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      1 /**
      2  * Copyright (C) 2007 Rob Buis <buis (at) kde.org>
      3  *           (C) 2007 Nikolas Zimmermann <zimmermann (at) kde.org>
      4  *
      5  * This library is free software; you can redistribute it and/or
      6  * modify it under the terms of the GNU Library General Public
      7  * License as published by the Free Software Foundation; either
      8  * version 2 of the License, or (at your option) any later version.
      9  *
     10  * This library is distributed in the hope that it will be useful,
     11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
     12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13  * Library General Public License for more details.
     14  *
     15  * You should have received a copy of the GNU Library General Public License
     16  * along with this library; see the file COPYING.LIB.  If not, write to
     17  * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
     18  * Boston, MA 02110-1301, USA.
     19  *
     20  */
     21 
     22 #include "config.h"
     23 
     24 #if ENABLE(SVG)
     25 #include "SVGInlineTextBox.h"
     26 
     27 #include "Document.h"
     28 #include "Editor.h"
     29 #include "Frame.h"
     30 #include "GraphicsContext.h"
     31 #include "InlineFlowBox.h"
     32 #include "Range.h"
     33 #include "SVGPaintServer.h"
     34 #include "SVGRootInlineBox.h"
     35 #include "Text.h"
     36 
     37 #include <float.h>
     38 
     39 namespace WebCore {
     40 
     41 SVGInlineTextBox::SVGInlineTextBox(RenderObject* obj)
     42     : InlineTextBox(obj)
     43     , m_height(0)
     44 {
     45 }
     46 
     47 int SVGInlineTextBox::selectionTop()
     48 {
     49     return m_y;
     50 }
     51 
     52 int SVGInlineTextBox::selectionHeight()
     53 {
     54     return m_height;
     55 }
     56 
     57 SVGRootInlineBox* SVGInlineTextBox::svgRootInlineBox() const
     58 {
     59     // Find associated root inline box
     60     InlineFlowBox* parentBox = parent();
     61 
     62     while (parentBox && !parentBox->isRootInlineBox())
     63         parentBox = parentBox->parent();
     64 
     65     ASSERT(parentBox);
     66     ASSERT(parentBox->isRootInlineBox());
     67 
     68     if (!parentBox->isSVGRootInlineBox())
     69         return 0;
     70 
     71     return static_cast<SVGRootInlineBox*>(parentBox);
     72 }
     73 
     74 float SVGInlineTextBox::calculateGlyphWidth(RenderStyle* style, int offset, int extraCharsAvailable, int& charsConsumed, String& glyphName) const
     75 {
     76     ASSERT(style);
     77     return style->font().floatWidth(svgTextRunForInlineTextBox(textRenderer()->text()->characters() + offset, 1, style, this, 0), extraCharsAvailable, charsConsumed, glyphName);
     78 }
     79 
     80 float SVGInlineTextBox::calculateGlyphHeight(RenderStyle* style, int, int) const
     81 {
     82     // This is just a guess, and the only purpose of this function is to centralize this hack.
     83     // In real-life top-top-bottom scripts this won't be enough, I fear.
     84     return style->font().ascent() + style->font().descent();
     85 }
     86 
     87 FloatRect SVGInlineTextBox::calculateGlyphBoundaries(RenderStyle* style, int offset, const SVGChar& svgChar) const
     88 {
     89     const Font& font = style->font();
     90 
     91     // Take RTL text into account and pick right glyph width/height.
