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/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "RenderView.h"
#include "ColumnInfo.h"
#include "Document.h"
#include "Element.h"
#include "FloatQuad.h"
#include "FloatingObjects.h"
#include "FlowThreadController.h"
#include "Frame.h"
#include "FrameSelection.h"
#include "FrameView.h"
#include "GraphicsContext.h"
#include "HTMLFrameOwnerElement.h"
#include "HTMLIFrameElement.h"
#include "HitTestResult.h"
#include "ImageQualityController.h"
#include "Page.h"
#include "RenderGeometryMap.h"
#include "RenderIterator.h"
#include "RenderLayer.h"
#include "RenderLayerBacking.h"
#include "RenderNamedFlowThread.h"
#include "RenderSelectionInfo.h"
#include "RenderWidget.h"
#include "StyleInheritedData.h"
#include "TransformState.h"
#include <wtf/StackStats.h>
#if USE(ACCELERATED_COMPOSITING)
#include "RenderLayerCompositor.h"
#endif
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterGlobalContext.h"
#endif
namespace WebCore {
RenderView::RenderView(Document& document, PassRef<RenderStyle> style)
: RenderBlockFlow(document, std::move(style))
, m_frameView(*document.view())
, m_selectionStart(0)
, m_selectionEnd(0)
, m_selectionStartPos(-1)
, m_selectionEndPos(-1)
, m_rendererCount(0)
, m_maximalOutlineSize(0)
, m_pageLogicalHeight(0)
, m_pageLogicalHeightChanged(false)
, m_layoutState(nullptr)
, m_layoutStateDisableCount(0)
, m_renderQuoteHead(0)
, m_renderCounterCount(0)
, m_selectionWasCaret(false)
#if ENABLE(CSS_FILTERS)
, m_hasSoftwareFilters(false)
#endif
{
setIsRenderView();
// FIXME: We should find a way to enforce this at compile time.
ASSERT(document.view());
// init RenderObject attributes
setInline(false);
m_minPreferredLogicalWidth = 0;
m_maxPreferredLogicalWidth = 0;
setPreferredLogicalWidthsDirty(true, MarkOnlyThis);
setPositionState(AbsolutePosition); // to 0,0 :)
}
RenderView::~RenderView()
{
}
bool RenderView::hitTest(const HitTestRequest& request, HitTestResult& result)
{
return hitTest(request, result.hitTestLocation(), result);
}
bool RenderView::hitTest(const HitTestRequest& request, const HitTestLocation& location, HitTestResult& result)
{
if (layer()->hitTest(request, location, result))
return true;
// FIXME: Consider if this test should be done unconditionally.
if (request.allowsFrameScrollbars()) {
// ScrollView scrollbars are not the same as RenderLayer scrollbars tested by RenderLayer::hitTestOverflowControls,
// so we need to test ScrollView scrollbars separately here.
Scrollbar* frameScrollbar = frameView().scrollbarAtPoint(location.roundedPoint());
if (frameScrollbar) {
result.setScrollbar(frameScrollbar);
return true;
}
}
return false;
}
void RenderView::computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit, LogicalExtentComputedValues& computedValues) const
{
computedValues.m_extent = !shouldUsePrintingLayout() ? LayoutUnit(viewLogicalHeight()) : logicalHeight;
}
void RenderView::updateLogicalWidth()
{
if (!shouldUsePrintingLayout())
setLogicalWidth(viewLogicalWidth());
}
LayoutUnit RenderView::availableLogicalHeight(AvailableLogicalHeightType) const
{
// If we have columns, then the available logical height is reduced to the column height.
if (hasColumns())
return columnInfo()->columnHeight();
return isHorizontalWritingMode() ? frameView().visibleHeight() : frameView().visibleWidth();
}
bool RenderView::isChildAllowed(const RenderObject& child, const RenderStyle&) const
{
return child.isBox();
}
void RenderView::layoutContent(const LayoutState& state)
{
UNUSED_PARAM(state);
ASSERT(needsLayout());
RenderBlockFlow::layout();
if (hasRenderNamedFlowThreads())
flowThreadController().layoutRenderNamedFlowThreads();
#ifndef NDEBUG
checkLayoutState(state);
#endif
}
#ifndef NDEBUG
void RenderView::checkLayoutState(const LayoutState& state)
{
ASSERT(layoutDeltaMatches(LayoutSize()));
ASSERT(!m_layoutStateDisableCount);
ASSERT(m_layoutState.get() == &state);
}
#endif
static RenderBox* enclosingSeamlessRenderer(Document& document)
{
Element* ownerElement = document.seamlessParentIFrame();
if (!ownerElement)
return 0;
return ownerElement->renderBox();
}
void RenderView::addChild(RenderObject* newChild, RenderObject* beforeChild)
{
// Seamless iframes are considered part of an enclosing render flow thread from the parent document. This is necessary for them to look
// up regions in the parent document during layout.
if (newChild && !newChild->isRenderFlowThread()) {
RenderBox* seamlessBox = enclosingSeamlessRenderer(document());
if (seamlessBox && seamlessBox->flowThreadContainingBlock())
newChild->setFlowThreadState(seamlessBox->flowThreadState());
}
RenderBlockFlow::addChild(newChild, beforeChild);
}
bool RenderView::initializeLayoutState(LayoutState& state)
{
bool isSeamlessAncestorInFlowThread = false;
// FIXME: May be better to push a clip and avoid issuing offscreen repaints.
state.m_clipped = false;
// Check the writing mode of the seamless ancestor. It has to match our document's writing mode, or we won't inherit any
// pagination information.
