deltas[i];
+ }
+ // Fill in unspecified rotation values.
+ if (!mPositions[i].IsAngleSpecified()) {
+ mPositions[i].mAngle = 0.0f;
+ }
+ }
+
+ MOZ_ASSERT(mPositions.Length() == charPositions.Length());
+
+ AdjustChunksForLineBreaks();
+ AdjustPositionsForClusters();
+ DoAnchoring();
+ DoTextPathLayout();
+}
+
+bool SVGTextFrame::ShouldRenderAsPath(nsTextFrame* aFrame,
+ bool& aShouldPaintSVGGlyphs) {
+ // Rendering to a clip path.
+ if (HasAnyStateBits(NS_STATE_SVG_CLIPPATH_CHILD)) {
+ aShouldPaintSVGGlyphs = false;
+ return true;
+ }
+
+ aShouldPaintSVGGlyphs = true;
+
+ const nsStyleSVG* style = aFrame->StyleSVG();
+
+ // Fill is a non-solid paint, has a non-default fill-rule or has
+ // non-1 opacity.
+ if (!(style->mFill.kind.IsNone() ||
+ (style->mFill.kind.IsColor() && style->mFillOpacity.IsOpacity() &&
+ style->mFillOpacity.AsOpacity() == 1))) {
+ return true;
+ }
+
+ // Text has a stroke.
+ if (style->HasStroke()) {
+ if (style->mStrokeWidth.IsContextValue()) {
+ return true;
+ }
+ if (SVGContentUtils::CoordToFloat(
+ static_cast<SVGElement*>(GetContent()),
+ style->mStrokeWidth.AsLengthPercentage()) > 0) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void SVGTextFrame::ScheduleReflowSVG() {
+ if (mState & NS_FRAME_IS_NONDISPLAY) {
+ ScheduleReflowSVGNonDisplayText(
+ IntrinsicDirty::FrameAncestorsAndDescendants);
+ } else {
+ SVGUtils::ScheduleReflowSVG(this);
+ }
+}
+
+void SVGTextFrame::NotifyGlyphMetricsChange() {
+ // TODO: perf - adding NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY is overly
+ // aggressive here. Ideally we would only set that bit when our descendant
+ // frame tree changes (i.e. after frame construction).
+ AddStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY |
+ NS_STATE_SVG_POSITIONING_DIRTY);
+ nsLayoutUtils::PostRestyleEvent(mContent->AsElement(), RestyleHint{0},
+ nsChangeHint_InvalidateRenderingObservers);
+ ScheduleReflowSVG();
+}
+
+void SVGTextFrame::UpdateGlyphPositioning() {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (!kid) {
+ return;
+ }
+
+ if (mState & NS_STATE_SVG_POSITIONING_DIRTY) {
+ DoGlyphPositioning();
+ }
+}
+
+void SVGTextFrame::MaybeResolveBidiForAnonymousBlockChild() {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+
+ if (kid && kid->HasAnyStateBits(NS_BLOCK_NEEDS_BIDI_RESOLUTION) &&
+ PresContext()->BidiEnabled()) {
+ MOZ_ASSERT(static_cast<nsBlockFrame*>(do_QueryFrame(kid)),
+ "Expect anonymous child to be an nsBlockFrame");
+ nsBidiPresUtils::Resolve(static_cast<nsBlockFrame*>(kid));
+ }
+}
+
+void SVGTextFrame::MaybeReflowAnonymousBlockChild() {
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (!kid) {
+ return;
+ }
+
+ NS_ASSERTION(!kid->HasAnyStateBits(NS_FRAME_IN_REFLOW),
+ "should not be in reflow when about to reflow again");
+
+ if (IsSubtreeDirty()) {
+ if (mState & NS_FRAME_IS_DIRTY) {
+ // If we require a full reflow, ensure our kid is marked fully dirty.
+ // (Note that our anonymous nsBlockFrame is not an ISVGDisplayableFrame,
+ // so even when we are called via our ReflowSVG this will not be done for
+ // us by SVGDisplayContainerFrame::ReflowSVG.)
