/* * Copyright (C) 2006, 2007, 2008 Apple Inc. All rights reserved. * * 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. */ #include "config.h" #include "RenderLayer.h" #include "CString.h" #include "CSSPropertyNames.h" #include "CSSStyleDeclaration.h" #include "CSSStyleSelector.h" #include "Document.h" #include "EventHandler.h" #include "EventNames.h" #include "FloatPoint3D.h" #include "FloatRect.h" #include "FocusController.h" #include "Frame.h" #include "FrameTree.h" #include "FrameView.h" #include "Gradient.h" #include "GraphicsContext.h" #include "HTMLNames.h" #include "HitTestRequest.h" #include "HitTestResult.h" #include "OverflowEvent.h" #include "OverlapTestRequestClient.h" #include "Page.h" #include "PlatformMouseEvent.h" #include "RenderArena.h" #include "RenderInline.h" #include "RenderMarquee.h" #include "RenderReplica.h" #include "RenderScrollbar.h" #include "RenderScrollbarPart.h" #include "RenderTheme.h" #include "RenderTreeAsText.h" #include "RenderView.h" #include "ScaleTransformOperation.h" #include "Scrollbar.h" #include "ScrollbarTheme.h" #include "SelectionController.h" #include "TextStream.h" #include "TransformationMatrix.h" #include "TransformState.h" #include "TranslateTransformOperation.h" #include <wtf/StdLibExtras.h> #include <wtf/UnusedParam.h> #if USE(ACCELERATED_COMPOSITING) #include "RenderLayerBacking.h" #include "RenderLayerCompositor.h" #endif #if ENABLE(SVG) #include "SVGNames.h" #endif #define MIN_INTERSECT_FOR_REVEAL 32 using namespace std; namespace WebCore { using namespace HTMLNames; const int MinimumWidthWhileResizing = 100; const int MinimumHeightWhileResizing = 40; void* ClipRects::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void ClipRects::operator delete(void* ptr, size_t sz) { // Stash size where destroy can find it. *(size_t *)ptr = sz; } void ClipRects::destroy(RenderArena* renderArena) { delete this; // Recover the size left there for us by operator delete and free the memory. renderArena->free(*(size_t *)this, this); } RenderLayer::RenderLayer(RenderBoxModelObject* renderer) : m_renderer(renderer) , m_parent(0) , m_previous(0) , m_next(0) , m_first(0) , m_last(0) , m_relX(0) , m_relY(0) , m_x(0) , m_y(0) , m_width(0) , m_height(0) , m_scrollX(0) , m_scrollY(0) , m_scrollOriginX(0) , m_scrollLeftOverflow(0) , m_scrollWidth(0) , m_scrollHeight(0) , m_inResizeMode(false) , m_posZOrderList(0) , m_negZOrderList(0) , m_normalFlowList(0) , m_clipRects(0) #ifndef NDEBUG , m_clipRectsRoot(0) #endif , m_scrollDimensionsDirty(true) , m_zOrderListsDirty(true) , m_normalFlowListDirty(true) , m_isNormalFlowOnly(shouldBeNormalFlowOnly()) , m_usedTransparency(false) , m_paintingInsideReflection(false) , m_inOverflowRelayout(false) , m_needsFullRepaint(false) , m_overflowStatusDirty(true) , m_visibleContentStatusDirty(true) , m_hasVisibleContent(false) , m_visibleDescendantStatusDirty(false) , m_hasVisibleDescendant(false) , m_3DTransformedDescendantStatusDirty(true) , m_has3DTransformedDescendant(false) #if USE(ACCELERATED_COMPOSITING) , m_hasCompositingDescendant(false) , m_mustOverlapCompositedLayers(false) #endif , m_marquee(0) , m_staticX(0) , m_staticY(0) , m_reflection(0) , m_scrollCorner(0) , m_resizer(0) { if (!renderer->firstChild() && renderer->style()) { m_visibleContentStatusDirty = false; m_hasVisibleContent = renderer->style()->visibility() == VISIBLE; } } RenderLayer::~RenderLayer() { if (inResizeMode() && !renderer()->documentBeingDestroyed()) { if (Frame* frame = renderer()->document()->frame()) frame->eventHandler()->resizeLayerDestroyed(); } destroyScrollbar(HorizontalScrollbar); destroyScrollbar(VerticalScrollbar); // Child layers will be deleted by their corresponding render objects, so // we don't need to delete them ourselves. delete m_posZOrderList; delete m_negZOrderList; delete m_normalFlowList; delete m_marquee; #if USE(ACCELERATED_COMPOSITING) clearBacking(); #endif // Make sure we have no lingering clip rects. ASSERT(!m_clipRects); if (m_reflection) removeReflection(); if (m_scrollCorner) m_scrollCorner->destroy(); if (m_resizer) m_resizer->destroy(); } #if USE(ACCELERATED_COMPOSITING) RenderLayerCompositor* RenderLayer::compositor() const { ASSERT(renderer()->view()); return renderer()->view()->compositor(); } void RenderLayer::rendererContentChanged() { // This can get called when video becomes accelerated, so the layers may change. if (compositor()->updateLayerCompositingState(this)) compositor()->setCompositingLayersNeedRebuild(); if (m_backing) m_backing->rendererContentChanged(); } #endif // USE(ACCELERATED_COMPOSITING) bool RenderLayer::hasAcceleratedCompositing() const { #if USE(ACCELERATED_COMPOSITING) return compositor()->hasAcceleratedCompositing(); #else return false; #endif } void RenderLayer::updateLayerPositions(UpdateLayerPositionsFlags flags) { if (flags & DoFullRepaint) { renderer()->repaint(); #if USE(ACCELERATED_COMPOSITING) flags &= ~CheckForRepaint; // We need the full repaint to propagate to child layers if we are hardware compositing. if (!compositor()->inCompositingMode()) flags &= ~DoFullRepaint; #else flags &= ~(CheckForRepaint | DoFullRepaint); #endif } updateLayerPosition(); // For relpositioned layers or non-positioned layers, // we need to keep in sync, since we may have shifted relative // to our parent layer. int x = 0; int y = 0; convertToLayerCoords(root(), x, y); positionOverflowControls(x, y); updateVisibilityStatus(); updateTransform(); if (m_hasVisibleContent) { RenderView* view = renderer()->view(); ASSERT(view); // FIXME: Optimize using LayoutState and remove the disableLayoutState() call // from updateScrollInfoAfterLayout(). ASSERT(!view->layoutStateEnabled()); RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint(); IntRect newRect = renderer()->clippedOverflowRectForRepaint(repaintContainer); IntRect newOutlineBox = renderer()->outlineBoundsForRepaint(repaintContainer); if (flags & CheckForRepaint) { if (view && !view->printing()) { if (m_needsFullRepaint) { renderer()->repaintUsingContainer(repaintContainer, m_repaintRect); if (newRect != m_repaintRect) renderer()->repaintUsingContainer(repaintContainer, newRect); } else renderer()->repaintAfterLayoutIfNeeded(repaintContainer, m_repaintRect, m_outlineBox); } } m_repaintRect = newRect; m_outlineBox = newOutlineBox; } else { m_repaintRect = IntRect(); m_outlineBox = IntRect(); } m_needsFullRepaint = false; // Go ahead and update the reflection's position and size. if (m_reflection) m_reflection->layout(); #if USE(ACCELERATED_COMPOSITING) // Clear the IsCompositingUpdateRoot flag once we've found the first compositing layer in this update. bool isUpdateRoot = (flags & IsCompositingUpdateRoot); if (isComposited()) flags &= ~IsCompositingUpdateRoot; #endif for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->updateLayerPositions(flags); #if USE(ACCELERATED_COMPOSITING) if ((flags & UpdateCompositingLayers) && isComposited()) backing()->updateAfterLayout(RenderLayerBacking::CompositingChildren, isUpdateRoot); #endif // With all our children positioned, now update our marquee if we need to. if (m_marquee) m_marquee->updateMarqueePosition(); } void RenderLayer::computeRepaintRects() { RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint(); m_repaintRect = renderer()->clippedOverflowRectForRepaint(repaintContainer); m_outlineBox = renderer()->outlineBoundsForRepaint(repaintContainer); } void RenderLayer::updateTransform() { // hasTransform() on the renderer is also true when there is transform-style: preserve-3d or perspective set, // so check style too. bool hasTransform = renderer()->hasTransform() && renderer()->style()->hasTransform(); bool had3DTransform = has3DTransform(); bool hadTransform = m_transform; if (hasTransform != hadTransform) { if (hasTransform) m_transform.set(new TransformationMatrix); else m_transform.clear(); } if (hasTransform) { RenderBox* box = renderBox(); ASSERT(box); m_transform->makeIdentity(); box->style()->applyTransform(*m_transform, box->borderBoxRect().size(), RenderStyle::IncludeTransformOrigin); makeMatrixRenderable(*m_transform, hasAcceleratedCompositing()); } if (had3DTransform != has3DTransform()) dirty3DTransformedDescendantStatus(); } TransformationMatrix RenderLayer::currentTransform() const { if (!m_transform) return TransformationMatrix(); #if USE(ACCELERATED_COMPOSITING) if (renderer()->style()->isRunningAcceleratedAnimation()) { TransformationMatrix currTransform; RefPtr<RenderStyle> style = renderer()->animation()->getAnimatedStyleForRenderer(renderer()); style->applyTransform(currTransform, renderBox()->borderBoxRect().size(), RenderStyle::IncludeTransformOrigin); makeMatrixRenderable(currTransform, hasAcceleratedCompositing()); return currTransform; } #endif return *m_transform; } TransformationMatrix RenderLayer::renderableTransform(PaintBehavior paintBehavior) const { if (!m_transform) return TransformationMatrix(); if (paintBehavior & PaintBehaviorFlattenCompositingLayers) { TransformationMatrix matrix = *m_transform; makeMatrixRenderable(matrix, false /* flatten 3d */); return matrix; } return *m_transform; } void RenderLayer::setHasVisibleContent(bool b) { if (m_hasVisibleContent == b && !m_visibleContentStatusDirty) return; m_visibleContentStatusDirty = false; m_hasVisibleContent = b; if (m_hasVisibleContent) { RenderBoxModelObject* repaintContainer = renderer()->containerForRepaint(); m_repaintRect = renderer()->clippedOverflowRectForRepaint(repaintContainer); m_outlineBox = renderer()->outlineBoundsForRepaint(repaintContainer); if (!isNormalFlowOnly()) dirtyStackingContextZOrderLists(); } if (parent()) parent()->childVisibilityChanged(m_hasVisibleContent); } void RenderLayer::dirtyVisibleContentStatus() { m_visibleContentStatusDirty = true; if (parent()) parent()->dirtyVisibleDescendantStatus(); } void RenderLayer::childVisibilityChanged(bool newVisibility) { if (m_hasVisibleDescendant == newVisibility || m_visibleDescendantStatusDirty) return; if (newVisibility) { RenderLayer* l = this; while (l && !l->m_visibleDescendantStatusDirty && !l->m_hasVisibleDescendant) { l->m_hasVisibleDescendant = true; l = l->parent(); } } else dirtyVisibleDescendantStatus(); } void RenderLayer::dirtyVisibleDescendantStatus() { RenderLayer* l = this; while (l && !l->m_visibleDescendantStatusDirty) { l->m_visibleDescendantStatusDirty = true; l = l->parent(); } } void RenderLayer::updateVisibilityStatus() { if (m_visibleDescendantStatusDirty) { m_hasVisibleDescendant = false; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) { child->updateVisibilityStatus(); if (child->m_hasVisibleContent || child->m_hasVisibleDescendant) { m_hasVisibleDescendant = true; break; } } m_visibleDescendantStatusDirty = false; } if (m_visibleContentStatusDirty) { if (renderer()->style()->visibility() == VISIBLE) m_hasVisibleContent = true; else { // layer may be hidden but still have some visible content, check for this m_hasVisibleContent = false; RenderObject* r = renderer()->firstChild(); while (r) { if (r->style()->visibility() == VISIBLE && !r->hasLayer()) { m_hasVisibleContent = true; break; } if (r->firstChild() && !r->hasLayer()) r = r->firstChild(); else if (r->nextSibling()) r = r->nextSibling(); else { do { r = r->parent(); if (r == renderer()) r = 0; } while (r && !r->nextSibling()); if (r) r = r->nextSibling(); } } } m_visibleContentStatusDirty = false; } } void RenderLayer::dirty3DTransformedDescendantStatus() { RenderLayer* curr = stackingContext(); if (curr) curr->m_3DTransformedDescendantStatusDirty = true; // This propagates up through preserve-3d hierarchies to the enclosing flattening layer. // Note that preserves3D() creates stacking context, so we can just run up the stacking contexts. while (curr && curr->preserves3D()) { curr->m_3DTransformedDescendantStatusDirty = true; curr = curr->stackingContext(); } } // Return true if this layer or any preserve-3d descendants have 3d. bool RenderLayer::update3DTransformedDescendantStatus() { if (m_3DTransformedDescendantStatusDirty) { m_has3DTransformedDescendant = false; // Transformed or preserve-3d descendants can only be in the z-order lists, not // in the normal flow list, so we only need to check those. if (m_posZOrderList) { for (unsigned i = 0; i < m_posZOrderList->size(); ++i) m_has3DTransformedDescendant |= m_posZOrderList->at(i)->update3DTransformedDescendantStatus(); } // Now check our negative z-index children. if (m_negZOrderList) { for (unsigned i = 0; i < m_negZOrderList->size(); ++i) m_has3DTransformedDescendant |= m_negZOrderList->at(i)->update3DTransformedDescendantStatus(); } m_3DTransformedDescendantStatusDirty = false; } // If we live in a 3d hierarchy, then the layer at the root of that hierarchy needs // the m_has3DTransformedDescendant set. if (preserves3D()) return has3DTransform() || m_has3DTransformedDescendant; return has3DTransform(); } void RenderLayer::updateLayerPosition() { // Clear our cached clip rect information. clearClipRects(); RenderBox* rendererBox = renderBox(); int x = rendererBox ? rendererBox->x() : 0; int y = rendererBox ? rendererBox->y() : 0; if (!renderer()->isPositioned() && renderer()->parent()) { // We must adjust our position by walking up the render tree looking for the // nearest enclosing object with a layer. RenderObject* curr = renderer()->parent(); while (curr && !curr->hasLayer()) { if (curr->isBox() && !curr->isTableRow()) { // Rows and cells share the same coordinate space (that of the section). // Omit them when computing our xpos/ypos. RenderBox* currBox = toRenderBox(curr); x += currBox->x(); y += currBox->y(); } curr = curr->parent(); } if (curr->isBox() && curr->isTableRow()) { // Put ourselves into the row coordinate space. RenderBox* currBox = toRenderBox(curr); x -= currBox->x(); y -= currBox->y(); } } m_relX = m_relY = 0; if (renderer()->isRelPositioned()) { m_relX = renderer()->relativePositionOffsetX(); m_relY = renderer()->relativePositionOffsetY(); x += m_relX; y += m_relY; } // Subtract our parent's scroll offset. if (renderer()->isPositioned() && enclosingPositionedAncestor()) { RenderLayer* positionedParent = enclosingPositionedAncestor(); // For positioned layers, we subtract out the enclosing positioned layer's scroll offset. positionedParent->subtractScrolledContentOffset(x, y); if (renderer()->isPositioned() && positionedParent->renderer()->isRelPositioned() && positionedParent->renderer()->isRenderInline()) { IntSize offset = toRenderInline(positionedParent->renderer())->relativePositionedInlineOffset(toRenderBox(renderer())); x += offset.width(); y += offset.height(); } } else if (parent()) parent()->subtractScrolledContentOffset(x, y); // FIXME: We'd really like to just get rid of the concept of a layer rectangle and rely on the renderers. setLocation(x, y); if (renderer()->isRenderInline()) { RenderInline* inlineFlow = toRenderInline(renderer()); IntRect lineBox = inlineFlow->linesBoundingBox(); setWidth(lineBox.width()); setHeight(lineBox.height()); } else if (RenderBox* box = renderBox()) { setWidth(box->width()); setHeight(box->height()); if (!box->hasOverflowClip()) { if (box->rightLayoutOverflow() > box->width()) setWidth(box->rightLayoutOverflow()); if (box->bottomLayoutOverflow() > box->height()) setHeight(box->bottomLayoutOverflow()); } } } TransformationMatrix RenderLayer::perspectiveTransform() const { if (!renderer()->hasTransform()) return TransformationMatrix(); RenderStyle* style = renderer()->style(); if (!style->hasPerspective()) return TransformationMatrix(); // Maybe fetch the perspective from the backing? const IntRect borderBox = toRenderBox(renderer())->borderBoxRect(); const float boxWidth = borderBox.width(); const float boxHeight = borderBox.height(); float perspectiveOriginX = style->perspectiveOriginX().calcFloatValue(boxWidth); float perspectiveOriginY = style->perspectiveOriginY().calcFloatValue(boxHeight); // A perspective origin of 0,0 makes the vanishing point in the center of the element. // We want it to be in the top-left, so subtract half the height and width. perspectiveOriginX -= boxWidth / 2.0f; perspectiveOriginY -= boxHeight / 2.0f; TransformationMatrix t; t.translate(perspectiveOriginX, perspectiveOriginY); t.applyPerspective(style->perspective()); t.translate(-perspectiveOriginX, -perspectiveOriginY); return t; } FloatPoint RenderLayer::perspectiveOrigin() const { if (!renderer()->hasTransform()) return FloatPoint(); const IntRect borderBox = toRenderBox(renderer())->borderBoxRect(); RenderStyle* style = renderer()->style(); return FloatPoint(style->perspectiveOriginX().calcFloatValue(borderBox.width()), style->perspectiveOriginY().calcFloatValue(borderBox.height())); } RenderLayer* RenderLayer::stackingContext() const { RenderLayer* layer = parent(); #if ENABLE(COMPOSITED_FIXED_ELEMENTS) // When using composited fixed elements, they are turned into a stacking // context and we thus need to return them. // We can simplify the while loop by using isStackingContext(); with // composited fixed elements turned on, this will return true for them, // and is otherwise equivalent to the replaced statements. while (layer && !layer->renderer()->isRoot() && !layer->isStackingContext()) #else while (layer && !layer->renderer()->isRenderView() && !layer->renderer()->isRoot() && layer->renderer()->style()->hasAutoZIndex()) #endif layer = layer->parent(); return layer; } static inline bool isPositionedContainer(RenderLayer* layer) { RenderObject* o = layer->renderer(); return o->isRenderView() || o->isPositioned() || o->isRelPositioned() || layer->hasTransform(); } static inline bool isFixedPositionedContainer(RenderLayer* layer) { RenderObject* o = layer->renderer(); return o->isRenderView() || layer->hasTransform(); } RenderLayer* RenderLayer::enclosingPositionedAncestor() const { RenderLayer* curr = parent(); while (curr && !isPositionedContainer(curr)) curr = curr->parent(); return curr; } RenderLayer* RenderLayer::enclosingTransformedAncestor() const { RenderLayer* curr = parent(); while (curr && !curr->renderer()->isRenderView() && !curr->transform()) curr = curr->parent(); return curr; } static inline const RenderLayer* compositingContainer(const RenderLayer* layer) { return layer->isNormalFlowOnly() ? layer->parent() : layer->stackingContext(); } #if USE(ACCELERATED_COMPOSITING) RenderLayer* RenderLayer::enclosingCompositingLayer(bool includeSelf) const { if (includeSelf && isComposited()) return const_cast<RenderLayer*>(this); for (const RenderLayer* curr = compositingContainer(this); curr; curr = compositingContainer(curr)) { if (curr->isComposited()) return const_cast<RenderLayer*>(curr); } return 0; } #endif RenderLayer* RenderLayer::clippingRoot() const { const RenderLayer* current = this; while (current) { if (current->renderer()->isRenderView()) return const_cast<RenderLayer*>(current); current = compositingContainer(current); ASSERT(current); if (current->transform() #if USE(ACCELERATED_COMPOSITING) || current->isComposited() #endif ) return const_cast<RenderLayer*>(current); } ASSERT_NOT_REACHED(); return 0; } IntPoint RenderLayer::absoluteToContents(const IntPoint& absolutePoint) const { // We don't use convertToLayerCoords because it doesn't know about transforms return roundedIntPoint(renderer()->absoluteToLocal(absolutePoint, false, true)); } bool RenderLayer::requiresSlowRepaints() const { if (isTransparent() || hasReflection() || hasTransform()) return true; if (!parent()) return false; return parent()->requiresSlowRepaints(); } bool RenderLayer::isTransparent() const { #if ENABLE(SVG) if (renderer()->node() && renderer()->node()->namespaceURI() == SVGNames::svgNamespaceURI) return false; #endif return renderer()->isTransparent() || renderer()->hasMask(); } RenderLayer* RenderLayer::transparentPaintingAncestor() { if (isComposited()) return 0; for (RenderLayer* curr = parent(); curr; curr = curr->parent()) { if (curr->isComposited()) return 0; if (curr->isTransparent()) return curr; } return 0; } static IntRect transparencyClipBox(const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior); static void expandClipRectForDescendantsAndReflection(IntRect& clipRect, const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior) { // If we have a mask, then the clip is limited to the border box area (and there is // no need to examine child layers). if (!l->renderer()->hasMask()) { // Note: we don't have to walk z-order lists since transparent elements always establish // a stacking context. This means we can just walk the layer tree directly. for (RenderLayer* curr = l->firstChild(); curr; curr = curr->nextSibling()) { if (!l->reflection() || l->reflectionLayer() != curr) clipRect.unite(transparencyClipBox(curr, rootLayer, paintBehavior)); } } // If we have a reflection, then we need to account for that when we push the clip. Reflect our entire // current transparencyClipBox to catch all child layers. // FIXME: Accelerated compositing will eventually want to do something smart here to avoid incorporating this // size into the parent layer. if (l->renderer()->hasReflection()) { int deltaX = 0; int deltaY = 0; l->convertToLayerCoords(rootLayer, deltaX, deltaY); clipRect.move(-deltaX, -deltaY); clipRect.unite(l->renderBox()->reflectedRect(clipRect)); clipRect.move(deltaX, deltaY); } } static IntRect transparencyClipBox(const RenderLayer* l, const RenderLayer* rootLayer, PaintBehavior paintBehavior) { // FIXME: Although this function completely ignores CSS-imposed clipping, we did already intersect with the // paintDirtyRect, and that should cut down on the amount we have to paint. Still it // would be better to respect clips. if (rootLayer != l && l->paintsWithTransform(paintBehavior)) { // The best we can do here is to use enclosed bounding boxes to establish a "fuzzy" enough clip to encompass // the transformed layer and all of its children. int x = 0; int y = 0; l->convertToLayerCoords(rootLayer, x, y); TransformationMatrix transform; transform.translate(x, y); transform = *l->transform() * transform; IntRect clipRect = l->boundingBox(l); expandClipRectForDescendantsAndReflection(clipRect, l, l, paintBehavior); return transform.mapRect(clipRect); } IntRect clipRect = l->boundingBox(rootLayer); expandClipRectForDescendantsAndReflection(clipRect, l, rootLayer, paintBehavior); return clipRect; } void RenderLayer::beginTransparencyLayers(GraphicsContext* p, const RenderLayer* rootLayer, PaintBehavior paintBehavior) { if (p->paintingDisabled() || (paintsWithTransparency(paintBehavior) && m_usedTransparency)) return; RenderLayer* ancestor = transparentPaintingAncestor(); if (ancestor) ancestor->beginTransparencyLayers(p, rootLayer, paintBehavior); if (paintsWithTransparency(paintBehavior)) { m_usedTransparency = true; p->save(); IntRect clipRect = transparencyClipBox(this, rootLayer, paintBehavior); p->clip(clipRect); p->beginTransparencyLayer(renderer()->opacity()); #ifdef REVEAL_TRANSPARENCY_LAYERS p->setFillColor(Color(0.0f, 0.0f, 0.5f, 0.2f), DeviceColorSpace); p->fillRect(clipRect); #endif } } void* RenderLayer::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void RenderLayer::operator delete(void* ptr, size_t sz) { // Stash size where destroy can find it. *(size_t *)ptr = sz; } void RenderLayer::destroy(RenderArena* renderArena) { delete this; // Recover the size left there for us by operator delete and free the memory. renderArena->free(*(size_t *)this, this); } void RenderLayer::addChild(RenderLayer* child, RenderLayer* beforeChild) { RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild(); if (prevSibling) { child->setPreviousSibling(prevSibling); prevSibling->setNextSibling(child); } else setFirstChild(child); if (beforeChild) { beforeChild->setPreviousSibling(child); child->setNextSibling(beforeChild); } else setLastChild(child); child->setParent(this); if (child->isNormalFlowOnly()) dirtyNormalFlowList(); if (!child->isNormalFlowOnly() || child->firstChild()) { // Dirty the z-order list in which we are contained. The stackingContext() can be null in the // case where we're building up generated content layers. This is ok, since the lists will start // off dirty in that case anyway. child->dirtyStackingContextZOrderLists(); } child->updateVisibilityStatus(); if (child->m_hasVisibleContent || child->m_hasVisibleDescendant) childVisibilityChanged(true); #if USE(ACCELERATED_COMPOSITING) compositor()->layerWasAdded(this, child); #endif } RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild) { #if USE(ACCELERATED_COMPOSITING) if (!renderer()->documentBeingDestroyed()) compositor()->layerWillBeRemoved(this, oldChild); #endif // remove the child if (oldChild->previousSibling()) oldChild->previousSibling()->setNextSibling(oldChild->nextSibling()); if (oldChild->nextSibling()) oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling()); if (m_first == oldChild) m_first = oldChild->nextSibling(); if (m_last == oldChild) m_last = oldChild->previousSibling(); if (oldChild->isNormalFlowOnly()) dirtyNormalFlowList(); if (!oldChild->isNormalFlowOnly() || oldChild->firstChild()) { // Dirty the z-order list in which we are contained. When called via the // reattachment process in removeOnlyThisLayer, the layer may already be disconnected // from the main layer tree, so we need to null-check the |stackingContext| value. oldChild->dirtyStackingContextZOrderLists(); } oldChild->setPreviousSibling(0); oldChild->setNextSibling(0); oldChild->setParent(0); oldChild->updateVisibilityStatus(); if (oldChild->m_hasVisibleContent || oldChild->m_hasVisibleDescendant) childVisibilityChanged(false); return oldChild; } void RenderLayer::removeOnlyThisLayer() { if (!m_parent) return; // Mark that we are about to lose our layer. This makes render tree // walks ignore this layer while we're removing it. m_renderer->setHasLayer(false); #if USE(ACCELERATED_COMPOSITING) compositor()->layerWillBeRemoved(m_parent, this); #endif // Dirty the clip rects. clearClipRectsIncludingDescendants(); // Remove us from the parent. RenderLayer* parent = m_parent; RenderLayer* nextSib = nextSibling(); parent->removeChild(this); if (reflection()) removeChild(reflectionLayer()); // Now walk our kids and reattach them to our parent. RenderLayer* current = m_first; while (current) { RenderLayer* next = current->nextSibling(); removeChild(current); parent->addChild(current, nextSib); current->updateLayerPositions(); // Depends on hasLayer() already being false for proper layout. current = next; } m_renderer->destroyLayer(); } void RenderLayer::insertOnlyThisLayer() { if (!m_parent && renderer()->parent()) { // We need to connect ourselves when our renderer() has a parent. // Find our enclosingLayer and add ourselves. RenderLayer* parentLayer = renderer()->parent()->enclosingLayer(); ASSERT(parentLayer); RenderLayer* beforeChild = parentLayer->reflectionLayer() != this ? renderer()->parent()->findNextLayer(parentLayer, renderer()) : 0; parentLayer->addChild(this, beforeChild); } // Remove all descendant layers from the hierarchy and add them to the new position. for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling()) curr->moveLayers(m_parent, this); // Clear out all the clip rects. clearClipRectsIncludingDescendants(); } void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, int& xPos, int& yPos) const { if (ancestorLayer == this) return; EPosition position = renderer()->style()->position(); if (position == FixedPosition && (!ancestorLayer || ancestorLayer == renderer()->view()->layer())) { // If the fixed layer's container is the root, just add in the offset of the view. We can obtain this by calling // localToAbsolute() on the RenderView. FloatPoint absPos = renderer()->localToAbsolute(FloatPoint(), true); xPos += absPos.x(); yPos += absPos.y(); return; } if (position == FixedPosition) { // For a fixed layers, we need to walk up to the root to see if there's a fixed position container // (e.g. a transformed layer). It's an error to call convertToLayerCoords() across a layer with a transform, // so we should always find the ancestor at or before we find the fixed position container. RenderLayer* fixedPositionContainerLayer = 0; bool foundAncestor = false; for (RenderLayer* currLayer = parent(); currLayer; currLayer = currLayer->parent()) { if (currLayer == ancestorLayer) foundAncestor = true; if (isFixedPositionedContainer(currLayer)) { fixedPositionContainerLayer = currLayer; ASSERT(foundAncestor); break; } } ASSERT(fixedPositionContainerLayer); // We should have hit the RenderView's layer at least. if (fixedPositionContainerLayer != ancestorLayer) { int fixedContainerX = 0; int fixedContainerY = 0; convertToLayerCoords(fixedPositionContainerLayer, fixedContainerX, fixedContainerY); int