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/*
* Copyright (C) 2020 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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.
*/
#include "config.h"
#include "SelectionRangeData.h"
#include "Document.h"
#include "FrameSelection.h"
#include "Highlight.h"
#include "Logging.h"
#include "Position.h"
#include "Range.h"
#include "RenderLayer.h"
#include "RenderObject.h"
#include "RenderView.h"
#include "VisibleSelection.h"
#include <wtf/text/TextStream.h>
namespace WebCore {
namespace {
struct SelectionContext {
using RendererMap = HashMap<RenderObject*, std::unique_ptr<RenderSelectionInfo>>;
using RenderBlockMap = HashMap<const RenderBlock*, std::unique_ptr<RenderBlockSelectionInfo>>;
unsigned startOffset;
unsigned endOffset;
RendererMap renderers;
RenderBlockMap blocks;
};
}
static RenderObject* rendererAfterOffset(const RenderObject& renderer, unsigned offset)
{
auto* child = renderer.childAt(offset);
return child ? child : renderer.nextInPreOrderAfterChildren();
}
static bool isValidRendererForSelection(const RenderObject& renderer, const RenderRange& selection)
{
return (renderer.canBeSelectionLeaf() || &renderer == selection.start() || &renderer == selection.end())
&& renderer.selectionState() != RenderObject::HighlightState::None
&& renderer.containingBlock();
}
static RenderBlock* containingBlockBelowView(const RenderObject& renderer)
{
auto* containingBlock = renderer.containingBlock();
return is<RenderView>(containingBlock) ? nullptr : containingBlock;
}
static SelectionContext collectSelectionData(const RenderRange& selection, bool repaintDifference)
{
SelectionContext oldSelectionData { selection.startOffset(), selection.endOffset(), { }, { } };
// 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.
auto* start = selection.start();
RenderObject* stop = nullptr;
if (selection.end())
stop = rendererAfterOffset(*selection.end(), selection.endOffset());
RenderRangeIterator selectionIterator(start);
while (start && start != stop) {
if (isValidRendererForSelection(*start, selection)) {
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
oldSelectionData.renderers.set(start, makeUnique<RenderSelectionInfo>(*start, true));
if (repaintDifference) {
for (auto* block = containingBlockBelowView(*start); block; block = containingBlockBelowView(*block)) {
auto& blockInfo = oldSelectionData.blocks.add(block, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = makeUnique<RenderBlockSelectionInfo>(*block);
}
}
}
start = selectionIterator.next();
}
return oldSelectionData;
}
SelectionRangeData::SelectionRangeData(RenderView& view)
: HighlightData(IsSelection)
, m_renderView(view)
#if ENABLE(SERVICE_CONTROLS)
, m_selectionGeometryGatherer(view)
#endif
{
}
void SelectionRangeData::set(const RenderRange& selection, RepaintMode blockRepaintMode)
{
if ((selection.start() && !selection.end()) || (selection.end() && !selection.start()))
return;
// Just return if the selection hasn't changed.
auto isCaret = m_renderView.frame().selection().isCaret();
if (selection == m_renderRange && m_selectionWasCaret == isCaret)
return;
#if ENABLE(SERVICE_CONTROLS)
// Clear the current rects and create a notifier for the new rects we are about to gather.
// The Notifier updates the Editor when it goes out of scope and is destroyed.
