FontMac.mm   [plain text]


/*
 * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
 *           (C) 1999 Antti Koivisto (koivisto@kde.org)
 *           (C) 2000 Dirk Mueller (mueller@kde.org)
 * Copyright (C) 2003, 2006 Apple Computer, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#import "config.h"
#import "Font.h"

#import "GlyphBuffer.h"
#import "GraphicsContext.h"
#import "Logging.h"
#import "SimpleFontData.h"
#import "WebCoreSystemInterface.h"

#import "BitmapImage.h"
#import "WAKView.h"
#import "WKGraphics.h"
#import <GraphicsServices/GraphicsServices.h>
#import <wtf/StdLibExtras.h>
#import <wtf/Threading.h>

#define SYNTHETIC_OBLIQUE_ANGLE 14

#ifdef __LP64__
#define URefCon void*
#else
#define URefCon UInt32
#endif

using namespace std;

namespace WebCore {

// 1600 bytes each (20 x 20 x 4 bytes pp), so 50 emoji is only ~80k.
// For hi-res images, the cache size increases to 160k
#define EMOJI_CACHE_SIZE 50

static PassRefPtr<Image> smileImage(int imageNumber)
{   
    typedef HashMap<int, RefPtr<Image> > EmojiCacheMap;
    DEFINE_STATIC_LOCAL(EmojiCacheMap, emojiCache, ());
    
    if (emojiCache.contains(imageNumber))
        return emojiCache.get(imageNumber).get();

    char name[30];
    NSString *imagePath = nil;
    NSData *namedImageData = nil;
#if PLATFORM(IPHONE_SIMULATOR)
    NSBundle *bundle = [NSBundle bundleForClass:[WAKView class]];
#endif
    if (wkGetScreenScaleFactor() == 2.0f) {
        // Try loading the hi-res image
        snprintf(name, 29, "%c%c%c%c%c-%04X%c%c%c", 101, 109, 111, 106, 105, imageNumber, 64, 50, 120);
#if PLATFORM(IPHONE_SIMULATOR)
        imagePath = [bundle pathForResource:[NSString stringWithUTF8String:name] ofType:@"png"];
#else
        // <rdar://problem/7931463> Typing first emoji character slower by 340ms in Apex
        // Calling [NSBundle pathForResource] is slow since we have a huge number
        // of files (mostly emoji) in the WebCore framework. In order to speed
        // things up, we hardcode the image path on devices.
        imagePath = [NSString stringWithFormat:@"/System/Library/PrivateFrameworks/WebCore.framework/%s.png", name];
#endif
        namedImageData = [NSData dataWithContentsOfFile:imagePath];
    }

    if (!namedImageData) {
        // If we reached here, we're either on a non-hi-res device or did not find
        // the hi-res image file. Fall back to the old image file.
        snprintf(name, 29, "%c%c%c%c%c-%04X", 101, 109, 111, 106, 105, imageNumber);
#if PLATFORM(IPHONE_SIMULATOR)
        imagePath = [bundle pathForResource:[NSString stringWithUTF8String:name] ofType:@"png"];
#else
        // See comment above on why we do this.
        imagePath = [NSString stringWithFormat:@"/System/Library/PrivateFrameworks/WebCore.framework/%s.png", name];
#endif
        namedImageData = [NSData dataWithContentsOfFile:imagePath];
    }

    if (namedImageData) {
        RefPtr<Image> image = BitmapImage::create();
        image->setData(SharedBuffer::wrapNSData(namedImageData), true);
        if (emojiCache.size() > EMOJI_CACHE_SIZE)
            emojiCache.clear(); //primitive mechanism. LRU would be better. <rdar://problem/6265136> make emoji cache LRU

        emojiCache.add(imageNumber, image);
        return image.release();
    }
    return 0;
}

bool Font::canReturnFallbackFontsForComplexText()
{
    return true;
}

void Font::drawGlyphs(GraphicsContext* context, const SimpleFontData* font, const GlyphBuffer& glyphBuffer, int from, int numGlyphs, const FloatPoint& point, bool /*setColor*/) const
{
    CGContextRef cgContext = context->platformContext();

    if (font->isImageFont()) {
        if (!context->emojiDrawingEnabled())
            return;
        float advance = 0;