ancestorX = 0; int ancestorY = 0; ancestorLayer->convertToLayerCoords(fixedPositionContainerLayer, ancestorX, ancestorY); xPos += (fixedContainerX - ancestorX); yPos += (fixedContainerY - ancestorY); return; } } RenderLayer* parentLayer; if (position == AbsolutePosition || position == FixedPosition) { // Do what enclosingPositionedAncestor() does, but check for ancestorLayer along the way. parentLayer = parent(); bool foundAncestorFirst = false; while (parentLayer) { if (isPositionedContainer(parentLayer)) break; if (parentLayer == ancestorLayer) { foundAncestorFirst = true; break; } parentLayer = parentLayer->parent(); } if (foundAncestorFirst) { // Found ancestorLayer before the abs. positioned container, so compute offset of both relative // to enclosingPositionedAncestor and subtract. RenderLayer* positionedAncestor = parentLayer->enclosingPositionedAncestor(); int thisX = 0; int thisY = 0; convertToLayerCoords(positionedAncestor, thisX, thisY); int ancestorX = 0; int ancestorY = 0; ancestorLayer->convertToLayerCoords(positionedAncestor, ancestorX, ancestorY); xPos += (thisX - ancestorX); yPos += (thisY - ancestorY); return; } } else parentLayer = parent(); if (!parentLayer) return; parentLayer->convertToLayerCoords(ancestorLayer, xPos, yPos); xPos += x(); yPos += y(); } static inline int adjustedScrollDelta(int beginningDelta) { // This implemention matches Firefox's. // http://mxr.mozilla.org/firefox/source/toolkit/content/widgets/browser.xml#856. const int speedReducer = 12; int adjustedDelta = beginningDelta / speedReducer; if (adjustedDelta > 1) adjustedDelta = static_cast<int>(adjustedDelta * sqrt(static_cast<double>(adjustedDelta))) - 1; else if (adjustedDelta < -1) adjustedDelta = static_cast<int>(adjustedDelta * sqrt(static_cast<double>(-adjustedDelta))) + 1; return adjustedDelta; } void RenderLayer::panScrollFromPoint(const IntPoint& sourcePoint) { Frame* frame = renderer()->document()->frame(); if (!frame) return; IntPoint currentMousePosition = frame->eventHandler()->currentMousePosition(); // We need to check if the current mouse position is out of the window. When the mouse is out of the window, the position is incoherent static IntPoint previousMousePosition; if (currentMousePosition.x() < 0 || currentMousePosition.y() < 0) currentMousePosition = previousMousePosition; else previousMousePosition = currentMousePosition; int xDelta = currentMousePosition.x() - sourcePoint.x(); int yDelta = currentMousePosition.y() - sourcePoint.y(); if (abs(xDelta) <= ScrollView::noPanScrollRadius) // at the center we let the space for the icon xDelta = 0; if (abs(yDelta) <= ScrollView::noPanScrollRadius) yDelta = 0; scrollByRecursively(adjustedScrollDelta(xDelta), adjustedScrollDelta(yDelta)); } void RenderLayer::scrollByRecursively(int xDelta, int yDelta) { if (!xDelta && !yDelta) return; bool restrictedByLineClamp = false; if (renderer()->parent()) restrictedByLineClamp = !renderer()->parent()->style()->lineClamp().isNone(); if (renderer()->hasOverflowClip() && !restrictedByLineClamp) { int newOffsetX = scrollXOffset() + xDelta; int newOffsetY = scrollYOffset() + yDelta; scrollToOffset(newOffsetX, newOffsetY); // If this layer can't do the scroll we ask the next layer up that can scroll to try int leftToScrollX = newOffsetX - scrollXOffset(); int leftToScrollY = newOffsetY - scrollYOffset(); if ((leftToScrollX || leftToScrollY) && renderer()->parent()) { RenderObject* nextRenderer = renderer()->parent(); while (nextRenderer) { if (nextRenderer->isBox() && toRenderBox(nextRenderer)->canBeScrolledAndHasScrollableArea()) { nextRenderer->enclosingLayer()->scrollByRecursively(leftToScrollX, leftToScrollY); break; } nextRenderer = nextRenderer->parent(); } Frame* frame = renderer()->document()->frame(); if (frame) frame->eventHandler()->updateAutoscrollRenderer(); } } else if (renderer()->view()->frameView()) { // If we are here, we were called on a renderer that can be programmatically scrolled, but doesn't // have an overflow clip. Which means that it is a document node that can be scrolled. renderer()->view()->frameView()->scrollBy(IntSize(xDelta, yDelta)); // FIXME: If we didn't scroll the whole way, do we want to try looking at the frames ownerElement? // https://bugs.webkit.org/show_bug.cgi?id=28237 } } void RenderLayer::addScrolledContentOffset(int& x, int& y) const { x += scrollXOffset() + m_scrollLeftOverflow; y += scrollYOffset(); } void RenderLayer::subtractScrolledContentOffset(int& x, int& y) const { x -= scrollXOffset() + m_scrollLeftOverflow; y -= scrollYOffset(); } void RenderLayer::scrollToOffset(int x, int y, bool updateScrollbars, bool repaint) { RenderBox* box = renderBox(); if (!box) return; if (box->style()->overflowX() != OMARQUEE) { if (x < 0) x = 0; if (y < 0) y = 0; // Call the scrollWidth/Height functions so that the dimensions will be computed if they need // to be (for overflow:hidden blocks). int maxX = scrollWidth() - box->clientWidth(); int maxY = scrollHeight() - box->clientHeight(); if (x > maxX) x = maxX; if (y > maxY) y = maxY; } // FIXME: Eventually, we will want to perform a blit. For now never // blit, since the check for blitting is going to be very // complicated (since it will involve testing whether our layer // is either occluded by another layer or clipped by an enclosing // layer or contains fixed backgrounds, etc.). int newScrollX = x - m_scrollOriginX; if (m_scrollY == y && m_scrollX == newScrollX) return; m_scrollX = newScrollX; m_scrollY = y; // Update the positions of our child layers. Don't have updateLayerPositions() update // compositing layers, because we need to do a deep update from the compositing ancestor. for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->updateLayerPositions(0); #if USE(ACCELERATED_COMPOSITING) if (compositor()->inCompositingMode()) { if (RenderLayer* compositingAncestor = ancestorCompositingLayer()) { bool isUpdateRoot = true; compositingAncestor->backing()->updateAfterLayout(RenderLayerBacking::AllDescendants, isUpdateRoot); } } #endif RenderView* view = renderer()->view(); // We should have a RenderView if we're trying to scroll. ASSERT(view); if (view) { #if ENABLE(DASHBOARD_SUPPORT) // Update dashboard regions, scrolling may change the clip of a // particular region. view->frameView()->updateDashboardRegions(); #endif view->updateWidgetPositions(); } // The caret rect needs to be invalidated after scrolling Frame* frame = renderer()->document()->frame(); if (frame) frame->selection()->setNeedsLayout(); // Just schedule a full repaint of our object. if (repaint) renderer()->repaint(); if (updateScrollbars) { if (m_hBar) m_hBar->setValue(scrollXOffset()); if (m_vBar) m_vBar->setValue(m_scrollY); } // Schedule the scroll DOM event. if (view) { if (FrameView* frameView = view->frameView()) frameView->scheduleEvent(Event::create(eventNames().scrollEvent, false, false), renderer()->node()); } } void RenderLayer::scrollRectToVisible(const IntRect &rect, bool scrollToAnchor, const ScrollAlignment& alignX, const ScrollAlignment& alignY) { RenderLayer* parentLayer = 0; IntRect newRect = rect; int xOffset = 0, yOffset = 0; // We may end up propagating a scroll event. It is important that we suspend events until // the end of the function since they could delete the layer or the layer's renderer(). FrameView* frameView = renderer()->document()->view(); if (frameView) frameView->pauseScheduledEvents(); bool restrictedByLineClamp = false; if (renderer()->parent()) { parentLayer = renderer()->parent()->enclosingLayer(); restrictedByLineClamp = !renderer()->parent()->style()->lineClamp().isNone(); } if (renderer()->hasOverflowClip() && !restrictedByLineClamp) { // Don't scroll to reveal an overflow layer that is restricted by the -webkit-line-clamp property. // This will prevent us from revealing text hidden by the slider in Safari RSS. RenderBox* box = renderBox(); ASSERT(box); FloatPoint absPos = box->localToAbsolute(); absPos.move(box->borderLeft(), box->borderTop()); IntRect layerBounds = IntRect(absPos.x() + scrollXOffset(), absPos.y() + scrollYOffset(), box->clientWidth(), box->clientHeight()); IntRect exposeRect = IntRect(rect.x() + scrollXOffset(), rect.y() + scrollYOffset(), rect.width(), rect.height()); IntRect r = getRectToExpose(layerBounds, exposeRect, alignX, alignY); xOffset = r.x() - absPos.x(); yOffset = r.y() - absPos.y(); // Adjust offsets if they're outside of the allowable range. xOffset = max(0, min(scrollWidth() - layerBounds.width(), xOffset)); yOffset = max(0, min(scrollHeight() - layerBounds.height(), yOffset)); if (xOffset != scrollXOffset() || yOffset != scrollYOffset()) { int diffX = scrollXOffset(); int diffY = scrollYOffset(); scrollToOffset(xOffset, yOffset); diffX = scrollXOffset() - diffX; diffY = scrollYOffset() - diffY; newRect.setX(rect.x() - diffX); newRect.setY(rect.y() - diffY); } } else if (!parentLayer && renderer()->isBox() && renderBox()->canBeProgramaticallyScrolled(scrollToAnchor)) { if (frameView) { if (renderer()->document() && renderer()->document()->ownerElement() && renderer()->document()->ownerElement()->renderer()) { IntRect viewRect = frameView->visibleContentRect(); IntRect r = getRectToExpose(viewRect, rect, alignX, alignY); xOffset = r.x(); yOffset = r.y(); // Adjust offsets if they're outside of the allowable range. xOffset = max(0, min(frameView->contentsWidth(), xOffset)); yOffset = max(0, min(frameView->contentsHeight(), yOffset)); frameView->setScrollPosition(IntPoint(xOffset, yOffset)); parentLayer = renderer()->document()->ownerElement()->renderer()->enclosingLayer(); newRect.setX(rect.x() - frameView->scrollX() + frameView->x()); newRect.setY(rect.y() - frameView->scrollY() + frameView->y()); } else { IntRect viewRect = frameView->visibleContentRect(true); IntRect r = getRectToExpose(viewRect, rect, alignX, alignY); // If this is the outermost view that RenderLayer needs to scroll, then we should scroll the view recursively // Other apps, like Mail, rely on this feature. frameView->scrollRectIntoViewRecursively(r); } } } if (parentLayer) parentLayer->scrollRectToVisible(newRect, scrollToAnchor, alignX, alignY); if (frameView) frameView->resumeScheduledEvents(); } IntRect RenderLayer::getRectToExpose(const IntRect &visibleRect, const IntRect &exposeRect, const ScrollAlignment& alignX, const ScrollAlignment& alignY) { // Determine the appropriate X behavior. ScrollBehavior scrollX; IntRect exposeRectX(exposeRect.x(), visibleRect.y(), exposeRect.width(), visibleRect.height()); int intersectWidth = intersection(visibleRect, exposeRectX).width(); if (intersectWidth == exposeRect.width() || intersectWidth >= MIN_INTERSECT_FOR_REVEAL) // If the rectangle is fully visible, use the specified visible behavior. // If the rectangle is partially visible, but over a certain threshold, // then treat it as fully visible to avoid unnecessary horizontal scrolling scrollX = ScrollAlignment::getVisibleBehavior(alignX); else if (intersectWidth == visibleRect.width()) { // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work. scrollX = ScrollAlignment::getVisibleBehavior(alignX); if (scrollX == alignCenter) scrollX = noScroll; } else if (intersectWidth > 0) // If the rectangle is partially visible, but not above the minimum threshold, use the specified partial behavior scrollX = ScrollAlignment::getPartialBehavior(alignX); else scrollX = ScrollAlignment::getHiddenBehavior(alignX); // If we're trying to align to the closest edge, and the exposeRect is further right // than the visibleRect, and not bigger than the visible area, then align with the right. if (scrollX == alignToClosestEdge && exposeRect.right() > visibleRect.right() && exposeRect.width() < visibleRect.width()) scrollX = alignRight; // Given the X behavior, compute the X coordinate. int x; if (scrollX == noScroll) x = visibleRect.x(); else if (scrollX == alignRight) x = exposeRect.right() - visibleRect.width(); else if (scrollX == alignCenter) x = exposeRect.x() + (exposeRect.width() - visibleRect.width()) / 2; else x = exposeRect.x(); // Determine the appropriate Y behavior. ScrollBehavior scrollY; IntRect exposeRectY(visibleRect.x(), exposeRect.y(), visibleRect.width(), exposeRect.height()); int intersectHeight = intersection(visibleRect, exposeRectY).height(); if (intersectHeight == exposeRect.height()) // If the rectangle is fully visible, use the specified visible behavior. scrollY = ScrollAlignment::getVisibleBehavior(alignY); else if (intersectHeight == visibleRect.height()) { // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work. scrollY = ScrollAlignment::getVisibleBehavior(alignY); if (scrollY == alignCenter) scrollY = noScroll; } else if (intersectHeight > 0) // If the rectangle is partially visible, use the specified partial behavior scrollY = ScrollAlignment::getPartialBehavior(alignY); else scrollY = ScrollAlignment::getHiddenBehavior(alignY); // If we're trying to align to the closest edge, and the exposeRect is further down // than the visibleRect, and not bigger than the visible area, then align with the bottom. if (scrollY == alignToClosestEdge && exposeRect.bottom() > visibleRect.bottom() && exposeRect.height() < visibleRect.height()) scrollY = alignBottom; // Given the Y behavior, compute the Y coordinate. int y; if (scrollY == noScroll) y = visibleRect.y(); else if (scrollY == alignBottom) y = exposeRect.bottom() - visibleRect.height(); else if (scrollY == alignCenter) y = exposeRect.y() + (exposeRect.height() - visibleRect.height()) / 2; else y = exposeRect.y(); return IntRect(IntPoint(x, y), visibleRect.size()); } void RenderLayer::autoscroll() { Frame* frame = renderer()->document()->frame(); if (!frame) return; FrameView* frameView = frame->view(); if (!frameView) return; #if ENABLE(DRAG_SUPPORT) frame->eventHandler()->updateSelectionForMouseDrag(); #endif IntPoint currentDocumentPosition = frameView->windowToContents(frame->eventHandler()->currentMousePosition()); scrollRectToVisible(IntRect(currentDocumentPosition, IntSize(1, 1)), false, ScrollAlignment::alignToEdgeIfNeeded, ScrollAlignment::alignToEdgeIfNeeded); } void RenderLayer::resize(const PlatformMouseEvent& evt, const IntSize& oldOffset) { // FIXME: This should be possible on generated content but is not right now. if (!inResizeMode() || !renderer()->hasOverflowClip() || !renderer()->node()) return; // Set the width and height of the shadow ancestor node if there is one. // This is necessary for textarea elements since the resizable layer is in the shadow content. Element* element = static_cast<Element*>(renderer()->node()->shadowAncestorNode()); RenderBox* renderer = toRenderBox(element->renderer()); EResize resize = renderer->style()->resize(); if (resize == RESIZE_NONE) return; Document* document = element->document(); if (!document->frame()->eventHandler()->mousePressed()) return; float zoomFactor = renderer->style()->effectiveZoom(); IntSize newOffset = offsetFromResizeCorner(document->view()->windowToContents(evt.pos())); newOffset.setWidth(newOffset.width() / zoomFactor); newOffset.setHeight(newOffset.height() / zoomFactor); IntSize currentSize = IntSize(renderer->width() / zoomFactor, renderer->height() / zoomFactor); IntSize minimumSize = element->minimumSizeForResizing().shrunkTo(currentSize); element->setMinimumSizeForResizing(minimumSize); IntSize adjustedOldOffset = IntSize(oldOffset.width() / zoomFactor, oldOffset.height() / zoomFactor); IntSize difference = (currentSize + newOffset - adjustedOldOffset).expandedTo(minimumSize) - currentSize; CSSStyleDeclaration* style = element->style(); bool isBoxSizingBorder = renderer->style()->boxSizing() == BORDER_BOX; ExceptionCode ec; if (resize != RESIZE_VERTICAL && difference.width()) { if (element->isFormControlElement()) { // Make implicit margins from the theme explicit (see <http://bugs.webkit.org/show_bug.cgi?id=9547>). style->setProperty(CSSPropertyMarginLeft, String::number(renderer->marginLeft() / zoomFactor) + "px", false, ec); style->setProperty(CSSPropertyMarginRight, String::number(renderer->marginRight() / zoomFactor) + "px", false, ec); } int baseWidth = renderer->width() - (isBoxSizingBorder ? 