RenderBox* seamlessAncestor = enclosingSeamlessRenderer(document());
LayoutState* seamlessLayoutState = seamlessAncestor ? seamlessAncestor->view().layoutState() : 0;
bool shouldInheritPagination = seamlessLayoutState && !m_pageLogicalHeight && seamlessAncestor->style().writingMode() == style().writingMode();
state.m_pageLogicalHeight = shouldInheritPagination ? seamlessLayoutState->m_pageLogicalHeight : m_pageLogicalHeight;
state.m_pageLogicalHeightChanged = shouldInheritPagination ? seamlessLayoutState->m_pageLogicalHeightChanged : m_pageLogicalHeightChanged;
state.m_isPaginated = state.m_pageLogicalHeight;
if (state.m_isPaginated && shouldInheritPagination) {
// Set up the correct pagination offset. We can use a negative offset in order to push the top of the RenderView into its correct place
// on a page. We can take the iframe's offset from the logical top of the first page and make the negative into the pagination offset within the child
// view.
bool isFlipped = seamlessAncestor->style().isFlippedBlocksWritingMode();
LayoutSize layoutOffset = seamlessLayoutState->layoutOffset();
LayoutSize iFrameOffset(layoutOffset.width() + seamlessAncestor->x() + (!isFlipped ? seamlessAncestor->borderLeft() + seamlessAncestor->paddingLeft() :
seamlessAncestor->borderRight() + seamlessAncestor->paddingRight()),
layoutOffset.height() + seamlessAncestor->y() + (!isFlipped ? seamlessAncestor->borderTop() + seamlessAncestor->paddingTop() :
seamlessAncestor->borderBottom() + seamlessAncestor->paddingBottom()));
LayoutSize offsetDelta = seamlessLayoutState->m_pageOffset - iFrameOffset;
state.m_pageOffset = offsetDelta;
// Set the current render flow thread to point to our ancestor. This will allow the seamless document to locate the correct
// regions when doing a layout.
if (seamlessAncestor->flowThreadContainingBlock()) {
flowThreadController().setCurrentRenderFlowThread(seamlessAncestor->view().flowThreadController().currentRenderFlowThread());
isSeamlessAncestorInFlowThread = true;
}
}
// FIXME: We need to make line grids and exclusions work with seamless iframes as well here. Basically all layout state information needs
// to propagate here and not just pagination information.
return isSeamlessAncestorInFlowThread;
}
// The algorithm below assumes this is a full layout. In case there are previously computed values for regions, supplemental steps are taken
// to ensure the results are the same as those obtained from a full layout (i.e. the auto-height regions from all the flows are marked as needing
// layout).
// 1. The flows are laid out from the outer flow to the inner flow. This successfully computes the outer non-auto-height regions size so the
// inner flows have the necessary information to correctly fragment the content.
// 2. The flows are laid out from the inner flow to the outer flow. After an inner flow is laid out it goes into the constrained layout phase
// and marks the auto-height regions they need layout. This means the outer flows will relayout if they depend on regions with auto-height regions
// belonging to inner flows. This step will correctly set the computedAutoHeight for the auto-height regions. It's possible for non-auto-height
// regions to relayout if they depend on auto-height regions. This will invalidate the inner flow threads and mark them as needing layout.
// 3. The last step is to do one last layout if there are pathological dependencies between non-auto-height regions and auto-height regions
// as detected in the previous step.
void RenderView::layoutContentInAutoLogicalHeightRegions(const LayoutState& state)
{
// We need to invalidate all the flows with auto-height regions if one such flow needs layout.
// If none is found we do a layout a check back again afterwards.
if (!flowThreadController().updateFlowThreadsNeedingLayout()) {
// Do a first layout of the content. In some cases more layouts are not needed (e.g. only flows with non-auto-height regions have changed).
layoutContent(state);
// If we find no named flow needing a two step layout after the first layout, exit early.
// Otherwise, initiate the two step layout algorithm and recompute all the flows.
if (!flowThreadController().updateFlowThreadsNeedingTwoStepLayout())
return;
}
// Layout to recompute all the named flows with auto-height regions.
layoutContent(state);
// Propagate the computed auto-height values upwards.
