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This just removes a random subset of vertical writing mode bits that I grepped for. There's a ton more to do, but it seems best to do it in chunks. The key things for understanding this patch, isWritingModeRoot is always false and isHorizontalWritingMode is always true. Also, we're never flipped* modes of any kind, so we can undo any flipping. R=esprehn@chromium.org Review URL: https://codereview.chromium.org/688213002
105 lines
3.7 KiB
C++
105 lines
3.7 KiB
C++
/*
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* Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above
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* copyright notice, this list of conditions and the following
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* disclaimer.
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* 2. Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following
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* disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef Shape_h
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#define Shape_h
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#include "core/rendering/style/BasicShapes.h"
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#include "core/rendering/style/StyleImage.h"
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#include "platform/geometry/LayoutRect.h"
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#include "platform/geometry/RoundedRect.h"
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#include "platform/graphics/Path.h"
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#include "wtf/PassOwnPtr.h"
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#include "wtf/Vector.h"
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namespace blink {
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struct LineSegment {
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LineSegment()
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: logicalLeft(0)
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, logicalRight(0)
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, isValid(false)
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{
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}
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LineSegment(float logicalLeft, float logicalRight)
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: logicalLeft(logicalLeft)
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, logicalRight(logicalRight)
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, isValid(true)
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{
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}
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float logicalLeft;
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float logicalRight;
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bool isValid;
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};
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// A representation of a BasicShape that enables layout code to determine how to break a line up into segments
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// that will fit within or around a shape. The line is defined by a pair of logical Y coordinates and the
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// computed segments are returned as pairs of logical X coordinates. The BasicShape itself is defined in
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// physical coordinates.
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class Shape {
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public:
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struct DisplayPaths {
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Path shape;
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Path marginShape;
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};
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static PassOwnPtr<Shape> createShape(const BasicShape*, const LayoutSize& logicalBoxSize, float margin);
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static PassOwnPtr<Shape> createRasterShape(Image*, float threshold, const LayoutRect& imageRect, const LayoutRect& marginRect, float margin);
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static PassOwnPtr<Shape> createEmptyRasterShape(float margin);
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static PassOwnPtr<Shape> createLayoutBoxShape(const RoundedRect&, float margin);
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virtual ~Shape() { }
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virtual LayoutRect shapeMarginLogicalBoundingBox() const = 0;
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virtual bool isEmpty() const = 0;
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virtual LineSegment getExcludedInterval(LayoutUnit logicalTop, LayoutUnit logicalHeight) const = 0;
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bool lineOverlapsShapeMarginBounds(LayoutUnit lineTop, LayoutUnit lineHeight) const { return lineOverlapsBoundingBox(lineTop, lineHeight, shapeMarginLogicalBoundingBox()); }
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virtual void buildDisplayPaths(DisplayPaths&) const = 0;
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protected:
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float shapeMargin() const { return m_margin; }
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private:
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bool lineOverlapsBoundingBox(LayoutUnit lineTop, LayoutUnit lineHeight, const LayoutRect& rect) const
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{
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if (rect.isEmpty())
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return false;
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return (lineTop < rect.maxY() && lineTop + lineHeight > rect.y()) || (!lineHeight && lineTop == rect.y());
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}
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float m_margin;
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};
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} // namespace blink
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#endif // Shape_h
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