0 : renderer->borderLeft() + renderer->paddingLeft() + renderer->borderRight() + renderer->paddingRight()); baseWidth = baseWidth / zoomFactor; style->setProperty(CSSPropertyWidth, String::number(baseWidth + difference.width()) + "px", false, ec); } if (resize != RESIZE_HORIZONTAL && difference.height()) { if (element->isFormControlElement()) { // Make implicit margins from the theme explicit (see <http://bugs.webkit.org/show_bug.cgi?id=9547>). style->setProperty(CSSPropertyMarginTop, String::number(renderer->marginTop() / zoomFactor) + "px", false, ec); style->setProperty(CSSPropertyMarginBottom, String::number(renderer->marginBottom() / zoomFactor) + "px", false, ec); } int baseHeight = renderer->height() - (isBoxSizingBorder ? 0 : renderer->borderTop() + renderer->paddingTop() + renderer->borderBottom() + renderer->paddingBottom()); baseHeight = baseHeight / zoomFactor; style->setProperty(CSSPropertyHeight, String::number(baseHeight + difference.height()) + "px", false, ec); } document->updateLayout(); // FIXME (Radar 4118564): We should also autoscroll the window as necessary to keep the point under the cursor in view. } void RenderLayer::valueChanged(Scrollbar*) { // Update scroll position from scrollbars. bool needUpdate = false; int newX = scrollXOffset(); int newY = m_scrollY; if (m_hBar) { newX = m_hBar->value(); if (newX != scrollXOffset()) needUpdate = true; } if (m_vBar) { newY = m_vBar->value(); if (newY != m_scrollY) needUpdate = true; } if (needUpdate) scrollToOffset(newX, newY, false); } bool RenderLayer::isActive() const { Page* page = renderer()->document()->frame()->page(); return page && page->focusController()->isActive(); } static IntRect cornerRect(const RenderLayer* layer, const IntRect& bounds) { int horizontalThickness; int verticalThickness; if (!layer->verticalScrollbar() && !layer->horizontalScrollbar()) { // FIXME: This isn't right. We need to know the thickness of custom scrollbars // even when they don't exist in order to set the resizer square size properly. horizontalThickness = ScrollbarTheme::nativeTheme()->scrollbarThickness(); verticalThickness = horizontalThickness; } else if (layer->verticalScrollbar() && !layer->horizontalScrollbar()) { horizontalThickness = layer->verticalScrollbar()->width(); verticalThickness = horizontalThickness; } else if (layer->horizontalScrollbar() && !layer->verticalScrollbar()) { verticalThickness = layer->horizontalScrollbar()->height(); horizontalThickness = verticalThickness; } else { horizontalThickness = layer->verticalScrollbar()->width(); verticalThickness = layer->horizontalScrollbar()->height(); } return IntRect(bounds.right() - horizontalThickness - layer->renderer()->style()->borderRightWidth(), bounds.bottom() - verticalThickness - layer->renderer()->style()->borderBottomWidth(), horizontalThickness, verticalThickness); } static IntRect scrollCornerRect(const RenderLayer* layer, const IntRect& bounds) { // We have a scrollbar corner when a scrollbar is visible and not filling the entire length of the box. // This happens when: // (a) A resizer is present and at least one scrollbar is present // (b) Both scrollbars are present. bool hasHorizontalBar = layer->horizontalScrollbar(); bool hasVerticalBar = layer->verticalScrollbar(); bool hasResizer = layer->renderer()->style()->resize() != RESIZE_NONE; if ((hasHorizontalBar && hasVerticalBar) || (hasResizer && (hasHorizontalBar || hasVerticalBar))) return cornerRect(layer, bounds); return IntRect(); } static IntRect resizerCornerRect(const RenderLayer* layer, const IntRect& bounds) { ASSERT(layer->renderer()->isBox()); if (layer->renderer()->style()->resize() == RESIZE_NONE) return IntRect(); return cornerRect(layer, bounds); } bool RenderLayer::scrollbarCornerPresent() const { ASSERT(renderer()->isBox()); return !scrollCornerRect(this, renderBox()->borderBoxRect()).isEmpty(); } IntRect RenderLayer::convertFromScrollbarToContainingView(const Scrollbar* scrollbar, const IntRect& scrollbarRect) const { RenderView* view = renderer()->view(); if (!view) return scrollbarRect; IntRect rect = scrollbarRect; rect.move(scrollbarOffset(scrollbar)); return view->frameView()->convertFromRenderer(renderer(), rect); } IntRect RenderLayer::convertFromContainingViewToScrollbar(const Scrollbar* scrollbar, const IntRect& parentRect) const { RenderView* view = renderer()->view(); if (!view) return parentRect; IntRect rect = view->frameView()->convertToRenderer(renderer(), parentRect); rect.move(-scrollbarOffset(scrollbar)); return rect; } IntPoint RenderLayer::convertFromScrollbarToContainingView(const Scrollbar* scrollbar, const IntPoint& scrollbarPoint) const { RenderView* view = renderer()->view(); if (!view) return scrollbarPoint; IntPoint point = scrollbarPoint; point.move(scrollbarOffset(scrollbar)); return view->frameView()->convertFromRenderer(renderer(), point); } IntPoint RenderLayer::convertFromContainingViewToScrollbar(const Scrollbar* scrollbar, const IntPoint& parentPoint) const { RenderView* view = renderer()->view(); if (!view) return parentPoint; IntPoint point = view->frameView()->convertToRenderer(renderer(), parentPoint); point.move(-scrollbarOffset(scrollbar)); return point; } IntSize RenderLayer::scrollbarOffset(const Scrollbar* scrollbar) const { RenderBox* box = renderBox(); if (scrollbar == m_vBar.get()) return IntSize(box->width() - box->borderRight() - scrollbar->width(), box->borderTop()); if (scrollbar == m_hBar.get()) return IntSize(box->borderLeft(), box->height() - box->borderBottom() - scrollbar->height()); ASSERT_NOT_REACHED(); return IntSize(); } void RenderLayer::invalidateScrollbarRect(Scrollbar* scrollbar, const IntRect& rect) { IntRect scrollRect = rect; RenderBox* box = renderBox(); ASSERT(box); if (scrollbar == m_vBar.get()) scrollRect.move(box->width() - box->borderRight() - scrollbar->width(), box->borderTop()); else scrollRect.move(box->borderLeft(), box->height() - box->borderBottom() - scrollbar->height()); renderer()->repaintRectangle(scrollRect); } PassRefPtr<Scrollbar> RenderLayer::createScrollbar(ScrollbarOrientation orientation) { RefPtr<Scrollbar> widget; RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer(); bool hasCustomScrollbarStyle = actualRenderer->isBox() && actualRenderer->style()->hasPseudoStyle(SCROLLBAR); if (hasCustomScrollbarStyle) widget = RenderScrollbar::createCustomScrollbar(this, orientation, toRenderBox(actualRenderer)); else widget = Scrollbar::createNativeScrollbar(this, orientation, RegularScrollbar); renderer()->document()->view()->addChild(widget.get()); return widget.release(); } void RenderLayer::destroyScrollbar(ScrollbarOrientation orientation) { RefPtr<Scrollbar>& scrollbar = orientation == HorizontalScrollbar ? m_hBar : m_vBar; if (scrollbar) { scrollbar->removeFromParent(); scrollbar->setClient(0); scrollbar = 0; } } void RenderLayer::setHasHorizontalScrollbar(bool hasScrollbar) { if (hasScrollbar == (m_hBar != 0)) return; if (hasScrollbar) m_hBar = createScrollbar(HorizontalScrollbar); else destroyScrollbar(HorizontalScrollbar); // Destroying or creating one bar can cause our scrollbar corner to come and go. We need to update the opposite scrollbar's style. if (m_hBar) m_hBar->styleChanged(); if (m_vBar) m_vBar->styleChanged(); #if ENABLE(DASHBOARD_SUPPORT) // Force an update since we know the scrollbars have changed things. if (renderer()->document()->hasDashboardRegions()) renderer()->document()->setDashboardRegionsDirty(true); #endif } void RenderLayer::setHasVerticalScrollbar(bool hasScrollbar) { if (hasScrollbar == (m_vBar != 0)) return; if (hasScrollbar) m_vBar = createScrollbar(VerticalScrollbar); else destroyScrollbar(VerticalScrollbar); // Destroying or creating one bar can cause our scrollbar corner to come and go. We need to update the opposite scrollbar's style. if (m_hBar) m_hBar->styleChanged(); if (m_vBar) m_vBar->styleChanged(); #if ENABLE(DASHBOARD_SUPPORT) // Force an update since we know the scrollbars have changed things. if (renderer()->document()->hasDashboardRegions()) renderer()->document()->setDashboardRegionsDirty(true); #endif } int RenderLayer::verticalScrollbarWidth() const { if (!m_vBar) return 0; return m_vBar->width(); } int RenderLayer::horizontalScrollbarHeight() const { if (!m_hBar) return 0; return m_hBar->height(); } IntSize RenderLayer::offsetFromResizeCorner(const IntPoint& absolutePoint) const { // Currently the resize corner is always the bottom right corner IntPoint bottomRight(width(), height()); IntPoint localPoint = absoluteToContents(absolutePoint); return localPoint - bottomRight; } bool RenderLayer::hasOverflowControls() const { return m_hBar || m_vBar || m_scrollCorner || renderer()->style()->resize() != RESIZE_NONE; } void RenderLayer::positionOverflowControls(int tx, int ty) { if (!m_hBar && !m_vBar && (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE)) return; RenderBox* box = renderBox(); if (!box) return; IntRect borderBox = box->borderBoxRect(); IntRect scrollCorner(scrollCornerRect(this, borderBox)); IntRect absBounds(borderBox.x() + tx, borderBox.y() + ty, borderBox.width(), borderBox.height()); if (m_vBar) m_vBar->setFrameRect(IntRect(absBounds.right() - box->borderRight() - m_vBar->width(), absBounds.y() + box->borderTop(), m_vBar->width(), absBounds.height() - (box->borderTop() + box->borderBottom()) - scrollCorner.height())); if (m_hBar) m_hBar->setFrameRect(IntRect(absBounds.x() + box->borderLeft(), absBounds.bottom() - box->borderBottom() - m_hBar->height(), absBounds.width() - (box->borderLeft() + box->borderRight()) - scrollCorner.width(), m_hBar->height())); if (m_scrollCorner) m_scrollCorner->setFrameRect(scrollCorner); if (m_resizer) m_resizer->setFrameRect(resizerCornerRect(this, borderBox)); } int RenderLayer::scrollWidth() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollWidth; } int RenderLayer::scrollHeight() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollHeight; } void RenderLayer::computeScrollDimensions(bool* needHBar, bool* needVBar) { RenderBox* box = renderBox(); ASSERT(box); m_scrollDimensionsDirty = false; bool ltr = renderer()->style()->direction() == LTR; int clientWidth = box->clientWidth(); int clientHeight = box->clientHeight(); m_scrollLeftOverflow = ltr ? 0 : min(0, box->leftmostPosition(true, false) - box->borderLeft()); int rightPos = ltr ? box->rightmostPosition(true, false) - box->borderLeft() : clientWidth - m_scrollLeftOverflow; int bottomPos = box->lowestPosition(true, false) - box->borderTop(); m_scrollWidth = max(rightPos, clientWidth); m_scrollHeight = max(bottomPos, clientHeight); m_scrollOriginX = ltr ? 