        DEFINE_STATIC_LOCAL(Mutex, emojiMutex, ());
        MutexLocker locker(emojiMutex);
        
        for (int i = from; i < from + numGlyphs; i++) {
            const Glyph glyph = glyphBuffer.glyphAt(i);
            
            const int pointSize = font->platformData().m_size;
            const int imageGlyphSize = std::min(pointSize + (pointSize <= 15 ? 2 : 4), 20); // scale images below 16 pt.
            IntRect dstRect;
            dstRect.setWidth(imageGlyphSize);
            dstRect.setHeight(imageGlyphSize);
            dstRect.setX(point.x() + 1 + advance);
            
            // these magic rules place the image glyph vertically as per HI specifications.
            if (font->platformData().m_size >= 26)
                dstRect.setY(point.y() -  20);                
            else if (font->platformData().m_size >= 16)
                dstRect.setY(point.y() -  font->platformData().m_size * 0.35f - 10);
            else
                dstRect.setY(point.y() -  font->platformData().m_size);

            RefPtr<Image> image = smileImage(glyph);
            if (image)
                context->drawImage(image.get(), DeviceColorSpace, dstRect);
            advance += glyphBuffer.advanceAt(i);
        }
        return;
    }

    bool newShouldUseFontSmoothing = shouldUseSmoothing();

    switch(fontDescription().fontSmoothing()) {
    case Antialiased: {
        context->setShouldAntialias(true);
        newShouldUseFontSmoothing = false;
        break;
    }
    case SubpixelAntialiased: {
        context->setShouldAntialias(true);
        newShouldUseFontSmoothing = true;
        break;
    }
    case NoSmoothing: {
        context->setShouldAntialias(false);
        newShouldUseFontSmoothing = false;
        break;
    }
    case AutoSmoothing: {
        // For the AutoSmooth case, don't do anything! Keep the default settings.
        break; 
    }
    default: 
        ASSERT_NOT_REACHED();
    }


    const FontPlatformData& platformData = font->platformData();
    
    GSFontSetFont(cgContext, platformData.font());
    float fontSize = GSFontGetSize(platformData.font());
    CGAffineTransform matrix = CGAffineTransformMakeScale(fontSize, fontSize);
    // Always flipped on iPhone.
    matrix.b = -matrix.b;
    matrix.d = -matrix.d;    
    if (platformData.m_syntheticOblique)
        matrix = CGAffineTransformConcat(matrix, CGAffineTransformMake(1, 0, -tanf(SYNTHETIC_OBLIQUE_ANGLE * acosf(0) / 90), 1, 0, 0)); 
    CGContextSetTextMatrix(cgContext, matrix);

    CGContextSetFontSize(cgContext, 1.0f);

    IntSize shadowSize;
    int shadowBlur;
    Color shadowColor;
    ColorSpace fillColorSpace = context->fillColorSpace();
    context->getShadow(shadowSize, shadowBlur, shadowColor);

    bool hasSimpleShadow = context->textDrawingMode() == cTextFill && shadowColor.isValid() && !shadowBlur;
    if (hasSimpleShadow) {
        // Paint simple shadows ourselves instead of relying on CG shadows, to avoid losing subpixel antialiasing.
        context->clearShadow();
        Color fillColor = context->fillColor();
        Color shadowFillColor(shadowColor.red(), shadowColor.green(), shadowColor.blue(), shadowColor.alpha() * fillColor.alpha() / 255);
        context->setFillColor(shadowFillColor, fillColorSpace);
        CGContextSetTextPosition(cgContext, point.x() + shadowSize.width(), point.y() + shadowSize.height());
        CGContextShowGlyphsWithAdvances(cgContext, glyphBuffer.glyphs(from), glyphBuffer.advances(from), numGlyphs);
        if (font->syntheticBoldOffset()) {
            CGContextSetTextPosition(cgContext, point.x() + shadowSize.width() + font->syntheticBoldOffset(), point.y() + shadowSize.height());
            CGContextShowGlyphsWithAdvances(cgContext, glyphBuffer.glyphs(from), glyphBuffer.advances(from), numGlyphs);
        }
        context->setFillColor(fillColor, fillColorSpace);
    }

    CGContextSetTextPosition(cgContext, point.x(), point.y());
    CGContextShowGlyphsWithAdvances(cgContext, glyphBuffer.glyphs(from), glyphBuffer.advances(from), numGlyphs);
    if (font->syntheticBoldOffset()) {
        CGContextSetTextPosition(cgContext, point.x() + font->syntheticBoldOffset(), point.y());
        CGContextShowGlyphsWithAdvances(cgContext, glyphBuffer.glyphs(from), glyphBuffer.advances(from), numGlyphs);
    }

    if (hasSimpleShadow)
        context->setShadow(shadowSize, shadowBlur, shadowColor, fillColorSpace);

}

}