/* * Copyright (C) 2003 Apple Computer, Inc. * * Portions are Copyright (C) 1998 Netscape Communications Corporation. * * Other contributors: * Robert O'Callahan <roc+@cs.cmu.edu> * David Baron <dbaron@fas.harvard.edu> * Christian Biesinger <cbiesinger@web.de> * Randall Jesup <rjesup@wgate.com> * Roland Mainz <roland.mainz@informatik.med.uni-giessen.de> * Josh Soref <timeless@mac.com> * Boris Zbarsky <bzbarsky@mit.edu> * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Alternatively, the contents of this file may be used under the terms * of either the Mozilla Public License Version 1.1, found at * http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public * License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html * (the "GPL"), in which case the provisions of the MPL or the GPL are * applicable instead of those above. If you wish to allow use of your * version of this file only under the terms of one of those two * licenses (the MPL or the GPL) and not to allow others to use your * version of this file under the LGPL, indicate your decision by * deletingthe provisions above and replace them with the notice and * other provisions required by the MPL or the GPL, as the case may be. * If you do not delete the provisions above, a recipient may use your * version of this file under any of the LGPL, the MPL or the GPL. */ #ifndef RenderLayer_h #define RenderLayer_h #include "ScrollbarClient.h" #include "RenderBox.h" #include "Timer.h" #include <wtf/OwnPtr.h> namespace WebCore { class TransformationMatrix; class CachedResource; class HitTestResult; class RenderFrameSet; class RenderMarquee; class RenderReplica; class RenderScrollbarPart; class RenderStyle; class RenderTable; class RenderText; class RenderView; class Scrollbar; struct HitTestRequest; class ClipRects { public: ClipRects() : m_refCnt(0) , m_fixed(false) { } ClipRects(const IntRect& r) : m_overflowClipRect(r) , m_fixedClipRect(r) , m_posClipRect(r) , m_refCnt(0) , m_fixed(false) { } ClipRects(const ClipRects& other) : m_overflowClipRect(other.overflowClipRect()) , m_fixedClipRect(other.fixedClipRect()) , m_posClipRect(other.posClipRect()) , m_refCnt(0) , m_fixed(other.fixed()) { } void reset(const IntRect& r) { m_overflowClipRect = r; m_fixedClipRect = r; m_posClipRect = r; m_fixed = false; } const IntRect& overflowClipRect() const { return m_overflowClipRect; } void setOverflowClipRect(const IntRect& r) { m_overflowClipRect = r; } const IntRect& fixedClipRect() const { return m_fixedClipRect; } void setFixedClipRect(const IntRect&r) { m_fixedClipRect = r; } const IntRect& posClipRect() const { return m_posClipRect; } void setPosClipRect(const IntRect& r) { m_posClipRect = r; } bool fixed() const { return m_fixed; } void setFixed(bool fixed) { m_fixed = fixed; } void ref() { m_refCnt++; } void deref(RenderArena* renderArena) { if (--m_refCnt == 0) destroy(renderArena); } void destroy(RenderArena*); // Overloaded new operator. void* operator new(size_t, RenderArena*) throw(); // Overridden to prevent the normal delete from being called. void operator delete(void*, size_t); bool operator==(const ClipRects& other) const { return m_overflowClipRect == other.overflowClipRect() && m_fixedClipRect == other.fixedClipRect() && m_posClipRect == other.posClipRect() && m_fixed == other.fixed(); } ClipRects& operator=(const ClipRects& other) { m_overflowClipRect = other.overflowClipRect(); m_fixedClipRect = other.fixedClipRect(); m_posClipRect = other.posClipRect(); m_fixed = other.fixed(); return *this; } private: // The normal operator new is disallowed on all render objects. void* operator new(size_t) throw(); private: IntRect m_overflowClipRect; IntRect m_fixedClipRect; IntRect m_posClipRect; unsigned m_refCnt : 31; bool m_fixed : 1; }; class RenderLayer : public ScrollbarClient { public: enum ScrollBehavior { noScroll, alignCenter, alignTop, alignBottom, alignLeft, alignRight, alignToClosestEdge }; struct ScrollAlignment { ScrollBehavior m_rectVisible; ScrollBehavior m_rectHidden; ScrollBehavior m_rectPartial; }; friend class RenderReplica; static const ScrollAlignment gAlignCenterIfNeeded; static const ScrollAlignment gAlignToEdgeIfNeeded; static const ScrollAlignment gAlignCenterAlways; static const ScrollAlignment