// Non-auto-height regions may invalidate the flow thread because they depended on auto-height regions, but that's ok.
flowThreadController().updateFlowThreadsIntoConstrainedPhase();
// Do one last layout that should update the auto-height regions found in the main flow
// and solve pathological dependencies between regions (e.g. a non-auto-height region depending
// on an auto-height one).
if (needsLayout())
layoutContent(state);
}
void RenderView::layoutContentToComputeOverflowInRegions(const LayoutState& state)
{
if (!hasRenderNamedFlowThreads())
return;
// First pass through the flow threads and mark the regions as needing a simple layout.
// The regions extract the overflow from the flow thread and pass it to their containg
// block chain.
flowThreadController().updateFlowThreadsIntoOverflowPhase();
if (needsLayout())
layoutContent(state);
// In case scrollbars resized the regions a new pass is necessary to update the flow threads
// and recompute the overflow on regions. This is the final state of the flow threads.
flowThreadController().updateFlowThreadsIntoFinalPhase();
if (needsLayout())
layoutContent(state);
// Finally reset the layout state of the flow threads.
flowThreadController().updateFlowThreadsIntoMeasureContentPhase();
}
void RenderView::layout()
{
StackStats::LayoutCheckPoint layoutCheckPoint;
if (!document().paginated())
setPageLogicalHeight(0);
if (shouldUsePrintingLayout())
m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = logicalWidth();
// Use calcWidth/Height to get the new width/height, since this will take the full page zoom factor into account.
bool relayoutChildren = !shouldUsePrintingLayout() && (width() != viewWidth() || height() != viewHeight());
if (relayoutChildren) {
setChildNeedsLayout(MarkOnlyThis);
auto boxChildren = childrenOfType<RenderBox>(*this);
for (auto child = boxChildren.begin(), end = boxChildren.end(); child != end; ++child) {
RenderBox& box = *child;
if (box.hasRelativeLogicalHeight()
|| box.hasViewportPercentageLogicalHeight()
|| box.style().logicalHeight().isPercent()
|| box.style().logicalMinHeight().isPercent()
|| box.style().logicalMaxHeight().isPercent()
|| box.style().logicalHeight().isViewportPercentage()
|| box.style().logicalMinHeight().isViewportPercentage()
|| box.style().logicalMaxHeight().isViewportPercentage()
#if ENABLE(SVG)
|| box.isSVGRoot()
#endif
)
box.setChildNeedsLayout(MarkOnlyThis);
}
}
ASSERT(!m_layoutState);
if (!needsLayout())
return;
m_layoutState = std::make_unique<LayoutState>();
bool isSeamlessAncestorInFlowThread = initializeLayoutState(*m_layoutState);
m_pageLogicalHeightChanged = false;
if (checkTwoPassLayoutForAutoHeightRegions())
layoutContentInAutoLogicalHeightRegions(*m_layoutState);
else
layoutContent(*m_layoutState);
layoutContentToComputeOverflowInRegions(*m_layoutState);
#ifndef NDEBUG
checkLayoutState(*m_layoutState);
#endif
m_layoutState = nullptr;
clearNeedsLayout();
if (isSeamlessAncestorInFlowThread)
flowThreadController().setCurrentRenderFlowThread(0);
}
LayoutUnit RenderView::pageOrViewLogicalHeight() const
{
if (document().printing())
return pageLogicalHeight();
if (hasColumns() && !style().hasInlineColumnAxis()) {
if (int pageLength = frameView().pagination().pageLength)
return pageLength;
}
return viewLogicalHeight();
}
void RenderView::mapLocalToContainer(const RenderLayerModelObject* repaintContainer, TransformState& transformState, MapCoordinatesFlags mode, bool* wasFixed) const
{
// If a container was specified, and was not 0 or the RenderView,
// then we should have found it by now.
ASSERT_ARG(repaintContainer, !repaintContainer || repaintContainer == this);
ASSERT_UNUSED(wasFixed, !wasFixed || *wasFixed == (mode & IsFixed));
if (!repaintContainer && mode & UseTransforms && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
if (mode & IsFixed)
transformState.move(frameView().scrollOffsetForFixedPosition());
}
const RenderObject* RenderView::pushMappingToContainer(const RenderLayerModelObject* ancestorToStopAt, RenderGeometryMap& geometryMap) const
{
// If a container was specified, and was not 0 or the RenderView,
// then we should have found it by now.
