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      1 /*
      2  * Copyright (C) 2012 Victor Carbune (victor (at) rosedu.org)
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  * 1. Redistributions of source code must retain the above copyright
      8  *    notice, this list of conditions and the following disclaimer.
      9  * 2. Redistributions in binary form must reproduce the above copyright
     10  *    notice, this list of conditions and the following disclaimer in the
     11  *    documentation and/or other materials provided with the distribution.
     12  *
     13  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
     14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     15  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     16  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
     17  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     18  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     19  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     20  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     21  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     24  */
     25 
     26 #include "config.h"
     27 #include "core/rendering/RenderVTTCue.h"
     28 
     29 #include "core/html/track/vtt/VTTCue.h"
     30 #include "core/rendering/RenderView.h"
     31 
     32 namespace WebCore {
     33 
     34 RenderVTTCue::RenderVTTCue(VTTCueBox* element)
     35     : RenderBlockFlow(element)
     36     , m_cue(element->getCue())
     37 {
     38 }
     39 
     40 void RenderVTTCue::layout()
     41 {
     42     RenderBlockFlow::layout();
     43 
     44     // If WebVTT Regions are used, the regular WebVTT layout algorithm is no
     45     // longer necessary, since cues having the region parameter set do not have
     46     // any positioning parameters. Also, in this case, the regions themselves
     47     // have positioning information.
     48     if (!m_cue->regionId().isEmpty())
     49         return;
     50 
     51     LayoutState state(*this, locationOffset());
     52 
     53     if (m_cue->snapToLines())
     54         repositionCueSnapToLinesSet();
     55     else
     56         repositionCueSnapToLinesNotSet();
     57 }
     58 
     59 bool RenderVTTCue::findFirstLineBox(InlineFlowBox*& firstLineBox)
     60 {
     61     if (firstChild()->isRenderInline())
     62         firstLineBox = toRenderInline(firstChild())->firstLineBox();
     63     else
     64         return false;
     65 
     66     return true;
     67 }
     68 
     69 bool RenderVTTCue::initializeLayoutParameters(InlineFlowBox* firstLineBox, LayoutUnit& step, LayoutUnit& position)
     70 {
     71     ASSERT(firstChild());
     72 
     73     RenderBlock* parentBlock = containingBlock();
     74 
     75     // 1. Horizontal: Let step be the height of the first line box in boxes.
     76     //    Vertical: Let step be the width of the first line box in boxes.
     77     step = m_cue->getWritingDirection() == VTTCue::Horizontal ? firstLineBox->height() : firstLineBox->width();
     78 
     79     // 2. If step is zero, then jump to the step labeled done positioning below.
     80     if (!step)
     81         return false;
     82 
     83     // 3. Let line position be the text track cue computed line position.
     84     int linePosition = m_cue->calculateComputedLinePosition();
     85 
     86     // 4. Vertical Growing Left: Add one to line position then negate it.
     87     if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft)
     88         linePosition = -(linePosition + 1);
     89 
     90     // 5. Let position be the result of multiplying step and line position.
     91     position = step * linePosition;
     92 
     93     // 6. Vertical Growing Left: Decrease position by the width of the
     94     // bounding box of the boxes in boxes, then increase position by step.
     95     if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft) {
     96         position -= width();
     97         position += step;
     98     }
     99 
    100     // 7. If line position is less than zero...
    101     if (linePosition < 0) {
    102         // Horizontal / Vertical: ... then increase position by the
    103         // height / width of the video's rendering area ...
    104         position += m_cue->getWritingDirection() == VTTCue::Horizontal ? parentBlock->height() : parentBlock->width();
    105 
    106         // ... and negate step.
    107         step = -step;
    108     }
    109 
    110     return true;
    111 }
    112 
    113 void RenderVTTCue::placeBoxInDefaultPosition(LayoutUnit position, bool& switched)
    114 {
    115     // 8. Move all boxes in boxes ...
    116     if (m_cue->getWritingDirection() == VTTCue::Horizontal) {
    117         // Horizontal: ... down by the distance given by position
    118         setY(y() + position);
    119     } else {
    120         // Vertical: ... right by the distance given by position
    121         setX(x() + position);
    122     }
    123 
    124     // 9. Default: Remember the position of all the boxes in boxes as their
    125     // default position.
    126     // FIXME: Why the direct conversion between float and LayoutUnit? crbug.com/350474
    127     m_fallbackPosition = FloatPoint(location());
    128 
    129     // 10. Let switched be false.