     92     float glyphWidth = 0.0f;
     93 
     94     // FIXME: account for multi-character glyphs
     95     int charsConsumed;
     96     String glyphName;
     97     if (direction() == LTR)
     98         glyphWidth = calculateGlyphWidth(style, offset, 0, charsConsumed, glyphName);
     99     else
    100         glyphWidth = calculateGlyphWidth(style, start() + end() - offset, 0, charsConsumed, glyphName);
    101 
    102     float x1 = svgChar.x;
    103     float x2 = svgChar.x + glyphWidth;
    104 
    105     float y1 = svgChar.y - font.ascent();
    106     float y2 = svgChar.y + font.descent();
    107 
    108     FloatRect glyphRect(x1, y1, x2 - x1, y2 - y1);
    109 
    110     // Take per-character transformations into account
    111     glyphRect = svgChar.characterTransform().mapRect(glyphRect);
    112 
    113     return glyphRect;
    114 }
    115 
    116 // Helper class for closestCharacterToPosition()
    117 struct SVGInlineTextBoxClosestCharacterToPositionWalker {
    118     SVGInlineTextBoxClosestCharacterToPositionWalker(int x, int y)
    119         : m_character(0)
    120         , m_distance(FLT_MAX)
    121         , m_x(x)
    122         , m_y(y)
    123         , m_offsetOfHitCharacter(0)
    124     {
    125     }
    126 
    127     void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
    128                               const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
    129     {
    130         RenderStyle* style = textBox->textRenderer()->style();
    131 
    132         Vector<SVGChar>::iterator closestCharacter = 0;
    133         unsigned int closestOffset = UINT_MAX;
    134 
    135         for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
    136             if (it->isHidden())
    137                 continue;
    138 
    139             unsigned int newOffset = textBox->start() + (it - start) + startOffset;
    140             FloatRect glyphRect = chunkCtm.mapRect(textBox->calculateGlyphBoundaries(style, newOffset, *it));
    141 
    142             // Take RTL text into account and pick right glyph width/height.
    143             // NOTE: This offset has to be corrected _after_ calling calculateGlyphBoundaries
    144             if (textBox->direction() == RTL)
    145                 newOffset = textBox->start() + textBox->end() - newOffset;
    146 
    147             // Calculate distances relative to the glyph mid-point. I hope this is accurate enough.
    148             float xDistance = glyphRect.x() + glyphRect.width() / 2.0f - m_x;
    149             float yDistance = glyphRect.y() - glyphRect.height() / 2.0f - m_y;
    150 
    151             float newDistance = sqrtf(xDistance * xDistance + yDistance * yDistance);
    152             if (newDistance <= m_distance) {
    153                 m_distance = newDistance;
    154                 closestOffset = newOffset;
    155                 closestCharacter = it;
    156             }
    157         }
    158 
    159         if (closestOffset != UINT_MAX) {
    160             // Record current chunk, if it contains the current closest character next to the mouse.
    161             m_character = closestCharacter;
    162             m_offsetOfHitCharacter = closestOffset;
    163         }
    164     }
    165 
    166     SVGChar* character() const
    167     {
    168         return m_character;
    169     }
    170 
    171     int offsetOfHitCharacter() const
    172     {
    173         if (!m_character)
    174             return 0;
    175 
    176         return m_offsetOfHitCharacter;
    177     }
    178 
    179 private:
    180     Vector<SVGChar>::iterator m_character;
    181     float m_distance;
    182 
    183     int m_x;
    184     int m_y;
    185     int m_offsetOfHitCharacter;
    186 };
    187 
    188 // Helper class for selectionRect()
    189 struct SVGInlineTextBoxSelectionRectWalker {
    190     SVGInlineTextBoxSelectionRectWalker()
    191     {
    192     }
    193 
    194     void chunkPortionCallback(SVGInlineTextBox* textBox, int startOffset, const AffineTransform& chunkCtm,
    195                               const Vector<SVGChar>::iterator& start, const Vector<SVGChar>::iterator& end)
    196     {
    197         RenderStyle* style = textBox->textRenderer()->style();
    198 
    199         for (Vector<SVGChar>::iterator it = start; it != end; ++it) {
    200             if (it->isHidden())
    201                 continue;
    202 
    203             unsigned int newOffset = textBox->start() + (it - start) + startOffset;
    204             m_selectionRect.unite(textBox->calculateGlyphBoundaries(style, newOffset, *it));
    205         }
    206 
    207         m_selectionRect = chunkCtm.mapRect(m_selectionRect);
    208     }
    209 
    210     FloatRect selectionRect() const
    211     {
    212         return m_selectionRect;
    213     }
    214 
    215 private:
    216     FloatRect m_selectionRect;
    217 };
    218 
    219 SVGChar* SVGInlineTextBox::closestCharacterToPosition(int x, int y, int& offsetOfHitCharacter) const
    220 {
    221     SVGRootInlineBox* rootBox = svgRootInlineBox();
    222     if (!rootBox)
    223         return 0;
    224 
    225     SVGInlineTextBoxClosestCharacterToPositionWalker walkerCallback(x, y);
    226     SVGTextChunkWalker<SVGInlineTextBoxClosestCharacterToPositionWalker> walker(&walkerCallback, &SVGInlineTextBoxClosestCharacterToPositionWalker::chunkPortionCallback);
    227 
    228     rootBox->walkTextChunks(&walker, this);
    229 
    230     offsetOfHitCharacter = walkerCallback.offsetOfHitCharacter();
    231     return walkerCallback.character();
    232 }
    233 
    234 bool SVGInlineTextBox::svgCharacterHitsPosition(int x, int y, int& closestOffsetInBox) const
    235 {
    236     int offsetOfHitCharacter = 0;
    237     SVGChar* charAtPosPtr = closestCharacterToPosition(x, y, offsetOfHitCharacter);
    238     if (!charAtPosPtr)
    239         return false;
    240 
    241     SVGChar& charAtPos = *charAtPosPtr;
    242     RenderStyle* style = textRenderer()->style(m_firstLine);
    243     FloatRect glyphRect = calculateGlyphBoundaries(style, offsetOfHitCharacter, charAtPos);
    244 
    245     // FIXME: Why?