ASSERT_ARG(ancestorToStopAt, !ancestorToStopAt || ancestorToStopAt == this);
LayoutSize scrollOffset = frameView().scrollOffsetForFixedPosition();
if (!ancestorToStopAt && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
geometryMap.pushView(this, scrollOffset, &t);
} else
geometryMap.pushView(this, scrollOffset);
return 0;
}
void RenderView::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode, TransformState& transformState) const
{
if (mode & IsFixed)
transformState.move(frameView().scrollOffsetForFixedPosition());
if (mode & UseTransforms && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
}
bool RenderView::requiresColumns(int) const
{
return frameView().pagination().mode != Pagination::Unpaginated;
}
void RenderView::calcColumnWidth()
{
int columnWidth = contentLogicalWidth();
if (style().hasInlineColumnAxis()) {
if (int pageLength = frameView().pagination().pageLength)
columnWidth = pageLength;
}
setDesiredColumnCountAndWidth(1, columnWidth);
}
ColumnInfo::PaginationUnit RenderView::paginationUnit() const
{
return frameView().pagination().behavesLikeColumns ? ColumnInfo::Column : ColumnInfo::Page;
}
void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
// If we ever require layout but receive a paint anyway, something has gone horribly wrong.
ASSERT(!needsLayout());
// RenderViews should never be called to paint with an offset not on device pixels.
ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) == paintOffset);
// This avoids painting garbage between columns if there is a column gap.
if (frameView().pagination().mode != Pagination::Unpaginated && paintInfo.shouldPaintWithinRoot(*this))
paintInfo.context->fillRect(paintInfo.rect, frameView().baseBackgroundColor(), ColorSpaceDeviceRGB);
paintObject(paintInfo, paintOffset);
}
static inline bool isComposited(RenderElement* object)
{
return object->hasLayer() && toRenderLayerModelObject(object)->layer()->isComposited();
}
static inline bool rendererObscuresBackground(RenderElement* rootObject)
{
if (!rootObject)
return false;
const RenderStyle& style = rootObject->style();
if (style.visibility() != VISIBLE
|| style.opacity() != 1
|| style.hasTransform())
return false;
if (isComposited(rootObject))
return false;
const RenderElement* rootRenderer = rootObject->rendererForRootBackground();
if (rootRenderer->style().backgroundClip() == TextFillBox)
return false;
return true;
}
void RenderView::paintBoxDecorations(PaintInfo& paintInfo, const LayoutPoint&)
{
if (!paintInfo.shouldPaintWithinRoot(*this))
return;
// Check to see if we are enclosed by a layer that requires complex painting rules. If so, we cannot blit
// when scrolling, and we need to use slow repaints. Examples of layers that require this are transparent layers,
// layers with reflections, or transformed layers.
// FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being inside
// a transform, transparency layer, etc.
Element* elt;
for (elt = document().ownerElement(); elt && elt->renderer(); elt = elt->document().ownerElement()) {
RenderLayer* layer = elt->renderer()->enclosingLayer();
if (layer->cannotBlitToWindow()) {
frameView().setCannotBlitToWindow();
break;
}
#if USE(ACCELERATED_COMPOSITING)
if (RenderLayer* compositingLayer = layer->enclosingCompositingLayerForRepaint()) {
if (!compositingLayer->backing()->paintsIntoWindow()) {
frameView().setCannotBlitToWindow();
break;
}
}
#endif
}
if (document().ownerElement())
return;
if (paintInfo.skipRootBackground())
return;
bool rootFillsViewport = false;
bool rootObscuresBackground = false;
Element* documentElement = document().documentElement();
if (RenderElement* rootRenderer = documentElement ? documentElement->renderer() : 0) {
// The document element's renderer is currently forced to be a block, but may not always be.
RenderBox* rootBox = rootRenderer->isBox() ? toRenderBox(rootRenderer) : 0;
rootFillsViewport = rootBox && !rootBox->x() && !rootBox->y() && rootBox->width() >= width() && rootBox->height() >= height();
rootObscuresBackground = rendererObscuresBackground(rootRenderer);
}
bool hasTiledMargin = false;
#if USE(ACCELERATED_COMPOSITING)
hasTiledMargin = compositor().mainFrameBackingIsTiledWithMargin();
#endif
Page* page = document().page();
float pageScaleFactor = page ? page->pageScaleFactor() : 1;
// If painting will entirely fill the view, no need to fill the background.
if (!hasTiledMargin && rootFillsViewport && rootObscuresBackground && pageScaleFactor >= 1)
return;
// This code typically only executes if the root element's visibility has been set to hidden,
// if there is a transform on the <html>, or if there is a page scale factor less than 1.
