Merge pull request #864 from notmasteryet/issue-799

Suppress invisible text (#799)
This commit is contained in:
Artur Adib 2011-12-05 12:55:49 -08:00
commit 3c601f012b

View File

@ -6,6 +6,17 @@
// <canvas> contexts store most of the state we need natively.
// However, PDF needs a bit more state, which we store here.
var TextRenderingMode = {
FILL: 0,
STROKE: 1,
FILL_STROKE: 2,
INVISIBLE: 3,
FILL_ADD_TO_PATH: 4,
STROKE_ADD_TO_PATH: 5,
FILL_STROKE_ADD_TO_PATH: 6,
ADD_TO_PATH: 7
};
var CanvasExtraState = (function canvasExtraState() {
function constructor(old) {
// Are soft masks and alpha values shapes or opacities?
@ -23,6 +34,7 @@ var CanvasExtraState = (function canvasExtraState() {
this.charSpacing = 0;
this.wordSpacing = 0;
this.textHScale = 1;
this.textRenderingMode = TextRenderingMode.FILL;
// Color spaces
this.fillColorSpace = new DeviceGrayCS();
this.fillColorSpaceObj = null;
@ -577,7 +589,9 @@ var CanvasGraphics = (function canvasGraphics() {
this.ctx.font = rule;
},
setTextRenderingMode: function canvasGraphicsSetTextRenderingMode(mode) {
TODO('text rendering mode: ' + mode);
if (mode >= TextRenderingMode.FILL_ADD_TO_PATH)
TODO('unsupported text rendering mode: ' + mode);
this.current.textRenderingMode = mode;
},
setTextRise: function canvasGraphicsSetTextRise(rise) {
TODO('text rise: ' + rise);
@ -671,6 +685,7 @@ var CanvasGraphics = (function canvasGraphics() {
var textLayer = this.textLayer;
var text = {str: '', length: 0, canvasWidth: 0, geom: {}};
var textSelection = textLayer && !skipTextSelection ? true : false;
var textRenderingMode = current.textRenderingMode;
if (textSelection) {
ctx.save();
@ -727,7 +742,26 @@ var CanvasGraphics = (function canvasGraphics() {
var char = glyph.fontChar;
var charWidth = glyph.width * fontSize * 0.001 + charSpacing;
ctx.fillText(char, width, 0);
switch (textRenderingMode) {
default: // other unsupported rendering modes
case TextRenderingMode.FILL:
case TextRenderingMode.FILL_ADD_TO_PATH:
ctx.fillText(char, width, 0);
break;
case TextRenderingMode.STROKE:
case TextRenderingMode.STROKE_ADD_TO_PATH:
ctx.strokeText(char, width, 0);
break;
case TextRenderingMode.FILL_STROKE:
case TextRenderingMode.FILL_STROKE_ADD_TO_PATH:
ctx.fillText(char, width, 0);
ctx.strokeText(char, width, 0);
break;
case TextRenderingMode.INVISIBLE:
break;
}
width += charWidth;
text.str += glyph.unicode === ' ' ? '&nbsp;' : glyph.unicode;