gAlignTopAlways; static const ScrollAlignment gAlignBottomAlways; static ScrollBehavior getVisibleBehavior(const ScrollAlignment& s) { return s.m_rectVisible; } static ScrollBehavior getPartialBehavior(const ScrollAlignment& s) { return s.m_rectPartial; } static ScrollBehavior getHiddenBehavior(const ScrollAlignment& s) { return s.m_rectHidden; } RenderLayer(RenderBox*); ~RenderLayer(); RenderBox* renderer() const { return m_renderer; } RenderLayer* parent() const { return m_parent; } RenderLayer* previousSibling() const { return m_previous; } RenderLayer* nextSibling() const { return m_next; } RenderLayer* firstChild() const { return m_first; } RenderLayer* lastChild() const { return m_last; } void addChild(RenderLayer* newChild, RenderLayer* beforeChild = 0); RenderLayer* removeChild(RenderLayer*); void removeOnlyThisLayer(); void insertOnlyThisLayer(); void repaintIncludingDescendants(); void styleChanged(RenderStyle::Diff, const RenderStyle*); RenderMarquee* marquee() const { return m_marquee; } void suspendMarquees(); bool isOverflowOnly() const { return m_isOverflowOnly; } bool requiresSlowRepaints() const; bool isTransparent() const; RenderLayer* transparentAncestor(); void beginTransparencyLayers(GraphicsContext*, const RenderLayer* rootLayer); bool hasReflection() const { return renderer()->hasReflection(); } RenderReplica* reflection() const { return m_reflection; } RenderLayer* reflectionLayer() const; const RenderLayer* root() const { const RenderLayer* curr = this; while (curr->parent()) curr = curr->parent(); return curr; } int xPos() const { return m_x; } int yPos() const { return m_y; } void setPos(int xPos, int yPos) { m_x = xPos; m_y = yPos; } int width() const { return m_width; } int height() const { return m_height; } void setWidth(int w) { m_width = w; } void setHeight(int h) { m_height = h; } int scrollWidth(); int scrollHeight(); void panScrollFromPoint(const IntPoint&); // Scrolling methods for layers that can scroll their overflow. void scrollByRecursively(int xDelta, int yDelta); void addScrolledContentOffset(int& x, int& y) const; void subtractScrolledContentOffset(int& x, int& y) const; IntSize scrolledContentOffset() const { return IntSize(scrollXOffset() + m_scrollLeftOverflow, scrollYOffset()); } int scrollXOffset() const { return m_scrollX + m_scrollOriginX; } int scrollYOffset() const { return m_scrollY; } void scrollToOffset(int x, int y, bool updateScrollbars = true, bool repaint = true); void scrollToXOffset(int x) { scrollToOffset(x, m_scrollY); } void scrollToYOffset(int y) { scrollToOffset(m_scrollX + m_scrollOriginX, y); } void scrollRectToVisible(const IntRect&, bool scrollToAnchor = false, const ScrollAlignment& alignX = gAlignCenterIfNeeded, const ScrollAlignment& alignY = gAlignCenterIfNeeded); IntRect getRectToExpose(const IntRect& visibleRect, const IntRect& exposeRect, const ScrollAlignment& alignX, const ScrollAlignment& alignY); void setHasHorizontalScrollbar(bool); void setHasVerticalScrollbar(bool); PassRefPtr<Scrollbar> createScrollbar(ScrollbarOrientation); void destroyScrollbar(ScrollbarOrientation); Scrollbar* horizontalScrollbar() const { return m_hBar.get(); } Scrollbar* verticalScrollbar() const { return m_vBar.get(); } int verticalScrollbarWidth() const; int horizontalScrollbarHeight() const; void positionOverflowControls(int tx, int ty); bool isPointInResizeControl(const IntPoint& absolutePoint) const; bool hitTestOverflowControls(HitTestResult&); IntSize offsetFromResizeCorner(const IntPoint& absolutePoint) const; void paintOverflowControls(GraphicsContext*, int tx, int ty, const IntRect& damageRect); void paintScrollCorner(GraphicsContext*, int tx, int ty, const IntRect& damageRect); void paintResizer(GraphicsContext*, int tx, int ty, const IntRect& damageRect); void updateScrollInfoAfterLayout(); bool scroll(ScrollDirection, ScrollGranularity, float multiplier = 1.0f); void autoscroll(); void resize(const PlatformMouseEvent&, const IntSize&); bool inResizeMode() const { return m_inResizeMode; } void setInResizeMode(bool b) { m_inResizeMode = b; } void updateLayerPosition(); void updateLayerPositions(bool doFullRepaint = false, bool checkForRepaint = true); void updateTransform(); void relativePositionOffset(int& relX, int& relY) const { relX += m_relX; relY += m_relY; } IntSize relativePositionOffset() const { return IntSize(m_relX, m_relY); } void clearClipRectsIncludingDescendants(); void clearClipRects(); // Get the enclosing stacking context for this layer. A stacking context is a layer // that has a non-auto z-index. RenderLayer* stackingContext() const; bool isStackingContext() const { return !hasAutoZIndex() || renderer()->isRenderView(); } void dirtyZOrderLists(); void dirtyStackingContextZOrderLists(); void updateZOrderLists(); Vector<RenderLayer*>* posZOrderList() const { return m_posZOrderList; } Vector<RenderLayer*>* negZOrderList() const { return m_negZOrderList; } void dirtyOverflowList(); void updateOverflowList(); Vector<RenderLayer*>* overflowList() const { return m_overflowList; } bool hasVisibleContent() const { return m_hasVisibleContent; } void setHasVisibleContent(bool); void dirtyVisibleContentStatus(); // Gets the nearest enclosing positioned ancestor layer (also includes // the <html> layer and the root layer). RenderLayer* enclosingPositionedAncestor() const; void convertToLayerCoords(const RenderLayer* ancestorLayer, int& x, int& y) const; bool hasAutoZIndex() const { return renderer()->style()->hasAutoZIndex(); } int zIndex() const { return renderer()->style()->zIndex(); } // The two main functions that use the layer system. The paint method // paints the layers that intersect the damage rect from back to // front. The hitTest method looks for mouse events by walking // layers that intersect the point from front to back. void paint(GraphicsContext*, const IntRect& damageRect, PaintRestriction = PaintRestrictionNone, RenderObject* paintingRoot = 0); bool hitTest(const HitTestRequest&, HitTestResult&); // This method figures out our layerBounds in coordinates relative to // |rootLayer}. It also computes our background and foreground clip rects // for painting/event handling. void calculateRects(const RenderLayer* rootLayer, const IntRect& paintDirtyRect, IntRect& layerBounds, IntRect& backgroundRect, IntRect& foregroundRect, IntRect& outlineRect, bool temporaryClipRects = false) const; // Compute and cache clip rects computed with the given layer as the root void updateClipRects(const RenderLayer* rootLayer); // Compute and return the clip rects. If useCached is true, will used previously computed clip rects on ancestors // (rather than computing them all from scratch up the parent chain). void calculateClipRects(const RenderLayer* rootLayer, ClipRects&, bool useCached = false) const; ClipRects* clipRects() const { return m_clipRects; } IntRect childrenClipRect() const; // Returns the foreground clip rect of the layer in the document's coordinate space. IntRect selfClipRect() const; // Returns the background clip rect of the layer in the document's coordinate space. bool intersectsDamageRect(const IntRect& layerBounds, const IntRect& damageRect, const RenderLayer* rootLayer) const; // Returns a bounding box for this layer only. IntRect boundingBox(const RenderLayer* rootLayer) const; void updateHoverActiveState(const HitTestRequest&, HitTestResult&); IntRect repaintRect() const { return m_repaintRect; } void setNeedsFullRepaint(bool f = true) { m_needsFullRepaint = f; } int staticX() const { return m_staticX; } int staticY() const { return m_staticY; } void setStaticX(int staticX) { m_staticX = staticX; } void setStaticY(int staticY) { m_staticY = staticY; } bool hasTransform() const { return renderer()->hasTransform(); } TransformationMatrix* transform() const { return m_transform.get(); } void destroy(RenderArena*); // Overloaded new operator. Derived classes must override operator new // in order to allocate out of the RenderArena. void* operator new(size_t, RenderArena*) throw(); // Overridden to prevent the normal delete from being called. void operator delete(void*, size_t); private: // The normal operator new is disallowed on all render objects. void* operator new(size_t) throw(); private: void setNextSibling(RenderLayer* next) { m_next = next; } void setPreviousSibling(RenderLayer* prev) { m_previous = prev; } void setParent(RenderLayer* parent) { m_parent = parent; } void setFirstChild(RenderLayer* first) { m_first = first; } void setLastChild(RenderLayer* last) { m_last = last; } void collectLayers(Vector<RenderLayer*>*&, Vector<RenderLayer*>*&); void paintLayer(RenderLayer* rootLayer, GraphicsContext*, const IntRect& paintDirtyRect, bool haveTransparency, PaintRestriction, RenderObject* paintingRoot, bool appliedTransform = false, bool temporaryClipRects = false); RenderLayer* hitTestLayer(RenderLayer* rootLayer, const HitTestRequest&, HitTestResult&, const IntRect& hitTestRect, const IntPoint& hitTestPoint, bool appliedTransform = false); void computeScrollDimensions(bool* needHBar = 0, bool* needVBar = 0); bool shouldBeOverflowOnly() const; virtual void valueChanged(Scrollbar*); virtual void invalidateScrollbarRect(Scrollbar*, const IntRect&); virtual bool isActive() const; virtual bool scrollbarCornerPresent() const; void updateOverflowStatus(bool horizontalOverflow, bool verticalOverflow); void childVisibilityChanged(bool newVisibility); void dirtyVisibleDescendantStatus(); void updateVisibilityStatus(); Node* enclosingElement() const; void createReflection(); void updateReflectionStyle(); bool paintingInsideReflection() const { return m_paintingInsideReflection; } RenderLayer* enclosingTransformedAncestor() const; // Convert a point in absolute coords into layer coords, taking transforms into account IntPoint absoluteToContents(const IntPoint&) const; void updateScrollCornerStyle(); void updateResizerStyle(); protected: RenderBox* m_renderer; RenderLayer* m_parent; RenderLayer* m_previous; RenderLayer* m_next; RenderLayer* m_first; RenderLayer* m_last; IntRect m_repaintRect; // Cached repaint rects. Used by layout. IntRect m_outlineBox; // Our current relative position offset. int m_relX; int m_relY; // Our (x,y) coordinates are in our parent layer's coordinate space. int m_x; int m_y; // The layer's width/height int m_width; int m_height; // Our scroll offsets if the view is scrolled. int m_scrollX; int m_scrollY; int m_scrollOriginX; // only non-zero for rtl content int m_scrollLeftOverflow; // only non-zero for rtl content // The width/height of our scrolled area. int m_scrollWidth; int m_scrollHeight; // For layers with overflow, we have a pair of scrollbars. RefPtr<Scrollbar> m_hBar; RefPtr<Scrollbar> m_vBar; // Keeps track of whether the layer is currently resizing, so events can cause resizing to start and stop. bool m_inResizeMode; // For layers that establish stacking contexts, m_posZOrderList holds a sorted list of all the // descendant layers within the stacking context that have z-indices of 0 or greater // (auto will count as 0). m_negZOrderList holds descendants within our stacking context with negative // z-indices. Vector<RenderLayer*>* m_posZOrderList; Vector<RenderLayer*>* m_negZOrderList; // This list contains child layers that cannot create stacking contexts. For now it is just // overflow layers, but that may change in the future. Vector<RenderLayer*>* m_overflowList; ClipRects* m_clipRects; // Cached clip rects used when painting and hit testing. #ifndef NDEBUG const RenderLayer* m_clipRectsRoot; // Root layer used to compute clip rects. #endif bool m_scrollDimensionsDirty : 1; bool m_zOrderListsDirty : 1; bool m_overflowListDirty: 1; bool m_isOverflowOnly : 1; bool m_usedTransparency : 1; // Tracks whether we need to close a transparent layer, i.e., whether // we ended up painting this layer or any descendants (and therefore need to // blend). bool m_paintingInsideReflection : 1; // A state bit tracking if we are painting inside a replica. bool m_inOverflowRelayout : 1; bool m_needsFullRepaint : 1; bool m_overflowStatusDirty : 1; bool m_horizontalOverflow : 1; bool m_verticalOverflow : 1; bool m_visibleContentStatusDirty : 1; bool m_hasVisibleContent : 1; bool m_visibleDescendantStatusDirty : 1; bool m_hasVisibleDescendant : 1; RenderMarquee* m_marquee; // Used by layers with overflow:marquee // Cached normal flow values for absolute positioned elements with static left/top values. int m_staticX; int m_staticY; OwnPtr<TransformationMatrix> m_transform; // May ultimately be extended to many replicas (with their own paint order). RenderReplica* m_reflection; // Renderers to hold our custom scroll corner and resizer. RenderScrollbarPart* m_scrollCorner; RenderScrollbarPart* m_resizer; }; } // namespace WebCore #endif // RenderLayer_h