    130     switched = false;
    131 }
    132 
    133 bool RenderVTTCue::isOutside() const
    134 {
    135     return !containingBlock()->absoluteBoundingBoxRect().contains(absoluteContentBox());
    136 }
    137 
    138 bool RenderVTTCue::isOverlapping() const
    139 {
    140     for (RenderObject* box = previousSibling(); box; box = box->previousSibling()) {
    141         IntRect boxRect = box->absoluteBoundingBoxRect();
    142 
    143         if (absoluteBoundingBoxRect().intersects(boxRect))
    144             return true;
    145     }
    146 
    147     return false;
    148 }
    149 
    150 bool RenderVTTCue::shouldSwitchDirection(InlineFlowBox* firstLineBox, LayoutUnit step) const
    151 {
    152     LayoutUnit top = y();
    153     LayoutUnit left = x();
    154     LayoutUnit bottom = top + firstLineBox->height();
    155     LayoutUnit right = left + firstLineBox->width();
    156 
    157     // 12. Horizontal: If step is negative and the top of the first line
    158     // box in boxes is now above the top of the video's rendering area,
    159     // or if step is positive and the bottom of the first line box in
    160     // boxes is now below the bottom of the video's rendering area, jump
    161     // to the step labeled switch direction.
    162     LayoutUnit parentHeight = containingBlock()->height();
    163     if (m_cue->getWritingDirection() == VTTCue::Horizontal && ((step < 0 && top < 0) || (step > 0 && bottom > parentHeight)))
    164         return true;
    165 
    166     // 12. Vertical: If step is negative and the left edge of the first line
    167     // box in boxes is now to the left of the left edge of the video's
    168     // rendering area, or if step is positive and the right edge of the
    169     // first line box in boxes is now to the right of the right edge of
    170     // the video's rendering area, jump to the step labeled switch direction.
    171     LayoutUnit parentWidth = containingBlock()->width();
    172     if (m_cue->getWritingDirection() != VTTCue::Horizontal && ((step < 0 && left < 0) || (step > 0 && right > parentWidth)))
    173         return true;
    174 
    175     return false;
    176 }
    177 
    178 void RenderVTTCue::moveBoxesByStep(LayoutUnit step)
    179 {
    180     // 13. Horizontal: Move all the boxes in boxes down by the distance
    181     // given by step. (If step is negative, then this will actually
    182     // result in an upwards movement of the boxes in absolute terms.)
    183     if (m_cue->getWritingDirection() == VTTCue::Horizontal)
    184         setY(y() + step);
    185 
    186     // 13. Vertical: Move all the boxes in boxes right by the distance
    187     // given by step. (If step is negative, then this will actually
    188     // result in a leftwards movement of the boxes in absolute terms.)
    189     else
    190         setX(x() + step);
    191 }
    192 
    193 bool RenderVTTCue::switchDirection(bool& switched, LayoutUnit& step)
    194 {
    195     // 15. Switch direction: Move all the boxes in boxes back to their
    196     // default position as determined in the step above labeled default.
    197     setX(m_fallbackPosition.x());
    198     setY(m_fallbackPosition.y());
    199 
    200     // 16. If switched is true, jump to the step labeled done
    201     // positioning below.
    202     if (switched)
    203         return false;
    204 
    205     // 17. Negate step.
    206     step = -step;
    207 
    208     // 18. Set switched to true.
    209     switched = true;
    210     return true;
    211 }
    212 
    213 void RenderVTTCue::repositionCueSnapToLinesSet()
    214 {
    215     InlineFlowBox* firstLineBox;
    216     LayoutUnit step;
    217     LayoutUnit position;
    218 
    219     if (!findFirstLineBox(firstLineBox))
    220         return;
    221 
    222     if (!initializeLayoutParameters(firstLineBox, step, position))
    223         return;
    224 
    225     bool switched;
    226     placeBoxInDefaultPosition(position, switched);
    227 
    228     // 11. Step loop: If none of the boxes in boxes would overlap any of the boxes
    229     // in output and all the boxes in output are within the video's rendering area
    230     // then jump to the step labeled done positioning.
    231     while (isOutside() || isOverlapping()) {
    232         if (!shouldSwitchDirection(firstLineBox, step)) {
    233             // 13. Move all the boxes in boxes ...
    234             // 14. Jump back to the step labeled step loop.
    235             moveBoxesByStep(step);
    236         } else if (!switchDirection(switched, step)) {
    237             break;
    238         }
    239 
    240         // 19. Jump back to the step labeled step loop.
    241     }
    242 
    243     // Acommodate extra top and bottom padding, border or margin.
    244     // Note: this is supported only for internal UA styling, not through the cue selector.
    245     if (hasInlineDirectionBordersPaddingOrMargin()) {
    246         IntRect containerRect = containingBlock()->absoluteBoundingBoxRect();
    247         IntRect cueRect = absoluteBoundingBoxRect();
    248 
    249         int topOverflow = cueRect.y() - containerRect.y();
    250         int bottomOverflow = containerRect.y() + containerRect.height() - cueRect.y() - cueRect.height();
    251 
    252         int adjustment = 0;
    253         if (topOverflow < 0)
    254             adjustment = -topOverflow;
    255         else if (bottomOverflow < 0)
    256             adjustment = bottomOverflow;
    257 
    258         if (adjustment)
    259             setY(y() + adjustment);
    260     }
    261 }
    262 
    263 void RenderVTTCue::repositionCueSnapToLinesNotSet()
    264 {
    265     // FIXME: Implement overlapping detection when snap-to-lines is not set. http://wkb.ug/84296
    266 }
    267 
    268 } // namespace WebCore
    269 
    270