/* * Copyright (C) 2012 Victor Carbune (victor@rosedu.org) * Copyright (C) 2014 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(VIDEO_TRACK) #include "RenderVTTCue.h" #include "RenderView.h" #include "TextTrackCueGeneric.h" #include "VTTCue.h" #include namespace WebCore { RenderVTTCue::RenderVTTCue(VTTCueBox& element, Ref&& style) : RenderBlockFlow(element, WTFMove(style)) , m_cue(element.getCue()) { } void RenderVTTCue::layout() { StackStats::LayoutCheckPoint layoutCheckPoint; RenderBlockFlow::layout(); // If WebVTT Regions are used, the regular WebVTT layout algorithm is no // longer necessary, since cues having the region parameter set do not have // any positioning parameters. Also, in this case, the regions themselves // have positioning information. if (!m_cue->regionId().isEmpty()) return; LayoutStateMaintainer statePusher(view(), *this, locationOffset(), hasTransform() || hasReflection() || style().isFlippedBlocksWritingMode()); if (m_cue->cueType()== TextTrackCue::WebVTT) { if (toVTTCue(m_cue)->snapToLines()) repositionCueSnapToLinesSet(); else repositionCueSnapToLinesNotSet(); } else repositionGenericCue(); statePusher.pop(); } bool RenderVTTCue::initializeLayoutParameters(InlineFlowBox*& firstLineBox, LayoutUnit& step, LayoutUnit& position) { ASSERT(firstChild()); if (!firstChild()) return false; RenderBlock* parentBlock = containingBlock(); // firstChild() returns the wrapping (backdrop)
. The cue object is // the
's first child. RenderObject& firstChild = *this->firstChild(); RenderElement& backdropElement = downcast(firstChild); firstLineBox = downcast(*backdropElement.firstChild()).firstLineBox(); if (!firstLineBox) firstLineBox = this->firstRootBox(); // 1. Horizontal: Let step be the height of the first line box in boxes. // Vertical: Let step be the width of the first line box in boxes. step = m_cue->getWritingDirection() == VTTCue::Horizontal ? firstLineBox->height() : firstLineBox->width(); // 2. If step is zero, then jump to the step labeled done positioning below. if (!step) return false; // 3. Let line position be the text track cue computed line position. int linePosition = m_cue->calculateComputedLinePosition(); // 4. Vertical Growing Left: Add one to line position then negate it. if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft) linePosition = -(linePosition + 1); // 5. Let position be the result of multiplying step and line position. position = step * linePosition; // 6. Vertical Growing Left: Decrease position by the width of the // bounding box of the boxes in boxes, then increase position by step. if (m_cue->getWritingDirection() == VTTCue::VerticalGrowingLeft) { position -= width(); position += step; } // 7. If line position is less than zero... if (linePosition < 0) { // Horizontal / Vertical: ... then increase position by the // height / width of the video's rendering area ... position += m_cue->getWritingDirection() == VTTCue::Horizontal ? parentBlock->height() : parentBlock->width(); // ... and negate step. step = -step; } return true; } void RenderVTTCue::placeBoxInDefaultPosition(LayoutUnit position, bool& switched) { // 8. Move all boxes in boxes ... if (m_cue->getWritingDirection() == VTTCue::Horizontal) // Horizontal: ... down by the distance given by position setY(y() + position); else // Vertical: ... right by the distance given by position setX(x() + position); // 9. Default: Remember the position of all the boxes in boxes as their // default position. m_fallbackPosition = FloatPoint(x(), y()); // 10. Let switched be false. switched = false; } bool RenderVTTCue::isOutside() const { return !rectIsWithinContainer(absoluteContentBox()); } bool RenderVTTCue::rectIsWithinContainer(const IntRect& rect) const { return containingBlock()->absoluteBoundingBoxRect().contains(rect); } bool RenderVTTCue::isOverlapping() const { return overlappingObject(); } RenderObject* RenderVTTCue::overlappingObject() const { return overlappingObjectForRect(absoluteBoundingBoxRect()); } RenderObject* RenderVTTCue::overlappingObjectForRect(const IntRect& rect) const { for (RenderObject* box = previousSibling(); box; box = box->previousSibling()) { IntRect boxRect = box->absoluteBoundingBoxRect(); if (rect.intersects(boxRect)) return box; } return 0; } bool RenderVTTCue::shouldSwitchDirection(InlineFlowBox* firstLineBox, LayoutUnit step) const { LayoutUnit top = y(); LayoutUnit left = x(); LayoutUnit bottom = top + firstLineBox->height(); LayoutUnit right = left + firstLineBox->width(); // 12. Horizontal: If step is negative and the top of the first line // box in boxes is now above the top of the video's rendering area, // or if step is positive and the bottom of the first line box in // boxes is now below the bottom of the video's rendering area, jump // to the step labeled switch direction. LayoutUnit parentHeight = containingBlock()->height(); if (m_cue->getWritingDirection() == VTTCue::Horizontal && ((step < 0 && top < 0) || (step > 0 && bottom > parentHeight))) return true; // 12. Vertical: If step is negative and the left edge of the first line // box in boxes is now to the left of the left edge of the video's // rendering area, or if step is positive and the right edge of the // first line box in boxes is now to the right of the right edge of // the video's rendering area, jump to the step labeled switch direction. LayoutUnit parentWidth = containingBlock()->width(); if (m_cue->getWritingDirection() != VTTCue::Horizontal && ((step < 0 && left < 0) || (step > 0 && right > parentWidth))) return true; return false; } void RenderVTTCue::moveBoxesByStep(LayoutUnit