auto notifier = m_selectionGeometryGatherer.clearAndCreateNotifier();
#endif
m_selectionWasCaret = isCaret;
apply(selection, blockRepaintMode);
}
void SelectionRangeData::clear()
{
m_renderView.layer()->repaintBlockSelectionGaps();
set({ }, SelectionRangeData::RepaintMode::NewMinusOld);
}
void SelectionRangeData::repaint() const
{
HashSet<RenderBlock*> processedBlocks;
RenderObject* end = nullptr;
if (m_renderRange.end())
end = rendererAfterOffset(*m_renderRange.end(), m_renderRange.endOffset());
RenderRangeIterator highlightIterator(m_renderRange.start());
for (auto* renderer = highlightIterator.current(); renderer && renderer != end; renderer = highlightIterator.next()) {
if (!renderer->canBeSelectionLeaf() && renderer != m_renderRange.start() && renderer != m_renderRange.end())
continue;
if (renderer->selectionState() == RenderObject::HighlightState::None)
continue;
RenderSelectionInfo(*renderer, true).repaint();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (auto* block = containingBlockBelowView(*renderer); block; block = containingBlockBelowView(*block)) {
if (!processedBlocks.add(block).isNewEntry)
break;
RenderSelectionInfo(*block, true).repaint();
}
}
}
IntRect SelectionRangeData::collectBounds(ClipToVisibleContent clipToVisibleContent) const
{
LOG_WITH_STREAM(Selection, stream << "SelectionData::collectBounds (clip to visible " << (clipToVisibleContent == ClipToVisibleContent::Yes ? "yes" : "no"));
SelectionContext::RendererMap renderers;
auto* start = m_renderRange.start();
RenderObject* stop = nullptr;
if (m_renderRange.end())
stop = rendererAfterOffset(*m_renderRange.end(), m_renderRange.endOffset());
RenderRangeIterator selectionIterator(start);
while (start && start != stop) {
if ((start->canBeSelectionLeaf() || start == m_renderRange.start() || start == m_renderRange.end())
&& start->selectionState() != RenderObject::HighlightState::None) {
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
renderers.set(start, makeUnique<RenderSelectionInfo>(*start, clipToVisibleContent == ClipToVisibleContent::Yes));
LOG_WITH_STREAM(Selection, stream << " added start " << *start << " with rect " << renderers.get(start)->rect());
auto* block = start->containingBlock();
while (block && !is<RenderView>(*block)) {
LOG_WITH_STREAM(Scrolling, stream << " added block " << *block);
std::unique_ptr<RenderSelectionInfo>& blockInfo = renderers.add(block, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = makeUnique<RenderSelectionInfo>(*block, clipToVisibleContent == ClipToVisibleContent::Yes);
LOG_WITH_STREAM(Selection, stream << " added containing block " << *block << " with rect " << blockInfo->rect());
block = block->containingBlock();
}
}
start = selectionIterator.next();
}
// Now create a single bounding box rect that encloses the whole selection.
LayoutRect selectionRect;
for (auto& info : renderers.values()) {
// RenderSelectionInfo::rect() is in the coordinates of the repaintContainer, so map to page coordinates.
LayoutRect currentRect = info->rect();
if (currentRect.isEmpty())
continue;
if (auto* repaintContainer = info->repaintContainer()) {
FloatRect localRect = currentRect;
FloatQuad absQuad = repaintContainer->localToAbsoluteQuad(localRect);
currentRect = absQuad.enclosingBoundingBox();
LOG_WITH_STREAM(Selection, stream << " rect " << localRect << " mapped to " << currentRect << " in container " << *repaintContainer);
}
selectionRect.unite(currentRect);
}
LOG_WITH_STREAM(Selection, stream << " final rect " << selectionRect);
return snappedIntRect(selectionRect);
}
void SelectionRangeData::apply(const RenderRange& newSelection, RepaintMode blockRepaintMode)
{
auto oldSelectionData = collectSelectionData(m_renderRange, blockRepaintMode == RepaintMode::NewXOROld);
// Remove current selection.
