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/*
* Copyright (C) 2012 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "FloatPoint.h"
#include "FloatQuad.h"
#include "LayoutSize.h"
#include "RenderObject.h"
#include "TransformationMatrix.h"
#include <memory>
namespace WebCore {
class RenderFragmentedFlow;
class RenderLayer;
class RenderLayerModelObject;
class RenderView;
class TransformState;
// Stores data about how to map from one renderer to its container.
struct RenderGeometryMapStep {
RenderGeometryMapStep(const RenderGeometryMapStep& o)
: m_renderer(o.m_renderer)
, m_offset(o.m_offset)
, m_accumulatingTransform(o.m_accumulatingTransform)
, m_isNonUniform(o.m_isNonUniform)
, m_isFixedPosition(o.m_isFixedPosition)
, m_hasTransform(o.m_hasTransform)
{
ASSERT(!o.m_transform);
}
RenderGeometryMapStep(const RenderObject* renderer, bool accumulatingTransform, bool isNonUniform, bool isFixedPosition, bool hasTransform)
: m_renderer(renderer)
, m_accumulatingTransform(accumulatingTransform)
, m_isNonUniform(isNonUniform)
, m_isFixedPosition(isFixedPosition)
, m_hasTransform(hasTransform)
{
}
const RenderObject* m_renderer;
LayoutSize m_offset;
std::unique_ptr<TransformationMatrix> m_transform; // Includes offset if non-null.
bool m_accumulatingTransform;
bool m_isNonUniform; // Mapping depends on the input point, e.g. because of CSS columns.
bool m_isFixedPosition;
bool m_hasTransform;
};
// Can be used while walking the Renderer tree to cache data about offsets and transforms.
class RenderGeometryMap {
WTF_MAKE_NONCOPYABLE(RenderGeometryMap);
public:
explicit RenderGeometryMap(MapCoordinatesFlags = UseTransforms);
~RenderGeometryMap();
MapCoordinatesFlags mapCoordinatesFlags() const { return m_mapCoordinatesFlags; }
FloatPoint absolutePoint(const FloatPoint& p) const
{
return mapToContainer(p, nullptr);
}
FloatRect absoluteRect(const FloatRect& rect) const
{
return mapToContainer(rect, nullptr).boundingBox();
}
// Map to a container. Will assert that the container has been pushed onto this map.
// A null container maps through the RenderView (including its scale transform, if any).
// If the container is the RenderView, the scroll offset is applied, but not the scale.
FloatPoint mapToContainer(const FloatPoint&, const RenderLayerModelObject*) const;
FloatQuad mapToContainer(const FloatRect&, const RenderLayerModelObject*) const;
// Called by code walking the renderer or layer trees.
void pushMappingsToAncestor(const RenderLayer*, const RenderLayer* ancestorLayer, bool respectTransforms = true);
void popMappingsToAncestor(const RenderLayer*);
void pushMappingsToAncestor(const RenderObject*, const RenderLayerModelObject* ancestorRenderer);
void popMappingsToAncestor(const RenderLayerModelObject*);
// The following methods should only be called by renderers inside a call to pushMappingsToAncestor().
// Push geometry info between this renderer and some ancestor. The ancestor must be its container() or some
// stacking context between the renderer and its container.
void push(const RenderObject*, const LayoutSize&, bool accumulatingTransform = false, bool isNonUniform = false, bool isFixedPosition = false, bool hasTransform = false);
void push(const RenderObject*, const TransformationMatrix&, bool accumulatingTransform = false, bool isNonUniform = false, bool isFixedPosition = false, bool hasTransform = false);
// RenderView gets special treatment, because it applies the scroll offset only for elements inside in fixed position.
void pushView(const RenderView*, const LayoutSize& scrollOffset, const TransformationMatrix* = nullptr);
void pushRenderFragmentedFlow(const RenderFragmentedFlow*);
private:
void mapToContainer(TransformState&, const RenderLayerModelObject* container = nullptr) const;
void stepInserted(const RenderGeometryMapStep&);
void stepRemoved(const RenderGeometryMapStep&);
bool hasNonUniformStep() const { return m_nonUniformStepsCount; }
bool hasTransformStep() const { return m_transformedStepsCount; }
bool hasFixedPositionStep() const { return m_fixedStepsCount; }
typedef Vector<RenderGeometryMapStep, 32> RenderGeometryMapSteps;
size_t m_insertionPosition;
int m_nonUniformStepsCount;
int m_transformedStepsCount;
int m_fixedStepsCount;
RenderGeometryMapSteps m_mapping;
LayoutSize m_accumulatedOffset;
MapCoordinatesFlags m_mapCoordinatesFlags;
#if ASSERT_ENABLED
bool m_accumulatedOffsetMightBeSaturated { false };
#endif
};
} // namespace WebCore
namespace WTF {
// This is required for a struct with std::unique_ptr<>. We know RenderGeometryMapStep is simple enough that
// initializing to 0 and moving with memcpy (and then not destructing the original) will work.
template<> struct VectorTraits<WebCore::RenderGeometryMapStep> : SimpleClassVectorTraits { };
}