// Only fill with the base background color (typically white) if we're the root document,
// since iframes/frames with no background in the child document should show the parent's background.
if (frameView().isTransparent()) // FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being transparent.
frameView().setCannotBlitToWindow(); // The parent must show behind the child.
else {
Color backgroundColor = hasTiledMargin ? frameView().documentBackgroundColor() : frameView().baseBackgroundColor();
if (backgroundColor.alpha()) {
CompositeOperator previousOperator = paintInfo.context->compositeOperation();
paintInfo.context->setCompositeOperation(CompositeCopy);
paintInfo.context->fillRect(paintInfo.rect, backgroundColor, style().colorSpace());
paintInfo.context->setCompositeOperation(previousOperator);
} else
paintInfo.context->clearRect(paintInfo.rect);
}
}
bool RenderView::shouldRepaint(const LayoutRect& rect) const
{
return !printing() && !rect.isEmpty();
}
void RenderView::repaintRootContents()
{
#if USE(ACCELERATED_COMPOSITING)
if (layer()->isComposited()) {
layer()->setBackingNeedsRepaint();
return;
}
#endif
repaint();
}
void RenderView::repaintViewRectangle(const LayoutRect& ur, bool immediate) const
{
if (!shouldRepaint(ur))
return;
// We always just invalidate the root view, since we could be an iframe that is clipped out
// or even invisible.
Element* elt = document().ownerElement();
if (!elt)
frameView().repaintContentRectangle(pixelSnappedIntRect(ur), immediate);
else if (RenderBox* obj = elt->renderBox()) {
LayoutRect vr = viewRect();
LayoutRect r = intersection(ur, vr);
// Subtract out the contentsX and contentsY offsets to get our coords within the viewing
// rectangle.
r.moveBy(-vr.location());
// FIXME: Hardcoded offsets here are not good.
r.moveBy(obj->contentBoxRect().location());
obj->repaintRectangle(r, immediate);
}
}
void RenderView::repaintRectangleInViewAndCompositedLayers(const LayoutRect& ur, bool immediate)
{
if (!shouldRepaint(ur))
return;
repaintViewRectangle(ur, immediate);
#if USE(ACCELERATED_COMPOSITING)
RenderLayerCompositor& compositor = this->compositor();
if (compositor.inCompositingMode()) {
IntRect repaintRect = pixelSnappedIntRect(ur);
compositor.repaintCompositedLayers(&repaintRect);
}
#endif
}
void RenderView::repaintViewAndCompositedLayers()
{
repaintRootContents();
#if USE(ACCELERATED_COMPOSITING)
RenderLayerCompositor& compositor = this->compositor();
if (compositor.inCompositingMode())
compositor.repaintCompositedLayers();
#endif
}
LayoutRect RenderView::visualOverflowRect() const
{
if (frameView().paintsEntireContents())
return layoutOverflowRect();
return RenderBlockFlow::visualOverflowRect();
}
void RenderView::computeRectForRepaint(const RenderLayerModelObject* repaintContainer, LayoutRect& rect, bool fixed) const
{
// If a container was specified, and was not 0 or the RenderView,
// then we should have found it by now.
ASSERT_ARG(repaintContainer, !repaintContainer || repaintContainer == this);
if (printing())
return;
if (style().isFlippedBlocksWritingMode()) {
// We have to flip by hand since the view's logical height has not been determined. We
// can use the viewport width and height.
if (style().isHorizontalWritingMode())
rect.setY(viewHeight() - rect.maxY());
else
rect.setX(viewWidth() - rect.maxX());
}
if (fixed)
rect.move(frameView().scrollOffsetForFixedPosition());
// Apply our transform if we have one (because of full page zooming).
if (!repaintContainer && layer() && layer()->transform())
rect = layer()->transform()->mapRect(rect);
}
void RenderView::absoluteRects(Vector<IntRect>& rects, const LayoutPoint& accumulatedOffset) const
{
rects.append(pixelSnappedIntRect(accumulatedOffset, layer()->size()));
}
void RenderView::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) const
{
if (wasFixed)
*wasFixed = false;
quads.append(FloatRect(FloatPoint(), layer()->size()));
}
static RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
{
if (!object)
return 0;
RenderObject* child = object->childAt(offset);
return child ? child : object->nextInPreOrderAfterChildren();
}
IntRect RenderView::selectionBounds(bool clipToVisibleContent) const
{
document().updateStyleIfNeeded();
typedef HashMap<RenderObject*, OwnPtr<RenderSelectionInfo>> SelectionMap;
SelectionMap selectedObjects;
RenderObject* os = m_selectionStart;
RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
while (os && os != stop) {
if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
selectedObjects.set(os, adoptPtr(new RenderSelectionInfo(os, clipToVisibleContent)));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
OwnPtr<RenderSelectionInfo>& blockInfo = selectedObjects.add(cb, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = adoptPtr(new RenderSelectionInfo(cb, clipToVisibleContent));
cb = cb->containingBlock();
}
}
os = os->nextInPreOrder();
}
// Now create a single bounding box rect that encloses the whole selection.
LayoutRect selRect;
SelectionMap::iterator end = selectedObjects.end();
for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
RenderSelectionInfo* info = i->value.get();
// RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates.