for (auto* renderer : oldSelectionData.renderers.keys())
renderer->setSelectionStateIfNeeded(RenderObject::HighlightState::None);
m_renderRange = newSelection;
auto* selectionStart = m_renderRange.start();
// Update the selection status of all objects between selectionStart and selectionEnd
if (selectionStart && selectionStart == m_renderRange.end())
selectionStart->setSelectionStateIfNeeded(RenderObject::HighlightState::Both);
else {
if (selectionStart)
selectionStart->setSelectionStateIfNeeded(RenderObject::HighlightState::Start);
if (auto* end = m_renderRange.end())
end->setSelectionStateIfNeeded(RenderObject::HighlightState::End);
}
RenderObject* selectionEnd = nullptr;
auto* selectionDataEnd = m_renderRange.end();
if (selectionDataEnd)
selectionEnd = rendererAfterOffset(*selectionDataEnd, m_renderRange.endOffset());
RenderRangeIterator selectionIterator(selectionStart);
for (auto* currentRenderer = selectionStart; currentRenderer && currentRenderer != selectionEnd; currentRenderer = selectionIterator.next()) {
if (currentRenderer == selectionStart || currentRenderer == m_renderRange.end())
continue;
if (!currentRenderer->canBeSelectionLeaf())
continue;
currentRenderer->setSelectionStateIfNeeded(RenderObject::HighlightState::Inside);
}
if (blockRepaintMode != RepaintMode::Nothing)
m_renderView.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.
SelectionContext::RendererMap newSelectedRenderers;
SelectionContext::RenderBlockMap newSelectedBlocks;
selectionIterator = RenderRangeIterator(selectionStart);
for (auto* currentRenderer = selectionStart; currentRenderer && currentRenderer != selectionEnd; currentRenderer = selectionIterator.next()) {
if (isValidRendererForSelection(*currentRenderer, m_renderRange)) {
std::unique_ptr<RenderSelectionInfo> selectionInfo = makeUnique<RenderSelectionInfo>(*currentRenderer, true);
#if ENABLE(SERVICE_CONTROLS)
for (auto& quad : selectionInfo->collectedSelectionQuads())
m_selectionGeometryGatherer.addQuad(selectionInfo->repaintContainer(), quad);
if (!currentRenderer->isTextOrLineBreak())
m_selectionGeometryGatherer.setTextOnly(false);
#endif
newSelectedRenderers.set(currentRenderer, WTFMove(selectionInfo));
auto* containingBlock = currentRenderer->containingBlock();
while (containingBlock && !is<RenderView>(*containingBlock)) {
std::unique_ptr<RenderBlockSelectionInfo>& blockInfo = newSelectedBlocks.add(containingBlock, nullptr).iterator->value;
if (blockInfo)
break;
blockInfo = makeUnique<RenderBlockSelectionInfo>(*containingBlock);
containingBlock = containingBlock->containingBlock();
#if ENABLE(SERVICE_CONTROLS)
m_selectionGeometryGatherer.addGapRects(blockInfo->repaintContainer(), blockInfo->rects());
#endif
}
}
}
if (blockRepaintMode == RepaintMode::Nothing)
return;
// Have any of the old selected objects changed compared to the new selection?
for (auto& selectedRendererInfo : oldSelectionData.renderers) {
auto* renderer = selectedRendererInfo.key;
auto* newInfo = newSelectedRenderers.get(renderer);
auto* oldInfo = selectedRendererInfo.value.get();
if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state()
|| (m_renderRange.start() == renderer && oldSelectionData.startOffset != m_renderRange.startOffset())
|| (m_renderRange.end() == renderer && oldSelectionData.endOffset != m_renderRange.endOffset())) {
oldInfo->repaint();
if (newInfo) {
newInfo->repaint();
newSelectedRenderers.remove(renderer);
}
}
}
// Any new objects that remain were not found in the old objects dict, and so they need to be updated.
for (auto& selectedRendererInfo : newSelectedRenderers)
selectedRendererInfo.value->repaint();
// Have any of the old blocks changed?
for (auto& selectedBlockInfo : oldSelectionData.blocks) {
auto* block = selectedBlockInfo.key;
auto* newInfo = newSelectedBlocks.get(block);
auto* oldInfo = selectedBlockInfo.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.
for (auto& selectedBlockInfo : newSelectedBlocks)
selectedBlockInfo.value->repaint();
}
} // namespace WebCore