+ kid->MarkSubtreeDirty();
+ }
+
+ // The RecordCorrespondence and DoReflow calls can result in new text frames
+ // being created (due to bidi resolution or reflow). We set this bit to
+ // guard against unnecessarily calling back in to
+ // ScheduleReflowSVGNonDisplayText from nsIFrame::DidSetComputedStyle on
+ // those new text frames.
+ AddStateBits(NS_STATE_SVG_TEXT_IN_REFLOW);
+
+ TextNodeCorrespondenceRecorder::RecordCorrespondence(this);
+
+ MOZ_ASSERT(SVGUtils::AnyOuterSVGIsCallingReflowSVG(this),
+ "should be under ReflowSVG");
+ nsPresContext::InterruptPreventer noInterrupts(PresContext());
+ DoReflow();
+
+ RemoveStateBits(NS_STATE_SVG_TEXT_IN_REFLOW);
+ }
+}
+
+void SVGTextFrame::DoReflow() {
+ MOZ_ASSERT(HasAnyStateBits(NS_STATE_SVG_TEXT_IN_REFLOW));
+
+ // Since we are going to reflow the anonymous block frame, we will
+ // need to update mPositions.
+ // We also mark our text correspondence as dirty since we can end up needing
+ // reflow in ways that do not set NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY.
+ // (We'd then fail the "expected a TextNodeCorrespondenceProperty" assertion
+ // when UpdateGlyphPositioning() is called after we return.)
+ AddStateBits(NS_STATE_SVG_TEXT_CORRESPONDENCE_DIRTY |
+ NS_STATE_SVG_POSITIONING_DIRTY);
+
+ if (mState & NS_FRAME_IS_NONDISPLAY) {
+ // Normally, these dirty flags would be cleared in ReflowSVG(), but that
+ // doesn't get called for non-display frames. We don't want to reflow our
+ // descendants every time SVGTextFrame::PaintSVG makes sure that we have
+ // valid positions by calling UpdateGlyphPositioning(), so we need to clear
+ // these dirty bits. Note that this also breaks an invalidation loop where
+ // our descendants invalidate as they reflow, which invalidates rendering
+ // observers, which reschedules the frame that is currently painting by
+ // referencing us to paint again. See bug 839958 comment 7. Hopefully we
+ // will break that loop more convincingly at some point.
+ RemoveStateBits(NS_FRAME_IS_DIRTY | NS_FRAME_HAS_DIRTY_CHILDREN);
+ }
+
+ nsPresContext* presContext = PresContext();
+ nsIFrame* kid = PrincipalChildList().FirstChild();
+ if (!kid) {
+ return;
+ }
+
+ RefPtr<gfxContext> renderingContext =
+ presContext->PresShell()->CreateReferenceRenderingContext();
+
+ if (UpdateFontSizeScaleFactor()) {
+ // If the font size scale factor changed, we need the block to report
+ // an updated preferred width.
+ kid->MarkIntrinsicISizesDirty();
+ }
+
+ nscoord inlineSize = kid->GetPrefISize(renderingContext);
+ WritingMode wm = kid->GetWritingMode();
+ ReflowInput reflowInput(presContext, kid, renderingContext,
+ LogicalSize(wm, inlineSize, NS_UNCONSTRAINEDSIZE));
+ ReflowOutput desiredSize(reflowInput);
+ nsReflowStatus status;
+
+ NS_ASSERTION(
+ reflowInput.ComputedPhysicalBorderPadding() == nsMargin(0, 0, 0, 0) &&
+ reflowInput.ComputedPhysicalMargin() == nsMargin(0, 0, 0, 0),
+ "style system should ensure that :-moz-svg-text "
+ "does not get styled");
+
+ kid->Reflow(presContext, desiredSize, reflowInput, status);
+ kid->DidReflow(presContext, &reflowInput);
+ kid->SetSize(wm, desiredSize.Size(wm));
+}
+
+// Usable font size range in devpixels / user-units
+#define CLAMP_MIN_SIZE 8.0
+#define CLAMP_MAX_SIZE 200.0
+#define PRECISE_SIZE 200.0
+
+bool SVGTextFrame::UpdateFontSizeScaleFactor() {
+ double oldFontSizeScaleFactor = mFontSizeScaleFactor;
+
+ nsPresContext* presContext = PresContext();
+
+ bool geometricPrecision = false;
+ CSSCoord min = std::numeric_limits<float>::max();
+ CSSCoord max = std::numeric_limits<float>::min();
+ bool anyText = false;
+
+ // Find the minimum and maximum font sizes used over all the
+ // nsTextFrames.