    246     if (direction() == RTL)
    247         offsetOfHitCharacter++;
    248 
    249     // The caller actually the closest offset before/after the hit char
    250     // closestCharacterToPosition returns us offsetOfHitCharacter.
    251     closestOffsetInBox = offsetOfHitCharacter;
    252 
    253     // FIXME: (bug 13910) This code does not handle bottom-to-top/top-to-bottom vertical text.
    254 
    255     // Check whether y position hits the current character
    256     if (y < charAtPos.y - glyphRect.height() || y > charAtPos.y)
    257         return false;
    258 
    259     // Check whether x position hits the current character
    260     if (x < charAtPos.x) {
    261         if (closestOffsetInBox > 0 && direction() == LTR)
    262             return true;
    263         else if (closestOffsetInBox < (int) end() && direction() == RTL)
    264             return true;
    265 
    266         return false;
    267     }
    268 
    269     // Adjust the closest offset to after the char if x was after the char midpoint
    270     if (x >= charAtPos.x + glyphRect.width() / 2.0)
    271         closestOffsetInBox += direction() == RTL ? -1 : 1;
    272 
    273     // If we are past the last glyph of this box, don't mark it as 'hit'
    274     if (x >= charAtPos.x + glyphRect.width() && closestOffsetInBox == (int) end())
    275         return false;
    276 
    277     return true;
    278 }
    279 
    280 int SVGInlineTextBox::offsetForPosition(int, bool) const
    281 {
    282     // SVG doesn't use the offset <-> position selection system.
    283     ASSERT_NOT_REACHED();
    284     return 0;
    285 }
    286 
    287 int SVGInlineTextBox::positionForOffset(int) const
    288 {
    289     // SVG doesn't use the offset <-> position selection system.
    290     ASSERT_NOT_REACHED();
    291     return 0;
    292 }
    293 
    294 bool SVGInlineTextBox::nodeAtPoint(const HitTestRequest&, HitTestResult& result, int x, int y, int tx, int ty)
    295 {
    296     ASSERT(!isLineBreak());
    297 
    298     IntRect rect = selectionRect(0, 0, 0, len());
    299     if (renderer()->style()->visibility() == VISIBLE && rect.contains(x, y)) {
    300         renderer()->updateHitTestResult(result, IntPoint(x - tx, y - ty));
    301         return true;
    302     }
    303 
    304     return false;
    305 }
    306 
    307 IntRect SVGInlineTextBox::selectionRect(int, int, int startPos, int endPos)
    308 {
    309     if (startPos >= endPos)
    310         return IntRect();
    311 
    312     // TODO: Actually respect startPos/endPos - we're returning the _full_ selectionRect
    313     // here. This won't lead to visible bugs, but to extra work being done. Investigate.
    314     SVGRootInlineBox* rootBox = svgRootInlineBox();
    315     if (!rootBox)
    316         return IntRect();
    317 
    318     SVGInlineTextBoxSelectionRectWalker walkerCallback;
    319     SVGTextChunkWalker<SVGInlineTextBoxSelectionRectWalker> walker(&walkerCallback, &SVGInlineTextBoxSelectionRectWalker::chunkPortionCallback);
    320 
    321     rootBox->walkTextChunks(&walker, this);
    322     return enclosingIntRect(walkerCallback.selectionRect());
    323 }
    324 
    325 bool SVGInlineTextBox::chunkSelectionStartEnd(const UChar* chunk, int chunkLength, int& selectionStart, int& selectionEnd)
    326 {
    327     // NOTE: We ignore SVGInlineTextBox::m_start here because it is always 0.