LayoutRect currRect = info->rect();
if (RenderLayerModelObject* repaintContainer = info->repaintContainer()) {
FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(FloatRect(currRect));
currRect = absQuad.enclosingBoundingBox();
}
selRect.unite(currRect);
}
return pixelSnappedIntRect(selRect);
}
void RenderView::repaintSelection() const
{
document().updateStyleIfNeeded();
HashSet<RenderBlock*> processedBlocks;
RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
continue;
if (o->selectionState() == SelectionNone)
continue;
RenderSelectionInfo(o, true).repaint();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
if (!processedBlocks.add(block).isNewEntry)
break;
RenderSelectionInfo(block, true).repaint();
}
}
}
#if USE(ACCELERATED_COMPOSITING)
// Compositing layer dimensions take outline size into account, so we have to recompute layer
// bounds when it changes.
// FIXME: This is ugly; it would be nice to have a better way to do this.
void RenderView::setMaximalOutlineSize(int o)
{
if (o != m_maximalOutlineSize) {
m_maximalOutlineSize = o;
// maximalOutlineSize affects compositing layer dimensions.
compositor().setCompositingLayersNeedRebuild(); // FIXME: this really just needs to be a geometry update.
}
}
#endif
// When exploring the RenderTree looking for the nodes involved in the Selection, sometimes it's
// required to change the traversing direction because the "start" position is below the "end" one.
static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(const RenderObject* o, const RenderObject* stop, bool& continueExploring, bool& exploringBackwards)
{
RenderObject* next;
if (exploringBackwards) {
next = o->previousInPreOrder();
continueExploring = next && !(next)->isRenderView();
} else {
next = o->nextInPreOrder();
continueExploring = next && next != stop;
exploringBackwards = !next && (next != stop);
if (exploringBackwards) {
next = stop->previousInPreOrder();
continueExploring = next && !next->isRenderView();
}
}
return next;
}
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionRepaintMode blockRepaintMode)
{
// Make sure both our start and end objects are defined.
// Check www.msnbc.com and try clicking around to find the case where this happened.
if ((start && !end) || (end && !start))
return;
bool caretChanged = m_selectionWasCaret != view().frame().selection().isCaret();
m_selectionWasCaret = view().frame().selection().isCaret();
// Just return if the selection hasn't changed.
if (m_selectionStart == start && m_selectionStartPos == startPos &&
m_selectionEnd == end && m_selectionEndPos == endPos && !caretChanged)
return;
// Record the old selected objects. These will be used later
// when we compare against the new selected objects.
int oldStartPos = m_selectionStartPos;
int oldEndPos = m_selectionEndPos;
// Objects each have a single selection rect to examine.
typedef HashMap<RenderObject*, OwnPtr<RenderSelectionInfo>> SelectedObjectMap;
SelectedObjectMap oldSelectedObjects;
SelectedObjectMap newSelectedObjects;
// Blocks contain selected objects and fill gaps between them, either on the left, right, or in between lines and blocks.
// In order to get the repaint rect right, we have to examine left, middle, and right rects individually, since otherwise
// the union of those rects might remain the same even when changes have occurred.
typedef HashMap<RenderBlock*, OwnPtr<RenderBlockSelectionInfo>> SelectedBlockMap;
SelectedBlockMap oldSelectedBlocks;
SelectedBlockMap newSelectedBlocks;
RenderObject* os = m_selectionStart;
RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
bool exploringBackwards = false;
bool continueExploring = os && (os != stop);
while (continueExploring) {
if ((os->canBeSelectionLeaf() || os == m_selectionStart || os == m_selectionEnd) && os->selectionState() != SelectionNone) {
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
oldSelectedObjects.set(os, adoptPtr(new RenderSelectionInfo(os, true)));
if (blockRepaintMode == RepaintNewXOROld) {
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
OwnPtr<RenderBlockSelectionInfo>& blockInfo = oldSelectedBlocks.add(cb, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
}
os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring, exploringBackwards);
}
// Now clear the selection.
SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
i->key->setSelectionStateIfNeeded(SelectionNone);
// set selection start and end
m_selectionStart = start;
m_selectionStartPos = startPos;
m_selectionEnd = end;
m_selectionEndPos = endPos;
// Update the selection status of all objects between m_selectionStart and m_selectionEnd
if (start && start == end)
start->setSelectionStateIfNeeded(SelectionBoth);
else {
if (start)
start->setSelectionStateIfNeeded(SelectionStart);
if (end)
end->setSelectionStateIfNeeded(SelectionEnd);
}
RenderObject* o = start;
stop = rendererAfterPosition(end, endPos);
while (o && o != stop) {
if (o != start && o != end && o->canBeSelectionLeaf())
o->setSelectionStateIfNeeded(SelectionInside);
o = o->nextInPreOrder();
}
if (blockRepaintMode != RepaintNothing)
layer()->clearBlockSelectionGapsBounds();
// Now that the selection state has been updated for the new objects, walk them again and
// put them in the new objects list.
