• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2012 Victor Carbune (victor@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 blink {
33 
RenderVTTCue(VTTCueBox * element)34 RenderVTTCue::RenderVTTCue(VTTCueBox* element)
35     : RenderBlockFlow(element)
36     , m_cue(element->getCue())
37 {
38 }
39 
layout()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 
findFirstLineBox(InlineFlowBox * & firstLineBox)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 
initializeLayoutParameters(InlineFlowBox * firstLineBox,LayoutUnit & step,LayoutUnit & position)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 
placeBoxInDefaultPosition(LayoutUnit position,bool & switched)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 
isOutside() const133 bool RenderVTTCue::isOutside() const
134 {
135     return !containingBlock()->absoluteBoundingBoxRect().contains(absoluteContentBox());
136 }
137 
isOverlapping() const138 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 
shouldSwitchDirection(InlineFlowBox * firstLineBox,LayoutUnit step) const150 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 
moveBoxesByStep(LayoutUnit step)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 
switchDirection(bool & switched,LayoutUnit & step)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 
repositionCueSnapToLinesSet()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 
repositionCueSnapToLinesNotSet()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 blink
269 
270