    328     //       Curently SVG doesn't use HTML block-level layout, in which m_start would be set.
    329 
    330     int chunkStart = chunk - textRenderer()->characters();
    331     ASSERT(0 <= chunkStart);
    332 
    333     selectionStartEnd(selectionStart, selectionEnd);
    334     if (selectionEnd <= chunkStart)
    335         return false;
    336     if (chunkStart + chunkLength <= selectionStart)
    337         return false;
    338 
    339     // Map indices from view-global to chunk-local.
    340     selectionStart -= chunkStart;
    341     selectionEnd -= chunkStart;
    342     // Then clamp with chunk range
    343     if (selectionStart < 0)
    344         selectionStart = 0;
    345     if (chunkLength < selectionEnd)
    346         selectionEnd = chunkLength;
    347 
    348     return selectionStart < selectionEnd;
    349 }
    350 
    351 void SVGInlineTextBox::paintCharacters(RenderObject::PaintInfo& paintInfo, int tx, int ty, const SVGChar& svgChar, const UChar* chars, int length, SVGTextPaintInfo& textPaintInfo)
    352 {
    353     if (renderer()->style()->visibility() != VISIBLE || paintInfo.phase == PaintPhaseOutline)
    354         return;
    355 
    356     ASSERT(paintInfo.phase != PaintPhaseSelfOutline && paintInfo.phase != PaintPhaseChildOutlines);
    357 
    358     RenderText* text = textRenderer();
    359     ASSERT(text);
    360 
    361     bool isPrinting = text->document()->printing();
    362 
    363     // Determine whether or not we're selected.
    364     bool haveSelection = !isPrinting && selectionState() != RenderObject::SelectionNone;
    365     if (!haveSelection && paintInfo.phase == PaintPhaseSelection)
    366         // When only painting the selection, don't bother to paint if there is none.
    367         return;
    368 
    369     // Determine whether or not we have a composition.
    370     bool containsComposition = text->document()->frame()->editor()->compositionNode() == text->node();
    371     bool useCustomUnderlines = containsComposition && text->document()->frame()->editor()->compositionUsesCustomUnderlines();
    372 
    373     // Set our font
    374     RenderStyle* styleToUse = text->style(isFirstLineStyle());
    375     const Font& font = styleToUse->font();
    376 
    377     AffineTransform ctm = svgChar.characterTransform();
    378     if (!ctm.isIdentity())
    379         paintInfo.context->concatCTM(ctm);
    380 
    381     // 1. Paint backgrounds behind text if needed.  Examples of such backgrounds include selection
    382     // and marked text.
    383     if (paintInfo.phase != PaintPhaseSelection && !isPrinting && textPaintInfo.subphase == SVGTextPaintSubphaseBackground) {
    384 #if PLATFORM(MAC)
    385         // Custom highlighters go behind everything else.
    386         if (styleToUse->highlight() != nullAtom && !paintInfo.context->paintingDisabled())
    387             paintCustomHighlight(tx, ty, styleToUse->highlight());
    388 #endif
    389 
    390         if (containsComposition && !useCustomUnderlines)
    391             paintCompositionBackground(paintInfo.context, tx, ty, styleToUse, font,
    392                                        text->document()->frame()->editor()->compositionStart(),
    393                                        text->document()->frame()->editor()->compositionEnd());
    394 
    395         paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, true);
    396 
    397         if (haveSelection && !useCustomUnderlines) {
    398             int boxStartOffset = chars - text->characters() - start();
    399             paintSelection(boxStartOffset, svgChar, chars, length, paintInfo.context, styleToUse, font);
    400         }
    401     }
    402 
    403     bool isGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFill || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStroke;
    404     bool isSelectionGlyphPhase = textPaintInfo.subphase == SVGTextPaintSubphaseGlyphFillSelection || textPaintInfo.subphase == SVGTextPaintSubphaseGlyphStrokeSelection;
    405 
    406     if  (isGlyphPhase || isSelectionGlyphPhase) {
    407         // Set a text shadow if we have one.