o = start;
exploringBackwards = false;
continueExploring = o && (o != stop);
while (continueExploring) {
if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) {
newSelectedObjects.set(o, adoptPtr(new RenderSelectionInfo(o, true)));
RenderBlock* cb = o->containingBlock();
while (cb && !cb->isRenderView()) {
OwnPtr<RenderBlockSelectionInfo>& blockInfo = newSelectedBlocks.add(cb, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = adoptPtr(new RenderBlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
o = getNextOrPrevRenderObjectBasedOnDirection(o, stop, continueExploring, exploringBackwards);
}
if (blockRepaintMode == RepaintNothing)
return;
frameView().beginDeferredRepaints();
// Have any of the old selected objects changed compared to the new selection?
for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i) {
RenderObject* obj = i->key;
RenderSelectionInfo* newInfo = newSelectedObjects.get(obj);
RenderSelectionInfo* oldInfo = i->value.get();
if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() ||
(m_selectionStart == obj && oldStartPos != m_selectionStartPos) ||
(m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) {
oldInfo->repaint();
if (newInfo) {
newInfo->repaint();
newSelectedObjects.remove(obj);
}
}
}
// Any new objects that remain were not found in the old objects dict, and so they need to be updated.
SelectedObjectMap::iterator newObjectsEnd = newSelectedObjects.end();
for (SelectedObjectMap::iterator i = newSelectedObjects.begin(); i != newObjectsEnd; ++i)
i->value->repaint();
// Have any of the old blocks changed?
SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end();
for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) {
RenderBlock* block = i->key;
RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
RenderBlockSelectionInfo* oldInfo = i->value.get();
if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
oldInfo->repaint();
if (newInfo) {
newInfo->repaint();
newSelectedBlocks.remove(block);
}
}
}
// Any new blocks that remain were not found in the old blocks dict, and so they need to be updated.
SelectedBlockMap::iterator newBlocksEnd = newSelectedBlocks.end();
for (SelectedBlockMap::iterator i = newSelectedBlocks.begin(); i != newBlocksEnd; ++i)
i->value->repaint();
frameView().endDeferredRepaints();
}
void RenderView::getSelection(RenderObject*& startRenderer, int& startOffset, RenderObject*& endRenderer, int& endOffset) const
{
startRenderer = m_selectionStart;
startOffset = m_selectionStartPos;
endRenderer = m_selectionEnd;
endOffset = m_selectionEndPos;
}
void RenderView::clearSelection()
{
layer()->repaintBlockSelectionGaps();
setSelection(0, -1, 0, -1, RepaintNewMinusOld);
}
void RenderView::selectionStartEnd(int& startPos, int& endPos) const
{
startPos = m_selectionStartPos;
endPos = m_selectionEndPos;
}
bool RenderView::printing() const
{
return document().printing();
}
bool RenderView::shouldUsePrintingLayout() const
{
if (!printing())
return false;
return frameView().frame().shouldUsePrintingLayout();
}
LayoutRect RenderView::viewRect() const
{
if (shouldUsePrintingLayout())
return LayoutRect(LayoutPoint(), size());
return frameView().visibleContentRect();
}
IntRect RenderView::unscaledDocumentRect() const
{
LayoutRect overflowRect(layoutOverflowRect());
flipForWritingMode(overflowRect);
return pixelSnappedIntRect(overflowRect);
}
bool RenderView::rootBackgroundIsEntirelyFixed() const
{
RenderElement* rootObject = document().documentElement() ? document().documentElement()->renderer() : 0;
if (!rootObject)
return false;
RenderElement* rootRenderer = rootObject->rendererForRootBackground();
return rootRenderer->hasEntirelyFixedBackground();
}
LayoutRect RenderView::backgroundRect(RenderBox* backgroundRenderer) const
{
if (!hasColumns())
return unscaledDocumentRect();
ColumnInfo* columnInfo = this->columnInfo();
LayoutRect backgroundRect(0, 0, columnInfo->desiredColumnWidth(), columnInfo->columnHeight() * columnInfo->columnCount());
if (!isHorizontalWritingMode())
backgroundRect = backgroundRect.transposedRect();
backgroundRenderer->flipForWritingMode(backgroundRect);
return backgroundRect;
}
IntRect RenderView::documentRect() const
{
FloatRect overflowRect(unscaledDocumentRect());
if (hasTransform())
overflowRect = layer()->currentTransform().mapRect(overflowRect);
return IntRect(overflowRect);
}
int RenderView::viewHeight() const
{
int height = 0;
if (!shouldUsePrintingLayout()) {
height = frameView().layoutHeight();
height = frameView().useFixedLayout() ? ceilf(style().effectiveZoom() * float(height)) : height;
}
return height;
}
int RenderView::viewWidth() const
{
int width = 0;
if (!shouldUsePrintingLayout()) {
width = frameView().layoutWidth();
width = frameView().useFixedLayout() ? ceilf(style().effectiveZoom() * float(width)) : width;
}
return width;
}
int RenderView::viewLogicalHeight() const
{
int height = style().isHorizontalWritingMode() ? viewHeight() : viewWidth();
return height;
}
float RenderView::zoomFactor() const
{
return frameView().frame().pageZoomFactor();
}
void RenderView::pushLayoutState(RenderObject& root)
{
ASSERT(m_layoutStateDisableCount == 0);
ASSERT(m_layoutState == 0);
pushLayoutStateForCurrentFlowThread(root);
m_layoutState = std::make_unique<LayoutState>(root);
}
bool RenderView::shouldDisableLayoutStateForSubtree(RenderObject* renderer) const
{
RenderObject* o = renderer;
while (o) {
if (o->hasColumns() || o->hasTransform() || o->hasReflection())
return true;
o = o->container();
}
return false;
}
IntSize RenderView::viewportSize() const
{
return frameView().visibleContentRect(ScrollableArea::IncludeScrollbars).size();
}
void RenderView::updateHitTestResult(HitTestResult& result, const LayoutPoint& point)
{
if (result.innerNode())
return;
Node* node = document().documentElement();
if (node) {
result.setInnerNode(node);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(node);
LayoutPoint adjustedPoint = point;
offsetForContents(adjustedPoint);
result.setLocalPoint(adjustedPoint);
}
}
// FIXME: This function is obsolete and only used by embedded WebViews inside AppKit NSViews.