step) { // 13. Horizontal: Move all the boxes in boxes down by the distance // given by step. (If step is negative, then this will actually // result in an upwards movement of the boxes in absolute terms.) if (m_cue->getWritingDirection() == VTTCue::Horizontal) setY(y() + step); // 13. Vertical: Move all the boxes in boxes right by the distance // given by step. (If step is negative, then this will actually // result in a leftwards movement of the boxes in absolute terms.) else setX(x() + step); } bool RenderVTTCue::switchDirection(bool& switched, LayoutUnit& step) { // 15. Switch direction: Move all the boxes in boxes back to their // default position as determined in the step above labeled default. setX(m_fallbackPosition.x()); setY(m_fallbackPosition.y()); // 16. If switched is true, jump to the step labeled done // positioning below. if (switched) return false; // 17. Negate step. step = -step; // 18. Set switched to true. switched = true; return true; } void RenderVTTCue::moveIfNecessaryToKeepWithinContainer() { IntRect containerRect = containingBlock()->absoluteBoundingBoxRect(); IntRect cueRect = absoluteBoundingBoxRect(); int topOverflow = cueRect.y() - containerRect.y(); int bottomOverflow = containerRect.maxY() - cueRect.maxY(); int verticalAdjustment = 0; if (topOverflow < 0) verticalAdjustment = -topOverflow; else if (bottomOverflow < 0) verticalAdjustment = bottomOverflow; if (verticalAdjustment) setY(y() + verticalAdjustment); int leftOverflow = cueRect.x() - containerRect.x(); int rightOverflow = containerRect.maxX() - cueRect.maxX(); int horizontalAdjustment = 0; if (leftOverflow < 0) horizontalAdjustment = -leftOverflow; else if (rightOverflow < 0) horizontalAdjustment = rightOverflow; if (horizontalAdjustment) setX(x() + horizontalAdjustment); } bool RenderVTTCue::findNonOverlappingPosition(int& newX, int& newY) const { newX = x(); newY = y(); IntRect srcRect = absoluteBoundingBoxRect(); IntRect destRect = srcRect; // Move the box up, looking for a non-overlapping position: while (RenderObject* box = overlappingObjectForRect(destRect)) { if (m_cue->getWritingDirection() == VTTCue::Horizontal) destRect.setY(box->absoluteBoundingBoxRect().y() - destRect.height()); else destRect.setX(box->absoluteBoundingBoxRect().x() - destRect.width()); } if (rectIsWithinContainer(destRect)) { newX += destRect.x() - srcRect.x(); newY += destRect.y() - srcRect.y(); return true; } destRect = srcRect; // Move the box down, looking for a non-overlapping position: while (RenderObject* box = overlappingObjectForRect(destRect)) { if (m_cue->getWritingDirection() == VTTCue::Horizontal) destRect.setY(box->absoluteBoundingBoxRect().maxY()); else destRect.setX(box->absoluteBoundingBoxRect().maxX()); } if (rectIsWithinContainer(destRect)) { newX += destRect.x() - srcRect.x(); newY += destRect.y() - srcRect.y(); return true; } return false; } void RenderVTTCue::repositionCueSnapToLinesSet() { InlineFlowBox* firstLineBox; LayoutUnit step; LayoutUnit position; if (!initializeLayoutParameters(firstLineBox, step, position)) return; bool switched; placeBoxInDefaultPosition(position, switched); // 11. Step loop: If none of the boxes in boxes would overlap any of the boxes // in output and all the boxes in output are within the video's rendering area // then jump to the step labeled done positioning. while (isOutside() || isOverlapping()) { if (!shouldSwitchDirection(firstLineBox, step)) // 13. Move all the boxes in boxes ... // 14. Jump back to the step labeled step loop. moveBoxesByStep(step); else if (!switchDirection(switched, step)) break; // 19. Jump back to the step labeled step loop. } // Acommodate extra top and bottom padding, border or margin. // Note: this is supported only for internal UA styling, not through the cue selector. if (hasInlineDirectionBordersPaddingOrMargin()) moveIfNecessaryToKeepWithinContainer(); } void RenderVTTCue::repositionGenericCue() { ASSERT(firstChild()); // firstChild() returns the wrapping (backdrop)
. The cue object is // the
's first child. RenderObject& firstChild = *this->firstChild(); RenderElement& backdropElement = downcast(firstChild); InlineFlowBox* firstLineBox = downcast(*backdropElement.firstChild()).firstLineBox(); if (static_cast(m_cue)->useDefaultPosition() && firstLineBox) { LayoutUnit parentWidth = containingBlock()->logicalWidth(); LayoutUnit width = firstLineBox->width(); LayoutUnit right = (parentWidth / 2) - (width / 2); setX(right); } repositionCueSnapToLinesNotSet(); } void RenderVTTCue::repositionCueSnapToLinesNotSet() { // 3. If none of the boxes in boxes would overlap any of the boxes in output, and all the boxes in // output are within the video's rendering area, then jump to the step labeled done positioning below. if (!isOutside() && !isOverlapping()) return; // 4. If there is a position to which the boxes in boxes can be moved while maintaining the relative // positions of the boxes in boxes to each other such that none of the boxes in boxes would overlap // any of the boxes in output, and all the boxes in output would be within the video's rendering area, // then move the boxes in boxes to the closest such position to their current position, and then jump // to the step labeled done positioning below. If there are multiple such positions that are equidistant // from their current position, use the highest one amongst them; if there are several at that height, // then use the leftmost one amongst them. moveIfNecessaryToKeepWithinContainer(); int x = 0; int y = 0; if (!findNonOverlappingPosition(x, y)) return; setX(x); setY(y); } } // namespace WebCore #endif