    408         // FIXME: Support multiple shadow effects.  Need more from the CG API before
    409         // we can do this.
    410         bool setShadow = false;
    411         if (styleToUse->textShadow()) {
    412             paintInfo.context->setShadow(IntSize(styleToUse->textShadow()->x, styleToUse->textShadow()->y),
    413                                          styleToUse->textShadow()->blur, styleToUse->textShadow()->color,
    414                                          styleToUse->colorSpace());
    415             setShadow = true;
    416         }
    417 
    418         IntPoint origin((int) svgChar.x, (int) svgChar.y);
    419         TextRun run = svgTextRunForInlineTextBox(chars, length, styleToUse, this, svgChar.x);
    420 
    421 #if ENABLE(SVG_FONTS)
    422         // SVG Fonts need access to the paint server used to draw the current text chunk.
    423         // They need to be able to call renderPath() on a SVGPaintServer object.
    424         ASSERT(textPaintInfo.activePaintServer);
    425         run.setActivePaintServer(textPaintInfo.activePaintServer);
    426 #endif
    427 
    428         int selectionStart = 0;
    429         int selectionEnd = 0;
    430         bool haveSelectedRange = haveSelection && chunkSelectionStartEnd(chars, length, selectionStart, selectionEnd);
    431 
    432         if (isGlyphPhase) {
    433             if (haveSelectedRange) {
    434                 paintInfo.context->drawText(font, run, origin, 0, selectionStart);
    435                 paintInfo.context->drawText(font, run, origin, selectionEnd, run.length());
    436             } else
    437                 paintInfo.context->drawText(font, run, origin);
    438         } else {
    439             ASSERT(isSelectionGlyphPhase);
    440             if (haveSelectedRange)
    441                 paintInfo.context->drawText(font, run, origin, selectionStart, selectionEnd);
    442         }
    443 
    444         if (setShadow)
    445             paintInfo.context->clearShadow();
    446     }
    447 
    448     if (paintInfo.phase != PaintPhaseSelection && textPaintInfo.subphase == SVGTextPaintSubphaseForeground) {
    449         paintDocumentMarkers(paintInfo.context, tx, ty, styleToUse, font, false);
    450 
    451         if (useCustomUnderlines) {
    452             const Vector<CompositionUnderline>& underlines = text->document()->frame()->editor()->customCompositionUnderlines();
    453             size_t numUnderlines = underlines.size();
    454 
    455             for (size_t index = 0; index < numUnderlines; ++index) {
    456                 const CompositionUnderline& underline = underlines[index];
    457 
    458                 if (underline.endOffset <= start())
    459                     // underline is completely before this run.  This might be an underline that sits
    460                     // before the first run we draw, or underlines that were within runs we skipped
    461                     // due to truncation.
    462                     continue;
    463 
    464                 if (underline.startOffset <= end()) {
    465                     // underline intersects this run.  Paint it.
    466                     paintCompositionUnderline(paintInfo.context, tx, ty, underline);
    467                     if (underline.endOffset > end() + 1)
    468                         // underline also runs into the next run. Bail now, no more marker advancement.
    469                         break;
    470                 } else
    471                     // underline is completely after this run, bail.  A later run will paint it.
    472                     break;
    473             }
    474         }
    475 
    476     }
    477 
    478     if (!ctm.isIdentity())
    479         paintInfo.context->concatCTM(ctm.inverse());
    480 }
    481 
    482 void SVGInlineTextBox::paintSelection(int boxStartOffset, const SVGChar& svgChar, const UChar*, int length, GraphicsContext* p, RenderStyle* style, const Font& font)
    483 {
    484     if (selectionState() == RenderObject::SelectionNone)
    485         return;
    486 
    487     int startPos, endPos;
    488     selectionStartEnd(startPos, endPos);
    489 
    490     if (startPos >= endPos)
    491         return;
    492 
    493     Color textColor = style->color();
    494     Color color = renderer()->selectionBackgroundColor();
    495     if (!color.isValid() || color.alpha() == 0)
    496         return;
    497 
    498     // If the text color ends up being the same as the selection background, invert the selection
    499     // background.  This should basically never happen, since the selection has transparency.
    500     if (textColor == color)
    501         color = Color(0xff - color.red(), 0xff - color.green(), 0xff - color.blue());
    502 
    503     // Map from text box positions and a given start offset to chunk positions
    504     // 'boxStartOffset' represents the beginning of the text chunk.