// Do not add callers of this function!
// The idea here is to take into account what object is moving the pagination point, and
// thus choose the best place to chop it.
void RenderView::setBestTruncatedAt(int y, RenderBoxModelObject* forRenderer, bool forcedBreak)
{
// Nobody else can set a page break once we have a forced break.
if (m_legacyPrinting.m_forcedPageBreak)
return;
// Forced breaks always win over unforced breaks.
if (forcedBreak) {
m_legacyPrinting.m_forcedPageBreak = true;
m_legacyPrinting.m_bestTruncatedAt = y;
return;
}
// Prefer the widest object that tries to move the pagination point
IntRect boundingBox = forRenderer->borderBoundingBox();
if (boundingBox.width() > m_legacyPrinting.m_truncatorWidth) {
m_legacyPrinting.m_truncatorWidth = boundingBox.width();
m_legacyPrinting.m_bestTruncatedAt = y;
}
}
#if USE(ACCELERATED_COMPOSITING)
bool RenderView::usesCompositing() const
{
return m_compositor && m_compositor->inCompositingMode();
}
RenderLayerCompositor& RenderView::compositor()
{
if (!m_compositor)
m_compositor = adoptPtr(new RenderLayerCompositor(*this));
return *m_compositor;
}
#endif
void RenderView::setIsInWindow(bool isInWindow)
{
#if USE(ACCELERATED_COMPOSITING)
if (m_compositor)
m_compositor->setIsInWindow(isInWindow);
#else
UNUSED_PARAM(isInWindow);
#endif
}
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
CustomFilterGlobalContext* RenderView::customFilterGlobalContext()
{
if (!m_customFilterGlobalContext)
m_customFilterGlobalContext = adoptPtr(new CustomFilterGlobalContext());
return m_customFilterGlobalContext.get();
}
#endif
void RenderView::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBlockFlow::styleDidChange(diff, oldStyle);
if (hasRenderNamedFlowThreads())
flowThreadController().styleDidChange();
}
bool RenderView::hasRenderNamedFlowThreads() const
{
return m_flowThreadController && m_flowThreadController->hasRenderNamedFlowThreads();
}
bool RenderView::checkTwoPassLayoutForAutoHeightRegions() const
{
return hasRenderNamedFlowThreads() && m_flowThreadController->hasFlowThreadsWithAutoLogicalHeightRegions();
}
FlowThreadController& RenderView::flowThreadController()
{
if (!m_flowThreadController)
m_flowThreadController = FlowThreadController::create(this);
return *m_flowThreadController;
}
void RenderView::pushLayoutStateForCurrentFlowThread(const RenderObject& object)
{
if (!m_flowThreadController)
return;
RenderFlowThread* currentFlowThread = m_flowThreadController->currentRenderFlowThread();
if (!currentFlowThread)
return;
currentFlowThread->pushFlowThreadLayoutState(object);
}
void RenderView::popLayoutStateForCurrentFlowThread()
{
if (!m_flowThreadController)
return;
RenderFlowThread* currentFlowThread = m_flowThreadController->currentRenderFlowThread();
if (!currentFlowThread)
return;
currentFlowThread->popFlowThreadLayoutState();
}
IntervalArena* RenderView::intervalArena()
{
if (!m_intervalArena)
m_intervalArena = IntervalArena::create();
return m_intervalArena.get();
}
ImageQualityController& RenderView::imageQualityController()
{
if (!m_imageQualityController)
m_imageQualityController = ImageQualityController::create(*this);
return *m_imageQualityController;
}
} // namespace WebCore