+ TextFrameIterator it(this);
+ nsTextFrame* f = it.Current();
+ while (f) {
+ if (!geometricPrecision) {
+ // Unfortunately we can't treat text-rendering:geometricPrecision
+ // separately for each text frame.
+ geometricPrecision = f->StyleText()->mTextRendering ==
+ StyleTextRendering::Geometricprecision;
+ }
+ const auto& fontSize = f->StyleFont()->mFont.size;
+ if (!fontSize.IsZero()) {
+ min = std::min(min, fontSize.ToCSSPixels());
+ max = std::max(max, fontSize.ToCSSPixels());
+ anyText = true;
+ }
+ f = it.Next();
+ }
+
+ if (!anyText) {
+ // No text, so no need for scaling.
+ mFontSizeScaleFactor = 1.0;
+ return mFontSizeScaleFactor != oldFontSizeScaleFactor;
+ }
+
+ if (geometricPrecision) {
+ // We want to ensure minSize is scaled to PRECISE_SIZE.
+ mFontSizeScaleFactor = PRECISE_SIZE / min;
+ return mFontSizeScaleFactor != oldFontSizeScaleFactor;
+ }
+
+ // When we are non-display, we could be painted in different coordinate
+ // spaces, and we don't want to have to reflow for each of these. We
+ // just assume that the context scale is 1.0 for them all, so we don't
+ // get stuck with a font size scale factor based on whichever referencing
+ // frame happens to reflow first.
+ double contextScale = 1.0;
+ if (!(mState & NS_FRAME_IS_NONDISPLAY)) {
+ gfxMatrix m(GetCanvasTM());
+ if (!m.IsSingular()) {
+ contextScale = GetContextScale(m);
+ if (!std::isfinite(contextScale)) {
+ contextScale = 1.0f;
+ }
+ }
+ }
+ mLastContextScale = contextScale;
+
+ // But we want to ignore any scaling required due to HiDPI displays, since
+ // regular CSS text frames will still create text runs using the font size
+ // in CSS pixels, and we want SVG text to have the same rendering as HTML
+ // text for regular font sizes.
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+ contextScale *= cssPxPerDevPx;
+
+ double minTextRunSize = min * contextScale;
+ double maxTextRunSize = max * contextScale;
+
+ if (minTextRunSize >= CLAMP_MIN_SIZE && maxTextRunSize <= CLAMP_MAX_SIZE) {
+ // We are already in the ideal font size range for all text frames,
+ // so we only have to take into account the contextScale.
+ mFontSizeScaleFactor = contextScale;
+ } else if (max / min > CLAMP_MAX_SIZE / CLAMP_MIN_SIZE) {
+ // We can't scale the font sizes so that all of the text frames lie
+ // within our ideal font size range.
+ // Heuristically, if the maxTextRunSize is within the CLAMP_MAX_SIZE
+ // as a reasonable value, it's likely to be the user's intent to
+ // get a valid font for the maxTextRunSize one, we should honor it.
+ // The same for minTextRunSize.
+ if (maxTextRunSize <= CLAMP_MAX_SIZE) {
+ mFontSizeScaleFactor = CLAMP_MAX_SIZE / max;
+ } else if (minTextRunSize >= CLAMP_MIN_SIZE) {
+ mFontSizeScaleFactor = CLAMP_MIN_SIZE / min;
+ } else {
+ // So maxTextRunSize is too big, minTextRunSize is too small,
+ // we can't really do anything for this case, just leave it as is.