    505     if ((startPos > boxStartOffset && endPos > boxStartOffset + length) || boxStartOffset >= endPos)
    506         return;
    507 
    508     if (endPos > boxStartOffset + length)
    509         endPos = boxStartOffset + length;
    510 
    511     if (startPos < boxStartOffset)
    512         startPos = boxStartOffset;
    513 
    514     ASSERT(startPos >= boxStartOffset);
    515     ASSERT(endPos <= boxStartOffset + length);
    516     ASSERT(startPos < endPos);
    517 
    518     p->save();
    519 
    520     int adjust = startPos >= boxStartOffset ? boxStartOffset : 0;
    521     p->drawHighlightForText(font, svgTextRunForInlineTextBox(textRenderer()->text()->characters() + start() + boxStartOffset, length, style, this, svgChar.x),
    522                             IntPoint((int) svgChar.x, (int) svgChar.y - font.ascent()),
    523                             font.ascent() + font.descent(), color, style->colorSpace(), startPos - adjust, endPos - adjust);
    524 
    525     p->restore();
    526 }
    527 
    528 static inline Path pathForDecoration(ETextDecoration decoration, RenderObject* object, float x, float y, float width)
    529 {
    530     float thickness = SVGRenderStyle::cssPrimitiveToLength(object, object->style()->svgStyle()->strokeWidth(), 1.0f);
    531 
    532     const Font& font = object->style()->font();
    533     thickness = max(thickness * powf(font.size(), 2.0f) / font.unitsPerEm(), 1.0f);
    534 
    535     if (decoration == UNDERLINE)
    536         y += thickness * 1.5f; // For compatibility with Batik/Opera
    537     else if (decoration == OVERLINE)
    538         y += thickness;
    539 
    540     float halfThickness = thickness / 2.0f;
    541     return Path::createRectangle(FloatRect(x + halfThickness, y, width - 2.0f * halfThickness, thickness));
    542 }
    543 
    544 void SVGInlineTextBox::paintDecoration(ETextDecoration decoration, GraphicsContext* context, int tx, int ty, int width, const SVGChar& svgChar, const SVGTextDecorationInfo& info)
    545 {
    546     if (renderer()->style()->visibility() != VISIBLE)
    547         return;
    548 
    549     // This function does NOT accept combinated text decorations. It's meant to be invoked for just one.
    550     ASSERT(decoration == TDNONE || decoration == UNDERLINE || decoration == OVERLINE || decoration == LINE_THROUGH || decoration == BLINK);
    551 
    552     bool isFilled = info.fillServerMap.contains(decoration);
    553     bool isStroked = info.strokeServerMap.contains(decoration);
    554 
    555     if (!isFilled && !isStroked)
    556         return;
    557 
    558     int baseline = renderer()->style(m_firstLine)->font().ascent();
    559     if (decoration == UNDERLINE)
    560         ty += baseline;
    561     else if (decoration == LINE_THROUGH)
    562         ty += 2 * baseline / 3;
    563 
    564     context->save();
    565     context->beginPath();
    566 
    567     AffineTransform ctm = svgChar.characterTransform();
    568     if (!ctm.isIdentity())
    569         context->concatCTM(ctm);
    570 
    571     if (isFilled) {
    572         if (RenderObject* fillObject = info.fillServerMap.get(decoration)) {
    573             if (SVGPaintServer* fillPaintServer = SVGPaintServer::fillPaintServer(fillObject->style(), fillObject)) {
    574                 context->addPath(pathForDecoration(decoration, fillObject, tx, ty, width));
    575                 fillPaintServer->draw(context, fillObject, ApplyToFillTargetType);
    576             }
    577         }
    578     }
    579 
    580     if (isStroked) {
    581         if (RenderObject* strokeObject = info.strokeServerMap.get(decoration)) {
    582             if (SVGPaintServer* strokePaintServer = SVGPaintServer::strokePaintServer(strokeObject->style(), strokeObject)) {
    583                 context->addPath(pathForDecoration(decoration, strokeObject, tx, ty, width));
    584                 strokePaintServer->draw(context, strokeObject, ApplyToStrokeTargetType);
    585             }
    586         }
    587     }
    588 
    589     context->restore();
    590 }
    591 
    592 } // namespace WebCore
    593 
    594 #endif
    595