0 : m_scrollWidth - clientWidth; if (needHBar) *needHBar = rightPos > clientWidth; if (needVBar) *needVBar = bottomPos > clientHeight; } void RenderLayer::updateOverflowStatus(bool horizontalOverflow, bool verticalOverflow) { if (m_overflowStatusDirty) { m_horizontalOverflow = horizontalOverflow; m_verticalOverflow = verticalOverflow; m_overflowStatusDirty = false; return; } bool horizontalOverflowChanged = (m_horizontalOverflow != horizontalOverflow); bool verticalOverflowChanged = (m_verticalOverflow != verticalOverflow); if (horizontalOverflowChanged || verticalOverflowChanged) { m_horizontalOverflow = horizontalOverflow; m_verticalOverflow = verticalOverflow; if (FrameView* frameView = renderer()->document()->view()) { frameView->scheduleEvent(OverflowEvent::create(horizontalOverflowChanged, horizontalOverflow, verticalOverflowChanged, verticalOverflow), renderer()->node()); } } } void RenderLayer::updateScrollInfoAfterLayout() { RenderBox* box = renderBox(); if (!box) return; m_scrollDimensionsDirty = true; bool horizontalOverflow, verticalOverflow; computeScrollDimensions(&horizontalOverflow, &verticalOverflow); if (box->style()->overflowX() != OMARQUEE) { // Layout may cause us to be in an invalid scroll position. In this case we need // to pull our scroll offsets back to the max (or push them up to the min). int newX = max(0, min(scrollXOffset(), scrollWidth() - box->clientWidth())); int newY = max(0, min(m_scrollY, scrollHeight() - box->clientHeight())); if (newX != scrollXOffset() || newY != m_scrollY) { RenderView* view = renderer()->view(); ASSERT(view); // scrollToOffset() may call updateLayerPositions(), which doesn't work // with LayoutState. // FIXME: Remove the disableLayoutState/enableLayoutState if the above changes. if (view) view->disableLayoutState(); scrollToOffset(newX, newY); if (view) view->enableLayoutState(); } } bool haveHorizontalBar = m_hBar; bool haveVerticalBar = m_vBar; // overflow:scroll should just enable/disable. if (renderer()->style()->overflowX() == OSCROLL) m_hBar->setEnabled(horizontalOverflow); if (renderer()->style()->overflowY() == OSCROLL) m_vBar->setEnabled(verticalOverflow); // A dynamic change from a scrolling overflow to overflow:hidden means we need to get rid of any // scrollbars that may be present. if (renderer()->style()->overflowX() == OHIDDEN && haveHorizontalBar) setHasHorizontalScrollbar(false); if (renderer()->style()->overflowY() == OHIDDEN && haveVerticalBar) setHasVerticalScrollbar(false); // overflow:auto may need to lay out again if scrollbars got added/removed. bool scrollbarsChanged = (box->hasAutoHorizontalScrollbar() && haveHorizontalBar != horizontalOverflow) || (box->hasAutoVerticalScrollbar() && haveVerticalBar != verticalOverflow); if (scrollbarsChanged) { if (box->hasAutoHorizontalScrollbar()) setHasHorizontalScrollbar(horizontalOverflow); if (box->hasAutoVerticalScrollbar()) setHasVerticalScrollbar(verticalOverflow); #if ENABLE(DASHBOARD_SUPPORT) // Force an update since we know the scrollbars have changed things. if (renderer()->document()->hasDashboardRegions()) renderer()->document()->setDashboardRegionsDirty(true); #endif renderer()->repaint(); if (renderer()->style()->overflowX() == OAUTO || renderer()->style()->overflowY() == OAUTO) { if (!m_inOverflowRelayout) { // Our proprietary overflow: overlay value doesn't trigger a layout. m_inOverflowRelayout = true; renderer()->setNeedsLayout(true, false); if (renderer()->isRenderBlock()) toRenderBlock(renderer())->layoutBlock(true); else renderer()->layout(); m_inOverflowRelayout = false; } } } // If overflow:scroll is turned into overflow:auto a bar might still be disabled (Bug 11985). if (m_hBar && box->hasAutoHorizontalScrollbar()) m_hBar->setEnabled(true); if (m_vBar && box->hasAutoVerticalScrollbar()) m_vBar->setEnabled(true); // Set up the range (and page step/line step). if (m_hBar) { int clientWidth = box->clientWidth(); int pageStep = max(max<int>(clientWidth * Scrollbar::minFractionToStepWhenPaging(), clientWidth - Scrollbar::maxOverlapBetweenPages()), 1); m_hBar->setSteps(Scrollbar::pixelsPerLineStep(), pageStep); m_hBar->setProportion(clientWidth, m_scrollWidth); // Explicitly set the horizontal scroll value. This ensures that when a // right-to-left scrollable area's width (or content width) changes, the // top right corner of the content doesn't shift with respect to the top // right corner of the area. Conceptually, right-to-left areas have // their origin at the top-right, but RenderLayer is top-left oriented, // so this is needed to keep everything working (see how scrollXOffset() // differs from scrollYOffset() to get an idea of why the horizontal and // vertical scrollbars need to be treated differently). m_hBar->setValue(scrollXOffset()); } if (m_vBar) { int clientHeight = box->clientHeight(); int pageStep = max(max<int>(clientHeight * Scrollbar::minFractionToStepWhenPaging(), clientHeight - Scrollbar::maxOverlapBetweenPages()), 1); m_vBar->setSteps(Scrollbar::pixelsPerLineStep(), pageStep); m_vBar->setProportion(clientHeight, m_scrollHeight); } if (renderer()->node() && renderer()->document()->hasListenerType(Document::OVERFLOWCHANGED_LISTENER)) updateOverflowStatus(horizontalOverflow, verticalOverflow); } void RenderLayer::paintOverflowControls(GraphicsContext* context, int tx, int ty, const IntRect& damageRect) { // Don't do anything if we have no overflow. if (!renderer()->hasOverflowClip()) return; // Move the scrollbar widgets if necessary. We normally move and resize widgets during layout, but sometimes // widgets can move without layout occurring (most notably when you scroll a document that // contains fixed positioned elements). positionOverflowControls(tx, ty); // Now that we're sure the scrollbars are in the right place, paint them. if (m_hBar) m_hBar->paint(context, damageRect); if (m_vBar) m_vBar->paint(context, damageRect); // We fill our scroll corner with white if we have a scrollbar that doesn't run all the way up to the // edge of the box. paintScrollCorner(context, tx, ty, damageRect); // Paint our resizer last, since it sits on top of the scroll corner. paintResizer(context, tx, ty, damageRect); } void RenderLayer::paintScrollCorner(GraphicsContext* context, int tx, int ty, const IntRect& damageRect) { RenderBox* box = renderBox(); ASSERT(box); IntRect cornerRect = scrollCornerRect(this, box->borderBoxRect()); IntRect absRect = IntRect(cornerRect.x() + tx, cornerRect.y() + ty, cornerRect.width(), cornerRect.height()); if (!absRect.intersects(damageRect)) return; if (context->updatingControlTints()) { updateScrollCornerStyle(); return; } if (m_scrollCorner) { m_scrollCorner->paintIntoRect(context, tx, ty, absRect); return; } context->fillRect(absRect, Color::white, box->style()->colorSpace()); } void RenderLayer::paintResizer(GraphicsContext* context, int tx, int ty, const IntRect& damageRect) { if (renderer()->style()->resize() == RESIZE_NONE) return; RenderBox* box = renderBox(); ASSERT(box); IntRect cornerRect = resizerCornerRect(this, box->borderBoxRect()); IntRect absRect = IntRect(cornerRect.x() + tx, cornerRect.y() + ty, cornerRect.width(), cornerRect.height()); if (!absRect.intersects(damageRect)) return; if (context->updatingControlTints()) { updateResizerStyle(); return; } if (m_resizer) { m_resizer->paintIntoRect(context, tx, ty, absRect); return; } // Paint the resizer control. DEFINE_STATIC_LOCAL(RefPtr<Image>, resizeCornerImage, (Image::loadPlatformResource("textAreaResizeCorner"))); IntPoint imagePoint(absRect.right() - resizeCornerImage->width(), absRect.bottom() - resizeCornerImage->height()); context->drawImage(resizeCornerImage.get(), box->style()->colorSpace(), imagePoint); // Draw a frame around the resizer (1px grey line) if there are any scrollbars present. // Clipping will exclude the right and bottom edges of this frame. if (m_hBar || m_vBar) { context->save(); context->clip(absRect); IntRect largerCorner = absRect; largerCorner.setSize(IntSize(largerCorner.width() + 1, largerCorner.height() + 1)); context->setStrokeColor(Color(makeRGB(217, 217, 217)), DeviceColorSpace); context->setStrokeThickness(1.0f); context->setFillColor(Color::transparent, DeviceColorSpace); context->drawRect(largerCorner); context->restore(); } } bool RenderLayer::isPointInResizeControl(const IntPoint& absolutePoint) const { if (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE) return false; RenderBox* box = renderBox(); ASSERT(box); IntPoint localPoint = absoluteToContents(absolutePoint); IntRect localBounds(0, 0, box->width(), box->height()); return resizerCornerRect(this, localBounds).contains(localPoint); } bool RenderLayer::hitTestOverflowControls(HitTestResult& result, const IntPoint& localPoint) { if (!m_hBar && !m_vBar && (!renderer()->hasOverflowClip() || renderer()->style()->resize() == RESIZE_NONE)) return false; RenderBox* box = renderBox(); ASSERT(box); IntRect resizeControlRect; if (renderer()->style()->resize() != RESIZE_NONE) { resizeControlRect = resizerCornerRect(this, box->borderBoxRect()); if (resizeControlRect.contains(localPoint)) return true; } int resizeControlSize = max(resizeControlRect.height(), 0); if (m_vBar) { IntRect vBarRect(box->width() - box->borderRight() - m_vBar->width(), box->borderTop(), m_vBar->width(), box->height() - (box->borderTop() + box->borderBottom()) - (m_hBar ? m_hBar->height() : resizeControlSize)); if (vBarRect.contains(localPoint)) { result.setScrollbar(m_vBar.get()); return true; } } resizeControlSize = max(resizeControlRect.width(), 0); if (m_hBar) { IntRect hBarRect(box->borderLeft(), box->height() - box->borderBottom() - m_hBar->height(), box->width() - (box->borderLeft() + box->borderRight()) - (m_vBar ? m_vBar->width() : resizeControlSize), m_hBar->height()); if (hBarRect.contains(localPoint)) { result.setScrollbar(m_hBar.get()); return true; } } return false; } bool RenderLayer::scroll(ScrollDirection direction, ScrollGranularity granularity, float multiplier) { bool didHorizontalScroll = false; bool didVerticalScroll = false; if (m_hBar) { if (granularity == ScrollByDocument) { // Special-case for the ScrollByDocument granularity. A document scroll can only be up // or down and in both cases the horizontal bar goes all the way to the left. didHorizontalScroll = m_hBar->scroll(ScrollLeft, ScrollByDocument, multiplier); } else didHorizontalScroll = m_hBar->scroll(direction, granularity, multiplier); } if (m_vBar) didVerticalScroll = m_vBar->scroll(direction, granularity, multiplier); return (didHorizontalScroll || didVerticalScroll); } void RenderLayer::paint(GraphicsContext* p, const IntRect& damageRect, PaintBehavior paintBehavior, RenderObject *paintingRoot) { RenderObject::OverlapTestRequestMap overlapTestRequests; paintLayer(this, p, damageRect, paintBehavior, paintingRoot, &overlapTestRequests); RenderObject::OverlapTestRequestMap::iterator end = overlapTestRequests.end(); for (RenderObject::OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it) it->first->setOverlapTestResult(false); } static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) { if (paintDirtyRect == clipRect) return; p->save(); p->clip(clipRect); } static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) { if (paintDirtyRect == clipRect) return; p->restore(); } static void performOverlapTests(RenderObject::OverlapTestRequestMap& overlapTestRequests, const IntRect& layerBounds) { Vector<OverlapTestRequestClient*> overlappedRequestClients; RenderObject::OverlapTestRequestMap::iterator end = overlapTestRequests.end(); for (RenderObject::OverlapTestRequestMap::iterator it = overlapTestRequests.begin(); it != end; ++it) { if (!layerBounds.intersects(it->second)) continue; it->first->setOverlapTestResult(true); overlappedRequestClients.append(it->first); } for (size_t i = 0; i < overlappedRequestClients.size(); ++i) overlapTestRequests.remove(overlappedRequestClients[i]); } #if USE(ACCELERATED_COMPOSITING) static bool shouldDoSoftwarePaint(const RenderLayer* layer, bool paintingReflection) { return paintingReflection && !layer->has3DTransform(); } #endif void RenderLayer::paintLayer(RenderLayer* rootLayer, GraphicsContext* p, const IntRect& paintDirtyRect, PaintBehavior paintBehavior, RenderObject* paintingRoot, RenderObject::OverlapTestRequestMap* overlapTestRequests, PaintLayerFlags paintFlags) { #if USE(ACCELERATED_COMPOSITING) if (isComposited()) { // The updatingControlTints() painting pass goes through compositing layers, // but we need to ensure that we don't cache clip rects computed with the wrong root in this case. if (p->updatingControlTints() || (paintBehavior & PaintBehaviorFlattenCompositingLayers)) paintFlags |= PaintLayerTemporaryClipRects; else if (!backing()->paintingGoesToWindow() && !shouldDoSoftwarePaint(this, paintFlags & PaintLayerPaintingReflection)) { // If this RenderLayer should paint into its backing, that will be done via RenderLayerBacking::paintIntoLayer(). return; } } #endif // Avoid painting layers when stylesheets haven't loaded. This eliminates FOUC. // It's ok not to draw, because later on, when all the stylesheets do load, updateStyleSelector on the Document // will do a full repaint(). if (renderer()->document()->didLayoutWithPendingStylesheets() && !renderer()->isRenderView() && !renderer()->isRoot()) return; // If this layer is totally invisible then there is nothing to paint. if (!renderer()->opacity()) return; if (paintsWithTransparency(paintBehavior)) paintFlags |= PaintLayerHaveTransparency; // Apply a transform if we have one. A reflection is considered to be a transform, since it is a flip and a translate. if (paintsWithTransform(paintBehavior) && !(paintFlags & PaintLayerAppliedTransform)) { TransformationMatrix layerTransform = renderableTransform(paintBehavior); // If the transform can't be inverted, then don't paint anything. if (!layerTransform.isInvertible()) return; // If we have a transparency layer enclosing us and we are the root of a transform, then we need to establish the transparency // layer from the parent now. if (paintFlags & PaintLayerHaveTransparency) parent()->beginTransparencyLayers(p, rootLayer, paintBehavior); // Make sure the parent's clip rects have been calculated. IntRect clipRect = paintDirtyRect; if (parent()) { clipRect = backgroundClipRect(rootLayer, paintFlags & PaintLayerTemporaryClipRects); clipRect.intersect(paintDirtyRect); } // Push the parent coordinate space's clip. setClip(p, paintDirtyRect, clipRect); // Adjust the transform such that the renderer's upper left corner will paint at (0,0) in user space. // This involves subtracting out the position of the layer in our current coordinate space. int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); TransformationMatrix transform(layerTransform); transform.translateRight(x, y); // Apply the transform. p->save(); p->concatCTM(transform.toAffineTransform()); // Now do a paint with the root layer shifted to be us. paintLayer(this, p, transform.inverse().mapRect(paintDirtyRect), paintBehavior, paintingRoot, overlapTestRequests, paintFlags | PaintLayerAppliedTransform); p->restore(); // Restore the clip. restoreClip(p, paintDirtyRect, clipRect); return; } PaintLayerFlags localPaintFlags = paintFlags & ~PaintLayerAppliedTransform; bool haveTransparency = localPaintFlags & PaintLayerHaveTransparency; // Paint the reflection first if we have one. if (m_reflection && !m_paintingInsideReflection) { // Mark that we are now inside replica painting. m_paintingInsideReflection = true; reflectionLayer()->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags | PaintLayerPaintingReflection); m_paintingInsideReflection = false; } // Calculate the clip rects we should use. IntRect layerBounds, damageRect, clipRectToApply, outlineRect; calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect, localPaintFlags & PaintLayerTemporaryClipRects); int x = layerBounds.x(); int y = layerBounds.y(); int tx = x - renderBoxX(); int ty = y - renderBoxY(); // Ensure our lists are up-to-date. updateCompositingAndLayerListsIfNeeded(); bool forceBlackText = paintBehavior & PaintBehaviorForceBlackText; bool selectionOnly = paintBehavior & PaintBehaviorSelectionOnly; // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which // is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set). // Else, our renderer tree may or may not contain the painting root, so we pass that root along // so it will be tested against as we descend through the renderers. RenderObject* paintingRootForRenderer = 0; if (paintingRoot && !renderer()->isDescendantOf(paintingRoot)) paintingRootForRenderer = paintingRoot; if (overlapTestRequests) performOverlapTests(*overlapTestRequests, layerBounds); // We want to paint our layer, but only if we intersect the damage rect. bool shouldPaint = intersectsDamageRect(layerBounds, damageRect, rootLayer) && m_hasVisibleContent && isSelfPaintingLayer(); if (shouldPaint && !selectionOnly && !damageRect.isEmpty()) { // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p, rootLayer, paintBehavior); // Paint our background first, before painting any child layers. // Establish the clip used to paint our background. setClip(p, paintDirtyRect, damageRect); // Paint the background. RenderObject::PaintInfo paintInfo(p, damageRect, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0); renderer()->paint(paintInfo, tx, ty); // Restore the clip. restoreClip(p, paintDirtyRect, damageRect); } // Now walk the sorted list of children with negative z-indices. if (m_negZOrderList) for (Vector<RenderLayer*>::iterator it = m_negZOrderList->begin(); it != m_negZOrderList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags); // Now establish the appropriate clip and paint our child RenderObjects. if (shouldPaint && !clipRectToApply.isEmpty()) { // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p, rootLayer, paintBehavior); // Set up the clip used when painting our children. setClip(p, paintDirtyRect, clipRectToApply); RenderObject::PaintInfo paintInfo(p, clipRectToApply, selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds, forceBlackText, paintingRootForRenderer, 0); renderer()->paint(paintInfo, tx, ty); if (!selectionOnly) { paintInfo.phase = PaintPhaseFloat; renderer()->paint(paintInfo, tx, ty); paintInfo.phase = PaintPhaseForeground; paintInfo.overlapTestRequests = overlapTestRequests; renderer()->paint(paintInfo, tx, ty); paintInfo.phase = PaintPhaseChildOutlines; renderer()->paint(paintInfo, tx, ty); } // Now restore our clip. restoreClip(p, paintDirtyRect, clipRectToApply); } if (!outlineRect.isEmpty() && isSelfPaintingLayer()) { // Paint our own outline RenderObject::PaintInfo paintInfo(p, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0); setClip(p, paintDirtyRect, outlineRect); renderer()->paint(paintInfo, tx, ty); restoreClip(p, paintDirtyRect, outlineRect); } // Paint any child layers that have overflow. if (m_normalFlowList) for (Vector<RenderLayer*>::iterator it = m_normalFlowList->begin(); it != m_normalFlowList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags); // Now walk the sorted list of children with positive z-indices. if (m_posZOrderList) for (Vector<RenderLayer*>::iterator it = m_posZOrderList->begin(); it != m_posZOrderList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, paintBehavior, paintingRoot, overlapTestRequests, localPaintFlags); if (renderer()->hasMask() && shouldPaint && !selectionOnly && !damageRect.isEmpty()) { setClip(p, paintDirtyRect, damageRect); // Paint the mask. RenderObject::PaintInfo paintInfo(p, damageRect, PaintPhaseMask, false, paintingRootForRenderer, 0); renderer()->paint(paintInfo, tx, ty); // Restore the clip. restoreClip(p, paintDirtyRect, damageRect); } // End our transparency layer if (haveTransparency && m_usedTransparency && !m_paintingInsideReflection) { p->endTransparencyLayer(); p->restore(); m_usedTransparency = false; } } static inline IntRect frameVisibleRect(RenderObject* renderer) { FrameView* frameView = renderer->document()->view(); if (!frameView) return IntRect(); return frameView->visibleContentRect(); } bool RenderLayer::hitTest(const HitTestRequest& request, HitTestResult& result) { renderer()->document()->updateLayout(); IntRect boundsRect(m_x, m_y, width(), height()); if (!request.ignoreClipping()) boundsRect.intersect(frameVisibleRect(renderer())); RenderLayer* insideLayer = hitTestLayer(this, 0, request, result, boundsRect, result.point(), false); if (!insideLayer) { // We didn't hit any layer. If we are the root layer and the mouse is -- or just was -- down, // return ourselves. We do this so mouse events continue getting delivered after a drag has // exited the WebView, and so hit testing over a scrollbar hits the content document. if ((request.active() || request.mouseUp()) && renderer()->isRenderView()) { renderer()->updateHitTestResult(result, result.point()); insideLayer = this; } } // Now determine if the result is inside an anchor - if the urlElement isn't already set. Node* node = result.innerNode(); if (node && !result.URLElement()) result.setURLElement(static_cast<Element*>(node->enclosingLinkEventParentOrSelf())); // Next set up the correct :hover/:active state along the new chain. updateHoverActiveState(request, result); // Now return whether we were inside this layer (this will always be true for the root // layer). return insideLayer; } Node* RenderLayer::enclosingElement() const { for (RenderObject* r = renderer(); r; r = r->parent()) { if (Node* e = r->node()) return e; } ASSERT_NOT_REACHED(); return 0; } // Compute the z-offset of the point in the transformState. // This is effectively projecting a ray normal to the plane of ancestor, finding where that // ray intersects target, and computing the z delta between those two points. static double computeZOffset(const HitTestingTransformState& transformState) { // We got an affine transform, so no z-offset if (transformState.m_accumulatedTransform.isAffine()) return 0; // Flatten the point into the target plane FloatPoint targetPoint = transformState.mappedPoint(); // Now map the point back through the transform, which computes Z. FloatPoint3D backmappedPoint = transformState.m_accumulatedTransform.mapPoint(FloatPoint3D(targetPoint)); return backmappedPoint.z(); } PassRefPtr<HitTestingTransformState> RenderLayer::createLocalTransformState(RenderLayer* rootLayer, RenderLayer* containerLayer, const IntRect& hitTestRect, const IntPoint& hitTestPoint, const HitTestingTransformState* containerTransformState) const { RefPtr<HitTestingTransformState> transformState; int offsetX = 0; int offsetY = 0; if (containerTransformState) { // If we're already computing transform state, then it's relative to the container (which we know is non-null). transformState = HitTestingTransformState::create(*containerTransformState); convertToLayerCoords(containerLayer, offsetX, offsetY); } else { // If this is the first time we need to make transform state, then base it off of hitTestPoint, // which is relative to rootLayer. transformState = HitTestingTransformState::create(hitTestPoint, FloatQuad(hitTestRect)); convertToLayerCoords(rootLayer, offsetX, offsetY); } RenderObject* containerRenderer = containerLayer ? containerLayer->renderer() : 0; if (renderer()->shouldUseTransformFromContainer(containerRenderer)) { TransformationMatrix containerTransform; renderer()->getTransformFromContainer(containerRenderer, IntSize(offsetX, offsetY), containerTransform); transformState->applyTransform(containerTransform, HitTestingTransformState::AccumulateTransform); } else { transformState->translate(offsetX, offsetY, HitTestingTransformState::AccumulateTransform); } return transformState; } static bool isHitCandidate(const RenderLayer* hitLayer, bool canDepthSort, double* zOffset, const HitTestingTransformState* transformState) { if (!hitLayer) return false; // The hit layer is depth-sorting with other layers, so just say that it was hit. if (canDepthSort) return true; // We need to look at z-depth to decide if this layer was hit. if (zOffset) { ASSERT(transformState); // This is actually computing our z, but that's OK because the hitLayer is coplanar with us. double childZOffset = computeZOffset(*transformState); if (childZOffset > *zOffset) { *zOffset = childZOffset; return true; } return false; } return true; } // hitTestPoint and hitTestRect are relative to rootLayer. // A 'flattening' layer is one preserves3D() == false. // transformState.m_accumulatedTransform holds the transform from the containing flattening layer. // transformState.m_lastPlanarPoint is the hitTestPoint in the plane of the containing flattening layer. // transformState.m_lastPlanarQuad is the hitTestRect as a quad in the plane of the containing flattening layer. // // If zOffset is non-null (which indicates that the caller wants z offset information), // *zOffset on return is the z offset of the hit point relative to the containing flattening layer. RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderLayer* containerLayer, const HitTestRequest& request, HitTestResult& result, const IntRect& hitTestRect, const IntPoint& hitTestPoint, bool appliedTransform, const HitTestingTransformState* transformState, double* zOffset) { // The natural thing would be to keep HitTestingTransformState on the stack, but it's big, so we heap-allocate. bool useTemporaryClipRects = false; #if USE(ACCELERATED_COMPOSITING) useTemporaryClipRects = compositor()->inCompositingMode(); #endif // Apply a transform if we have one. if (transform() && !appliedTransform) { // Make sure the parent's clip rects have been calculated. if (parent()) { IntRect clipRect = backgroundClipRect(rootLayer, useTemporaryClipRects); // Go ahead and test the enclosing clip now. if (!clipRect.contains(hitTestPoint)) return 0; } // Create a transform state to accumulate this transform. RefPtr<HitTestingTransformState> newTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestPoint, transformState); // If the transform can't be inverted, then don't hit test this layer at all. if (!newTransformState->m_accumulatedTransform.isInvertible()) return 0; // Compute the point and the hit test rect in the coords of this layer by using the values // from the transformState, which store the point and quad in the coords of the last flattened // layer, and the accumulated transform which lets up map through preserve-3d layers. // // We can't just map hitTestPoint and hitTestRect because they may have been flattened (losing z) // by our container. IntPoint localPoint = roundedIntPoint(newTransformState->mappedPoint()); IntRect localHitTestRect; #if USE(ACCELERATED_COMPOSITING) if (isComposited()) { // It doesn't make sense to project hitTestRect into the plane of this layer, so use the same bounds we use for painting. localHitTestRect = backing()->compositedBounds(); } else #endif localHitTestRect = newTransformState->mappedQuad().enclosingBoundingBox(); // Now do a hit test with the root layer shifted to be us. return hitTestLayer(this, containerLayer, request, result, localHitTestRect, localPoint, true, newTransformState.get(), zOffset); } // Ensure our lists and 3d status are up-to-date. updateCompositingAndLayerListsIfNeeded(); update3DTransformedDescendantStatus(); RefPtr<HitTestingTransformState> localTransformState; if (appliedTransform) { // We computed the correct state in the caller (above code), so just reference it. ASSERT(transformState); localTransformState = const_cast<HitTestingTransformState*>(transformState); } else if (transformState || m_has3DTransformedDescendant || preserves3D()) { // We need transform state for the first time, or to offset the container state, so create it here. localTransformState = createLocalTransformState(rootLayer, containerLayer, hitTestRect, hitTestPoint, transformState); } // Check for hit test on backface if backface-visibility is 'hidden' if (localTransformState && renderer()->style()->backfaceVisibility() == BackfaceVisibilityHidden) { TransformationMatrix invertedMatrix = localTransformState->m_accumulatedTransform.inverse(); // If the z-vector of the matrix is negative, the back is facing towards the viewer. if (invertedMatrix.m33() < 0) return 0; } RefPtr<HitTestingTransformState> unflattenedTransformState = localTransformState; if (localTransformState && !preserves3D()) { // Keep a copy of the pre-flattening state, for computing z-offsets for the container unflattenedTransformState = HitTestingTransformState::create(*localTransformState); // This layer is flattening, so flatten the state passed to descendants. localTransformState->flatten(); } // Calculate the clip rects we should use. IntRect layerBounds; IntRect bgRect; IntRect fgRect; IntRect outlineRect; calculateRects(rootLayer, hitTestRect, layerBounds, bgRect, fgRect, outlineRect, useTemporaryClipRects); // The following are used for keeping track of the z-depth of the hit point of 3d-transformed // descendants. double localZOffset = -numeric_limits<double>::infinity(); double* zOffsetForDescendantsPtr = 0; double* zOffsetForContentsPtr = 0; bool depthSortDescendants = false; if (preserves3D()) { depthSortDescendants = true; // Our layers can depth-test with our container, so share the z depth pointer with the container, if it passed one down. zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset; zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset; } else if (m_has3DTransformedDescendant) { // Flattening layer with 3d children; use a local zOffset pointer to depth-test children and foreground. depthSortDescendants = true; zOffsetForDescendantsPtr = zOffset ? zOffset : &localZOffset; zOffsetForContentsPtr = zOffset ? zOffset : &localZOffset; } else if (zOffset) { zOffsetForDescendantsPtr = 0; // Container needs us to give back a z offset for the hit layer. zOffsetForContentsPtr = zOffset; } // This variable tracks which layer the mouse ends up being inside. RenderLayer* candidateLayer = 0; // Begin by walking our list of positive layers from highest z-index down to the lowest z-index. if (m_posZOrderList) { for (int i = m_posZOrderList->size() - 1; i >= 0; --i) { HitTestResult tempResult(result.point()); RenderLayer* hitLayer = m_posZOrderList->at(i)->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestPoint, false, localTransformState.get(), zOffsetForDescendantsPtr); if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState.get())) { result = tempResult; if (!depthSortDescendants) return hitLayer; candidateLayer = hitLayer; } } } // Now check our overflow objects. if (m_normalFlowList) { for (int i = m_normalFlowList->size() - 1; i >= 0; --i) { RenderLayer* currLayer = m_normalFlowList->at(i); HitTestResult tempResult(result.point()); RenderLayer* hitLayer = currLayer->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestPoint, false, localTransformState.get(), zOffsetForDescendantsPtr); if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState.get())) { result = tempResult; if (!depthSortDescendants) return hitLayer; candidateLayer = hitLayer; } } } // Next we want to see if the mouse pos is inside the child RenderObjects of the layer. if (fgRect.contains(hitTestPoint) && isSelfPaintingLayer()) { // Hit test with a temporary HitTestResult, because we only want to commit to 'result' if we know we're frontmost. HitTestResult tempResult(result.point()); if (hitTestContents(request, tempResult, layerBounds, hitTestPoint, HitTestDescendants) && isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) { result = tempResult; if (!depthSortDescendants) return this; // Foreground can depth-sort with descendant layers, so keep this as a candidate. candidateLayer = this; } } // Now check our negative z-index children. if (m_negZOrderList) { for (int i = m_negZOrderList->size() - 1; i >= 0; --i) { HitTestResult tempResult(result.point()); RenderLayer* hitLayer = m_negZOrderList->at(i)->hitTestLayer(rootLayer, this, request, tempResult, hitTestRect, hitTestPoint, false, localTransformState.get(), zOffsetForDescendantsPtr); if (isHitCandidate(hitLayer, depthSortDescendants, zOffset, unflattenedTransformState.get())) { result = tempResult; if (!depthSortDescendants) return hitLayer; candidateLayer = hitLayer; } } } // If we found a layer, return. Child layers, and foreground always render in front of background. if (candidateLayer) return candidateLayer; if (bgRect.contains(hitTestPoint) && isSelfPaintingLayer()) { HitTestResult tempResult(result.point()); if (hitTestContents(request, tempResult, layerBounds, hitTestPoint, HitTestSelf) && isHitCandidate(this, false, zOffsetForContentsPtr, unflattenedTransformState.get())) { result = tempResult; return this; } } return 0; } bool RenderLayer::hitTestContents(const HitTestRequest& request, HitTestResult& result, const IntRect& layerBounds, const IntPoint& hitTestPoint, HitTestFilter hitTestFilter) const { if (!renderer()->hitTest(request, result, hitTestPoint, layerBounds.x() - renderBoxX(), layerBounds.y() - renderBoxY(), hitTestFilter)) { // It's wrong to set innerNode, but then claim that you didn't hit anything. ASSERT(!result.innerNode()); return false; } // For positioned generated content, we might still not have a // node by the time we get to the layer level, since none of // the content in the layer has an element. So just walk up // the tree. if (!result.innerNode() || !result.innerNonSharedNode()) { Node* e = enclosingElement(); if (!result.innerNode()) result.setInnerNode(e); if (!result.innerNonSharedNode()) result.setInnerNonSharedNode(e); } return true; } void RenderLayer::updateClipRects(const RenderLayer* rootLayer) { if (m_clipRects) { ASSERT(rootLayer == m_clipRectsRoot); return; // We have the correct cached value. } // For transformed layers, the root layer was shifted to be us, so there is no need to // examine the parent. We want to cache clip rects with us as the root. RenderLayer* parentLayer = rootLayer != this ? parent() : 0; if (parentLayer) parentLayer->updateClipRects(rootLayer); ClipRects clipRects; calculateClipRects(rootLayer, clipRects, true); if (parentLayer && parentLayer->clipRects() && clipRects == *parentLayer->clipRects()) m_clipRects = parentLayer->clipRects(); else m_clipRects = new (renderer()->renderArena()) ClipRects(clipRects); m_clipRects->ref(); #ifndef NDEBUG m_clipRectsRoot = rootLayer; #endif } void RenderLayer::calculateClipRects(const RenderLayer* rootLayer, ClipRects& clipRects, bool useCached) const { if (!parent()) { // The root layer's clip rect is always infinite. clipRects.reset(ClipRects::infiniteRect()); return; } // For transformed layers, the root layer was shifted to be us, so there is no need to // examine the parent. We want to cache clip rects with us as the root. RenderLayer* parentLayer = rootLayer != this ? parent() : 0; // Ensure that our parent's clip has been calculated so that we can examine the values. if (parentLayer) { if (useCached && parentLayer->clipRects()) clipRects = *parentLayer->clipRects(); else parentLayer->calculateClipRects(rootLayer, clipRects); } else clipRects.reset(ClipRects::infiniteRect()); // A fixed object is essentially the root of its containing block hierarchy, so when // we encounter such an object, we reset our clip rects to the fixedClipRect. if (renderer()->style()->position() == FixedPosition) { clipRects.setPosClipRect(clipRects.fixedClipRect()); clipRects.setOverflowClipRect(clipRects.fixedClipRect()); clipRects.setFixed(true); } else if (renderer()->style()->position() == RelativePosition) clipRects.setPosClipRect(clipRects.overflowClipRect()); else if (renderer()->style()->position() == AbsolutePosition) clipRects.setOverflowClipRect(clipRects.posClipRect()); // Update the clip rects that will be passed to child layers. if (renderer()->hasOverflowClip() || renderer()->hasClip()) { // This layer establishes a clip of some kind. int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); RenderView* view = renderer()->view(); ASSERT(view); if (view && clipRects.fixed() && rootLayer->renderer() == view) { x -= view->frameView()->scrollX(); y -= view->frameView()->scrollY(); } if (renderer()->hasOverflowClip()) { IntRect newOverflowClip = toRenderBox(renderer())->overflowClipRect(x, y); clipRects.setOverflowClipRect(intersection(newOverflowClip, clipRects.overflowClipRect())); if (renderer()->isPositioned() || renderer()->isRelPositioned()) clipRects.setPosClipRect(intersection(newOverflowClip, clipRects.posClipRect())); } if (renderer()->hasClip()) { IntRect newPosClip = toRenderBox(renderer())->clipRect(x, y); clipRects.setPosClipRect(intersection(newPosClip, clipRects.posClipRect())); clipRects.setOverflowClipRect(intersection(newPosClip, clipRects.overflowClipRect())); clipRects.setFixedClipRect(intersection(newPosClip, clipRects.fixedClipRect())); } } } void RenderLayer::parentClipRects(const RenderLayer* rootLayer, ClipRects& clipRects, bool temporaryClipRects) const { ASSERT(parent()); if (temporaryClipRects) { parent()->calculateClipRects(rootLayer, clipRects); return; } parent()->updateClipRects(rootLayer); clipRects = *parent()->clipRects(); } IntRect RenderLayer::backgroundClipRect(const RenderLayer* rootLayer, bool temporaryClipRects) const { IntRect backgroundRect; if (parent()) { ClipRects parentRects; parentClipRects(rootLayer, parentRects, temporaryClipRects); backgroundRect = renderer()->style()->position() == FixedPosition ? parentRects.fixedClipRect() : (renderer()->isPositioned() ? parentRects.posClipRect() : parentRects.overflowClipRect()); RenderView* view = renderer()->view(); ASSERT(view); if (view && parentRects.fixed() && rootLayer->renderer() == view) backgroundRect.move(view->frameView()->scrollX(), view->frameView()->scrollY()); } return backgroundRect; } void RenderLayer::calculateRects(const RenderLayer* rootLayer, const IntRect& paintDirtyRect, IntRect& layerBounds, IntRect& backgroundRect, IntRect& foregroundRect, IntRect& outlineRect, bool temporaryClipRects) const { if (rootLayer != this && parent()) { backgroundRect = backgroundClipRect(rootLayer, temporaryClipRects); backgroundRect.intersect(paintDirtyRect); } else backgroundRect = paintDirtyRect; foregroundRect = backgroundRect; outlineRect = backgroundRect; int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); layerBounds = IntRect(x, y, width(), height()); // Update the clip rects that will be passed to child layers. if (renderer()->hasOverflowClip() || renderer()->hasClip()) { // This layer establishes a clip of some kind. if (renderer()->hasOverflowClip()) foregroundRect.intersect(toRenderBox(renderer())->overflowClipRect(x, y)); if (renderer()->hasClip()) { // Clip applies to *us* as well, so go ahead and update the damageRect. IntRect newPosClip = toRenderBox(renderer())->clipRect(x, y); backgroundRect.intersect(newPosClip); foregroundRect.intersect(newPosClip); outlineRect.intersect(newPosClip); } // If we establish a clip at all, then go ahead and make sure our background // rect is intersected with our layer's bounds. if (ShadowData* boxShadow = renderer()->style()->boxShadow()) { IntRect overflow = layerBounds; do { if (boxShadow->style == Normal) { IntRect shadowRect = layerBounds; shadowRect.move(boxShadow->x, boxShadow->y); shadowRect.inflate(boxShadow->blur + boxShadow->spread); overflow.unite(shadowRect); } boxShadow = boxShadow->next; } while (boxShadow); backgroundRect.intersect(overflow); } else backgroundRect.intersect(layerBounds); } } IntRect RenderLayer::childrenClipRect() const { RenderLayer* rootLayer = renderer()->view()->layer(); RenderLayer* clippingRootLayer = clippingRoot(); IntRect layerBounds, backgroundRect, foregroundRect, outlineRect; calculateRects(clippingRootLayer, rootLayer->boundingBox(rootLayer), layerBounds, backgroundRect, foregroundRect, outlineRect); return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(foregroundRect)).enclosingBoundingBox(); } IntRect RenderLayer::selfClipRect() const { RenderLayer* rootLayer = renderer()->view()->layer(); RenderLayer* clippingRootLayer = clippingRoot(); IntRect layerBounds, backgroundRect, foregroundRect, outlineRect; calculateRects(clippingRootLayer, rootLayer->boundingBox(rootLayer), layerBounds, backgroundRect, foregroundRect, outlineRect); return clippingRootLayer->renderer()->localToAbsoluteQuad(FloatQuad(backgroundRect)).enclosingBoundingBox(); } void RenderLayer::addBlockSelectionGapsBounds(const IntRect& bounds) { m_blockSelectionGapsBounds.unite(bounds); } void RenderLayer::clearBlockSelectionGapsBounds() { m_blockSelectionGapsBounds = IntRect(); for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->clearBlockSelectionGapsBounds(); } void RenderLayer::repaintBlockSelectionGaps() { for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->repaintBlockSelectionGaps(); if (m_blockSelectionGapsBounds.isEmpty()) return; IntRect rect = m_blockSelectionGapsBounds; rect.move(-scrolledContentOffset()); if (renderer()->hasOverflowClip()) rect.intersect(toRenderBox(renderer())->overflowClipRect(0, 0)); if (renderer()->hasClip()) rect.intersect(toRenderBox(renderer())->clipRect(0, 0)); if (!rect.isEmpty()) renderer()->repaintRectangle(rect); } bool RenderLayer::intersectsDamageRect(const IntRect& layerBounds, const IntRect& damageRect, const RenderLayer* rootLayer) const { // Always examine the canvas and the root. // FIXME: Could eliminate the isRoot() check if we fix background painting so that the RenderView // paints the root's background. if (renderer()->isRenderView() || renderer()->isRoot()) return true; // If we aren't an inline flow, and our layer bounds do intersect the damage rect, then we // can go ahead and return true. RenderView* view = renderer()->view(); ASSERT(view); if (view && !renderer()->isRenderInline()) { IntRect b = layerBounds; b.inflate(view->maximalOutlineSize()); if (b.intersects(damageRect)) return true; } // Otherwise we need to compute the bounding box of this single layer and see if it intersects // the damage rect. return boundingBox(rootLayer).intersects(damageRect); } IntRect RenderLayer::localBoundingBox() const { // There are three special cases we need to consider. // (1) Inline Flows. For inline flows we will create a bounding box that fully encompasses all of the lines occupied by the // inline. In other words, if some <span> wraps to three lines, we'll create a bounding box that fully encloses the // line boxes of all three lines (including overflow on those lines). // (2) Left/Top Overflow. The width/height of layers already includes right/bottom overflow. However, in the case of left/top // overflow, we have to create a bounding box that will extend to include this overflow. // (3) Floats. When a layer has overhanging floats that it paints, we need to make sure to include these overhanging floats // as part of our bounding box. We do this because we are the responsible layer for both hit testing and painting those // floats. IntRect result; if (renderer()->isRenderInline()) { // Go from our first line box to our last line box. RenderInline* inlineFlow = toRenderInline(renderer()); InlineFlowBox* firstBox = inlineFlow->firstLineBox(); if (!firstBox) return result; int top = firstBox->topVisibleOverflow(); int bottom = inlineFlow->lastLineBox()->bottomVisibleOverflow(); int left = firstBox->x(); for (InlineRunBox* curr = firstBox->nextLineBox(); curr; curr = curr->nextLineBox()) left = min(left, curr->x()); result = IntRect(left, top, width(), bottom - top); } else if (renderer()->isTableRow()) { // Our bounding box is just the union of all of our cells' border/overflow rects. for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) { if (child->isTableCell()) { IntRect bbox = toRenderBox(child)->borderBoxRect(); result.unite(bbox); IntRect overflowRect = renderBox()->visibleOverflowRect(); if (bbox != overflowRect) result.unite(overflowRect); } } } else { RenderBox* box = renderBox(); ASSERT(box); if (box->hasMask()) result = box->maskClipRect(); else { IntRect bbox = box->borderBoxRect(); result = bbox; IntRect overflowRect = box->visibleOverflowRect(); if (bbox != overflowRect) result.unite(overflowRect); } } RenderView* view = renderer()->view(); ASSERT(view); if (view) result.inflate(view->maximalOutlineSize()); // Used to apply a fudge factor to dirty-rect checks on blocks/tables. return result; } IntRect RenderLayer::boundingBox(const RenderLayer* ancestorLayer) const { IntRect result = localBoundingBox(); int deltaX = 0, deltaY = 0; convertToLayerCoords(ancestorLayer, deltaX, deltaY); result.move(deltaX, deltaY); return result; } IntRect RenderLayer::absoluteBoundingBox() const { return boundingBox(root()); } void RenderLayer::clearClipRectsIncludingDescendants() { if (!m_clipRects) return; clearClipRects(); for (RenderLayer* l = firstChild(); l; l = l->nextSibling()) l->clearClipRectsIncludingDescendants(); } void RenderLayer::clearClipRects() { if (m_clipRects) { m_clipRects->deref(renderer()->renderArena()); m_clipRects = 0; #ifndef NDEBUG m_clipRectsRoot = 0; #endif } } #if USE(ACCELERATED_COMPOSITING) RenderLayerBacking* RenderLayer::ensureBacking() { if (!m_backing) m_backing.set(new RenderLayerBacking(this)); return m_backing.get(); } void RenderLayer::clearBacking() { m_backing.clear(); } bool RenderLayer::hasCompositedMask() const { return m_backing && m_backing->hasMaskLayer(); } #endif void RenderLayer::setParent(RenderLayer* parent) { if (parent == m_parent) return; #if USE(ACCELERATED_COMPOSITING) if (m_parent && !renderer()->documentBeingDestroyed()) compositor()->layerWillBeRemoved(m_parent, this); #endif m_parent = parent; #if USE(ACCELERATED_COMPOSITING) if (m_parent && !renderer()->documentBeingDestroyed()) compositor()->layerWasAdded(m_parent, this); #endif } static RenderObject* commonAncestor(RenderObject* obj1, RenderObject* obj2) { if (!obj1 || !obj2) return 0; for (RenderObject* currObj1 = obj1; currObj1; currObj1 = currObj1->hoverAncestor()) for (RenderObject* currObj2 = obj2; currObj2; currObj2 = currObj2->hoverAncestor()) if (currObj1 == currObj2) return currObj1; return 0; } void RenderLayer::updateHoverActiveState(const HitTestRequest& request, HitTestResult& result) { // We don't update :hover/:active state when the result is marked as readOnly. if (request.readOnly()) return; Document* doc = renderer()->document(); Node* activeNode = doc->activeNode(); if (activeNode && !request.active()) { // We are clearing the :active chain because the mouse has been released. for (RenderObject* curr = activeNode->renderer(); curr; curr = curr->parent()) { if (curr->node() && !curr->isText()) curr->node()->setInActiveChain(false); } doc->setActiveNode(0); } else { Node* newActiveNode = result.innerNode(); if (!activeNode && newActiveNode && request.active()) { // We are setting the :active chain and freezing it. If future moves happen, they // will need to reference this chain. for (RenderObject* curr = newActiveNode->renderer(); curr; curr = curr->parent()) { if (curr->node() && !curr->isText()) { curr->node()->setInActiveChain(true); } } doc->setActiveNode(newActiveNode); } } // If the mouse is down and if this is a mouse move event, we want to restrict changes in // :hover/:active to only apply to elements that are in the :active chain that we froze // at the time the mouse went down. bool mustBeInActiveChain = request.active() && request.mouseMove(); // Check to see if the hovered node has changed. If not, then we don't need to // do anything. RefPtr<Node> oldHoverNode = doc->hoverNode(); Node* newHoverNode = result.innerNode(); // Update our current hover node. doc->setHoverNode(newHoverNode); // We have two different objects. Fetch their renderers. RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0; RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0; // Locate the common ancestor render object for the two renderers. RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj); if (oldHoverObj != newHoverObj) { // The old hover path only needs to be cleared up to (and not including) the common ancestor; for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = curr->hoverAncestor()) { if (curr->node() && !curr->isText() && (!mustBeInActiveChain || curr->node()->inActiveChain())) { curr->node()->setActive(false); curr->node()->setHovered(false); } } } // Now set the hover state for our new object up to the root. for (RenderObject* curr = newHoverObj; curr; curr = curr->hoverAncestor()) { if (curr->node() && !curr->isText() && (!mustBeInActiveChain || curr->node()->inActiveChain())) { curr->node()->setActive(request.active()); curr->node()->setHovered(true); } } } // Helper for the sorting of layers by z-index. static inline bool compareZIndex(RenderLayer* first, RenderLayer* second) { return first->zIndex() < second->zIndex(); } void RenderLayer::dirtyZOrderLists() { if (m_posZOrderList) m_posZOrderList->clear(); if (m_negZOrderList) m_negZOrderList->clear(); m_zOrderListsDirty = true; #if USE(ACCELERATED_COMPOSITING) if (!renderer()->documentBeingDestroyed()) compositor()->setCompositingLayersNeedRebuild(); #endif } void RenderLayer::dirtyStackingContextZOrderLists() { RenderLayer* sc = stackingContext(); if (sc) sc->dirtyZOrderLists(); } void RenderLayer::dirtyNormalFlowList() { if (m_normalFlowList) m_normalFlowList->clear(); m_normalFlowListDirty = true; #if USE(ACCELERATED_COMPOSITING) if (!renderer()->documentBeingDestroyed()) compositor()->setCompositingLayersNeedRebuild(); #endif } void RenderLayer::updateZOrderLists() { if (!isStackingContext() || !m_zOrderListsDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) if (!m_reflection || reflectionLayer() != child) child->collectLayers(m_posZOrderList, m_negZOrderList); // Sort the two lists. if (m_posZOrderList) std::stable_sort(m_posZOrderList->begin(), m_posZOrderList->end(), compareZIndex); if (m_negZOrderList) std::stable_sort(m_negZOrderList->begin(), m_negZOrderList->end(), compareZIndex); m_zOrderListsDirty = false; } void RenderLayer::updateNormalFlowList() { if (!m_normalFlowListDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) { // Ignore non-overflow layers and reflections. if (child->isNormalFlowOnly() && (!m_reflection || reflectionLayer() != child)) { if (!m_normalFlowList) m_normalFlowList = new Vector<RenderLayer*>; m_normalFlowList->append(child); } } m_normalFlowListDirty = false; } void RenderLayer::collectLayers(Vector<RenderLayer*>*& posBuffer, Vector<RenderLayer*>*& negBuffer) { updateVisibilityStatus(); // Overflow layers are just painted by their enclosing layers, so they don't get put in zorder lists. if ((m_hasVisibleContent || (m_hasVisibleDescendant && isStackingContext())) && !isNormalFlowOnly()) { // Determine which buffer the child should be in. Vector<RenderLayer*>*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer; // Create the buffer if it doesn't exist yet. if (!buffer) buffer = new Vector<RenderLayer*>; // Append ourselves at the end of the appropriate buffer. buffer->append(this); } // Recur into our children to collect more layers, but only if we don't establish // a stacking context. if (m_hasVisibleDescendant && !isStackingContext()) { for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) { // Ignore reflections. if (!m_reflection || reflectionLayer() != child) child->collectLayers(posBuffer, negBuffer); } } } void RenderLayer::updateLayerListsIfNeeded() { updateZOrderLists(); updateNormalFlowList(); } void RenderLayer::updateCompositingAndLayerListsIfNeeded() { #if USE(ACCELERATED_COMPOSITING) if (compositor()->inCompositingMode()) { if ((isStackingContext() && m_zOrderListsDirty) || m_normalFlowListDirty) compositor()->updateCompositingLayers(CompositingUpdateOnPaitingOrHitTest, this); return; } #endif updateLayerListsIfNeeded(); } void RenderLayer::repaintIncludingDescendants() { renderer()->repaint(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->repaintIncludingDescendants(); } #if USE(ACCELERATED_COMPOSITING) void RenderLayer::setBackingNeedsRepaint() { ASSERT(isComposited()); if (backing()->paintingGoesToWindow()) { // If we're trying to repaint the placeholder document layer, propagate the // repaint to the native view system. RenderView* view = renderer()->view(); if (view) view->repaintViewRectangle(absoluteBoundingBox()); } else backing()->setContentsNeedDisplay(); } void RenderLayer::setBackingNeedsRepaintInRect(const IntRect& r) { ASSERT(isComposited()); if (backing()->paintingGoesToWindow()) { // If we're trying to repaint the placeholder document layer, propagate the // repaint to the native view system. IntRect absRect(r); int x = 0; int y = 0; convertToLayerCoords(root(), x, y); absRect.move(x, y); RenderView* view = renderer()->view(); if (view) view->repaintViewRectangle(absRect); } else backing()->setContentsNeedDisplayInRect(r); } // Since we're only painting non-composited layers, we know that they all share the same repaintContainer. void RenderLayer::repaintIncludingNonCompositingDescendants(RenderBoxModelObject* repaintContainer) { renderer()->repaintUsingContainer(repaintContainer, renderer()->clippedOverflowRectForRepaint(repaintContainer)); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) { if (!curr->isComposited()) curr->repaintIncludingNonCompositingDescendants(repaintContainer); } } #endif bool RenderLayer::shouldBeNormalFlowOnly() const { return (renderer()->hasOverflowClip() || renderer()->hasReflection() || renderer()->hasMask() || renderer()->isVideo() || renderer()->isEmbeddedObject()) && !renderer()->isPositioned() && !renderer()->isRelPositioned() && !renderer()->hasTransform() && !isTransparent(); } bool RenderLayer::isSelfPaintingLayer() const { return !isNormalFlowOnly() || renderer()->hasReflection() || renderer()->hasMask() || renderer()->isTableRow() || renderer()->isVideo() || renderer()->isEmbeddedObject(); } void RenderLayer::styleChanged(StyleDifference diff, const RenderStyle*) { bool isNormalFlowOnly = shouldBeNormalFlowOnly(); if (isNormalFlowOnly != m_isNormalFlowOnly) { m_isNormalFlowOnly = isNormalFlowOnly; RenderLayer* p = parent(); if (p) p->dirtyNormalFlowList(); dirtyStackingContextZOrderLists(); } if (renderer()->style()->overflowX() == OMARQUEE && renderer()->style()->marqueeBehavior() != MNONE && renderer()->isBox()) { if (!m_marquee) m_marquee = new RenderMarquee(this); m_marquee->updateMarqueeStyle(); } else if (m_marquee) { delete m_marquee; m_marquee = 0; } if (!hasReflection() && m_reflection) removeReflection(); else if (hasReflection()) { if (!m_reflection) createReflection(); updateReflectionStyle(); } // FIXME: Need to detect a swap from custom to native scrollbars (and vice versa). if (m_hBar) m_hBar->styleChanged(); if (m_vBar) m_vBar->styleChanged(); updateScrollCornerStyle(); updateResizerStyle(); #if USE(ACCELERATED_COMPOSITING) updateTransform(); if (compositor()->updateLayerCompositingState(this)) compositor()->setCompositingLayersNeedRebuild(); else if (m_backing) m_backing->updateGraphicsLayerGeometry(); if (m_backing && diff >= StyleDifferenceRepaint) m_backing->setContentsNeedDisplay(); #else UNUSED_PARAM(diff); #endif } void RenderLayer::updateScrollCornerStyle() { RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer(); RefPtr<RenderStyle> corner = renderer()->hasOverflowClip() ? actualRenderer->getUncachedPseudoStyle(SCROLLBAR_CORNER, actualRenderer->style()) : 0; if (corner) { if (!m_scrollCorner) { m_scrollCorner = new (renderer()->renderArena()) RenderScrollbarPart(renderer()->document()); m_scrollCorner->setParent(renderer()); } m_scrollCorner->setStyle(corner.release()); } else if (m_scrollCorner) { m_scrollCorner->destroy(); m_scrollCorner = 0; } } void RenderLayer::updateResizerStyle() { RenderObject* actualRenderer = renderer()->node() ? renderer()->node()->shadowAncestorNode()->renderer() : renderer(); RefPtr<RenderStyle> resizer = renderer()->hasOverflowClip() ? actualRenderer->getUncachedPseudoStyle(RESIZER, actualRenderer->style()) : 0; if (resizer) { if (!m_resizer) { m_resizer = new (renderer()->renderArena()) RenderScrollbarPart(renderer()->document()); m_resizer->setParent(renderer()); } m_resizer->setStyle(resizer.release()); } else if (m_resizer) { m_resizer->destroy(); m_resizer = 0; } } RenderLayer* RenderLayer::reflectionLayer() const { return m_reflection ? m_reflection->layer() : 0; } void RenderLayer::createReflection() { ASSERT(!m_reflection); m_reflection = new (renderer()->renderArena()) RenderReplica(renderer()->document()); m_reflection->setParent(renderer()); // We create a 1-way connection. } void RenderLayer::removeReflection() { if (!m_reflection->documentBeingDestroyed()) m_reflection->removeLayers(this); m_reflection->setParent(0); m_reflection->destroy(); m_reflection = 0; } void RenderLayer::updateReflectionStyle() { RefPtr<RenderStyle> newStyle = RenderStyle::create(); newStyle->inheritFrom(renderer()->style()); // Map in our transform. TransformOperations transform; switch (renderer()->style()->boxReflect()->direction()) { case ReflectionBelow: transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), Length(100., Percent), TransformOperation::TRANSLATE)); transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), renderer()->style()->boxReflect()->offset(), TransformOperation::TRANSLATE)); transform.operations().append(ScaleTransformOperation::create(1.0, -1.0, ScaleTransformOperation::SCALE)); break; case ReflectionAbove: transform.operations().append(ScaleTransformOperation::create(1.0, -1.0, ScaleTransformOperation::SCALE)); transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), Length(100., Percent), TransformOperation::TRANSLATE)); transform.operations().append(TranslateTransformOperation::create(Length(0, Fixed), renderer()->style()->boxReflect()->offset(), TransformOperation::TRANSLATE)); break; case ReflectionRight: transform.operations().append(TranslateTransformOperation::create(Length(100., Percent), Length(0, Fixed), TransformOperation::TRANSLATE)); transform.operations().append(TranslateTransformOperation::create(renderer()->style()->boxReflect()->offset(), Length(0, Fixed), TransformOperation::TRANSLATE)); transform.operations().append(ScaleTransformOperation::create(-1.0, 1.0, ScaleTransformOperation::SCALE)); break; case ReflectionLeft: transform.operations().append(ScaleTransformOperation::create(-1.0, 1.0, ScaleTransformOperation::SCALE)); transform.operations().append(TranslateTransformOperation::create(Length(100., Percent), Length(0, Fixed), TransformOperation::TRANSLATE)); transform.operations().append(TranslateTransformOperation::create(renderer()->style()->boxReflect()->offset(), Length(0, Fixed), TransformOperation::TRANSLATE)); break; } newStyle->setTransform(transform); // Map in our mask. newStyle->setMaskBoxImage(renderer()->style()->boxReflect()->mask()); m_reflection->setStyle(newStyle.release()); } } // namespace WebCore #ifndef NDEBUG void showLayerTree(const WebCore::RenderLayer* layer) { if (!layer) return; if (WebCore::Frame* frame = layer->renderer()->document()->frame()) { WebCore::String output = externalRepresentation(frame, WebCore::RenderAsTextShowAllLayers | WebCore::RenderAsTextShowLayerNesting | WebCore::RenderAsTextShowCompositedLayers); fprintf(stderr, "%s\n", output.utf8().data()); } } #endif