+ mFontSizeScaleFactor = contextScale;
+ }
+ } else if (minTextRunSize < CLAMP_MIN_SIZE) {
+ mFontSizeScaleFactor = CLAMP_MIN_SIZE / min;
+ } else {
+ mFontSizeScaleFactor = CLAMP_MAX_SIZE / max;
+ }
+
+ return mFontSizeScaleFactor != oldFontSizeScaleFactor;
+}
+
+double SVGTextFrame::GetFontSizeScaleFactor() const {
+ return mFontSizeScaleFactor;
+}
+
+/**
+ * Take aPoint, which is in the <text> element's user space, and convert
+ * it to the appropriate frame user space of aChildFrame according to
+ * which rendered run the point hits.
+ */
+Point SVGTextFrame::TransformFramePointToTextChild(
+ const Point& aPoint, const nsIFrame* aChildFrame) {
+ NS_ASSERTION(aChildFrame && nsLayoutUtils::GetClosestFrameOfType(
+ aChildFrame->GetParent(),
+ LayoutFrameType::SVGText) == this,
+ "aChildFrame must be a descendant of this frame");
+
+ UpdateGlyphPositioning();
+
+ nsPresContext* presContext = PresContext();
+
+ // Add in the mRect offset to aPoint, as that will have been taken into
+ // account when transforming the point from the ancestor frame down
+ // to this one.
+ float cssPxPerDevPx = nsPresContext::AppUnitsToFloatCSSPixels(
+ presContext->AppUnitsPerDevPixel());
+ float factor = AppUnitsPerCSSPixel();
+ Point framePosition(NSAppUnitsToFloatPixels(mRect.x, factor),
+ NSAppUnitsToFloatPixels(mRect.y, factor));
+ Point pointInUserSpace = aPoint * cssPxPerDevPx + framePosition;
+
+ // Find the closest rendered run for the text frames beneath aChildFrame.
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eAllFrames,
+ aChildFrame);
+ TextRenderedRun hit;
+ gfxPoint pointInRun;
+ nscoord dx = nscoord_MAX;
+ nscoord dy = nscoord_MAX;
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ uint32_t flags = TextRenderedRun::eIncludeFill |
+ TextRenderedRun::eIncludeStroke |
+ TextRenderedRun::eNoHorizontalOverflow;
+ gfxRect runRect =
+ run.GetRunUserSpaceRect(presContext, flags).ToThebesRect();
+
+ gfxMatrix m = run.GetTransformFromRunUserSpaceToUserSpace(presContext);
+ if (!m.Invert()) {
+ return aPoint;
+ }
+ gfxPoint pointInRunUserSpace =
+ m.TransformPoint(ThebesPoint(pointInUserSpace));
+
+ if (Inside(runRect, pointInRunUserSpace)) {
+ // The point was inside the rendered run's rect, so we choose it.
+ dx = 0;
+ dy = 0;
+ pointInRun = pointInRunUserSpace;
+ hit = run;
+ } else if (nsLayoutUtils::PointIsCloserToRect(pointInRunUserSpace, runRect,
+ dx, dy)) {
+ // The point was closer to this rendered run's rect than any others
+ // we've seen so far.
+ pointInRun.x =
+ clamped(pointInRunUserSpace.x.value, runRect.X(), runRect.XMost());
+ pointInRun.y =
+ clamped(pointInRunUserSpace.y.value, runRect.Y(), runRect.YMost());
+ hit = run;
+ }
+ }
+
+ if (!hit.mFrame) {
+ // We didn't find any rendered runs for the frame.
+ return aPoint;
+ }
+
+ // Return the point in user units relative to the nsTextFrame,
+ // but taking into account mFontSizeScaleFactor.
+ gfxMatrix m = hit.GetTransformFromRunUserSpaceToFrameUserSpace(presContext);
+ m.PreScale(mFontSizeScaleFactor, mFontSizeScaleFactor);
+ return ToPoint(m.TransformPoint(pointInRun) / cssPxPerDevPx);
+}
+
+/**
+ * For each rendered run beneath aChildFrame, translate aRect from
+ * aChildFrame to the run's text frame, transform it then into
+ * the run's frame user space, intersect it with the run's
+ * frame user space rect, then transform it up to user space.
