/*
* 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