+ * The result is the union of all of these.
+ */
+gfxRect SVGTextFrame::TransformFrameRectFromTextChild(
+ const nsRect& aRect, const nsIFrame* aChildFrame) {
+ NS_ASSERTION(aChildFrame && nsLayoutUtils::GetClosestFrameOfType(
+ aChildFrame->GetParent(),
+ LayoutFrameType::SVGText) == this,
+ "aChildFrame must be a descendant of this frame");
+
+ UpdateGlyphPositioning();
+
+ nsPresContext* presContext = PresContext();
+
+ gfxRect result;
+ TextRenderedRunIterator it(this, TextRenderedRunIterator::eAllFrames,
+ aChildFrame);
+ for (TextRenderedRun run = it.Current(); run.mFrame; run = it.Next()) {
+ // First, translate aRect from aChildFrame to this run's frame.
+ nsRect rectInTextFrame = aRect + aChildFrame->GetOffsetTo(run.mFrame);
+
+ // Scale it into frame user space.
+ gfxRect rectInFrameUserSpace = AppUnitsToFloatCSSPixels(
+ gfxRect(rectInTextFrame.x, rectInTextFrame.y, rectInTextFrame.width,
+ rectInTextFrame.height),
+ presContext);
+
+ // Intersect it with the run.
+ uint32_t flags =
+ TextRenderedRun::eIncludeFill | TextRenderedRun::eIncludeStroke;
+
+ if (rectInFrameUserSpace.IntersectRect(
+ rectInFrameUserSpace,
+ run.GetFrameUserSpaceRect(presContext, flags).ToThebesRect())) {
+ // Transform it up to user space of the <text>
+ gfxMatrix m = run.GetTransformFromRunUserSpaceToUserSpace(presContext);
+ gfxRect rectInUserSpace = m.TransformRect(rectInFrameUserSpace);
+
+ // Union it into the result.
+ result.UnionRect(result, rectInUserSpace);
+ }
+ }
+
+ // Subtract the mRect offset from the result, as our user space for
+ // this frame is relative to the top-left of mRect.
+ float factor = AppUnitsPerCSSPixel();
+ gfxPoint framePosition(NSAppUnitsToFloatPixels(mRect.x, factor),
+ NSAppUnitsToFloatPixels(mRect.y, factor));
+
+ return result - framePosition;
+}
+
+Rect SVGTextFrame::TransformFrameRectFromTextChild(
+ const Rect& aRect, const nsIFrame* aChildFrame) {
+ nscoord appUnitsPerDevPixel = PresContext()->AppUnitsPerDevPixel();
+ nsRect r = LayoutDevicePixel::ToAppUnits(
+ LayoutDeviceRect::FromUnknownRect(aRect), appUnitsPerDevPixel);
+ gfxRect resultCssUnits = TransformFrameRectFromTextChild(r, aChildFrame);
+ float devPixelPerCSSPixel =
+ float(AppUnitsPerCSSPixel()) / appUnitsPerDevPixel;
+ resultCssUnits.Scale(devPixelPerCSSPixel);
+ return ToRect(resultCssUnits);
+}
+
+Point SVGTextFrame::TransformFramePointFromTextChild(
+ const Point& aPoint, const nsIFrame* aChildFrame) {
+ return TransformFrameRectFromTextChild(Rect(aPoint, Size(1, 1)), aChildFrame)
+ .TopLeft();
+}
+
+void SVGTextFrame::AppendDirectlyOwnedAnonBoxes(
+ nsTArray<OwnedAnonBox>& aResult) {
+ MOZ_ASSERT(PrincipalChildList().FirstChild(), "Must have our anon box");
+ aResult.AppendElement(OwnedAnonBox(PrincipalChildList().FirstChild()));
+}
+
+} // namespace mozilla