blob: bd9c5004ab615b9c0c48cbdbbb2c1bbac830ab1c [file] [log] [blame]
/**
* This file is part of the HTML widget for KDE.
*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* Copyright (C) 2004, 2005, 2006 Apple Computer, Inc.
*
* 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 "Document.h"
#include "Element.h"
#include "FrameView.h"
#include "GraphicsContext.h"
#include "RenderLayer.h"
namespace WebCore {
RenderView::RenderView(Node* node, FrameView* view)
: RenderBlock(node)
, m_frameView(view)
, m_selectionStart(0)
, m_selectionEnd(0)
, m_selectionStartPos(-1)
, m_selectionEndPos(-1)
, m_printImages(true)
, m_maximalOutlineSize(0)
, m_layoutState(0)
, m_layoutStateDisableCount(0)
{
// Clear our anonymous bit, set because RenderObject assumes
// any renderer with document as the node is anonymous.
setIsAnonymous(false);
// init RenderObject attributes
setInline(false);
// try to contrain the width to the views width
m_width = 0;
m_height = 0;
m_minPrefWidth = 0;
m_maxPrefWidth = 0;
setPrefWidthsDirty(true, false);
setPositioned(true); // to 0,0 :)
// Create a new root layer for our layer hierarchy.
m_layer = new (node->document()->renderArena()) RenderLayer(this);
setHasLayer(true);
}
RenderView::~RenderView()
{
}
void RenderView::calcHeight()
{
if (!printing() && m_frameView)
m_height = m_frameView->visibleHeight();
}
void RenderView::calcWidth()
{
if (!printing() && m_frameView)
m_width = m_frameView->visibleWidth();
m_marginLeft = 0;
m_marginRight = 0;
}
void RenderView::calcPrefWidths()
{
ASSERT(prefWidthsDirty());
RenderBlock::calcPrefWidths();
m_maxPrefWidth = m_minPrefWidth;
}
void RenderView::layout()
{
if (printing())
m_minPrefWidth = m_maxPrefWidth = m_width;
bool relayoutChildren = !printing() && (!m_frameView || m_width != m_frameView->visibleWidth() || m_height != m_frameView->visibleHeight());
if (relayoutChildren)
setChildNeedsLayout(true, false);
ASSERT(!m_layoutState);
LayoutState state;
// FIXME: May be better to push a clip and avoid issuing offscreen repaints.
state.m_clipped = false;
m_layoutState = &state;
if (needsLayout())
RenderBlock::layout();
// Ensure that docWidth() >= width() and docHeight() >= height().
setOverflowWidth(m_width);
setOverflowHeight(m_height);
setOverflowWidth(docWidth());
setOverflowHeight(docHeight());
ASSERT(m_layoutStateDisableCount == 0);
ASSERT(m_layoutState == &state);
m_layoutState = 0;
setNeedsLayout(false);
}
bool RenderView::absolutePosition(int& xPos, int& yPos, bool fixed) const
{
if (fixed && m_frameView) {
xPos = m_frameView->contentsX();
yPos = m_frameView->contentsY();
} else
xPos = yPos = 0;
return true;
}
void RenderView::paint(PaintInfo& paintInfo, int tx, int ty)
{
// If we ever require layout but receive a paint anyway, something has gone horribly wrong.
ASSERT(!needsLayout());
// Cache the print rect because the dirty rect could get changed during painting.
if (printing())
setPrintRect(paintInfo.rect);
else
setPrintRect(IntRect());
paintObject(paintInfo, tx, ty);
}
void RenderView::paintBoxDecorations(PaintInfo& paintInfo, int tx, int ty)
{
// Check to see if we are enclosed by a transparent layer. If so, we cannot blit
// when scrolling, and we need to use slow repaints.
Element* elt = document()->ownerElement();
if (view() && elt && elt->renderer()) {
RenderLayer* layer = elt->renderer()->enclosingLayer();
if (layer->isTransparent() || layer->transparentAncestor())
frameView()->setUseSlowRepaints();
}
if (elt || (firstChild() && firstChild()->style()->visibility() == VISIBLE) || !view())
return;
// This code typically only executes if the root element's visibility has been set to hidden.
// 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 (view()->isTransparent())
frameView()->setUseSlowRepaints(); // The parent must show behind the child.
else {
Color baseColor = frameView()->baseBackgroundColor();
if (baseColor.alpha() > 0) {
paintInfo.context->save();
paintInfo.context->setCompositeOperation(CompositeCopy);
paintInfo.context->fillRect(paintInfo.rect, baseColor);
paintInfo.context->restore();
} else
paintInfo.context->clearRect(paintInfo.rect);
}
}
void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate)
{
if (printing() || ur.width() == 0 || ur.height() == 0)
return;
if (!m_frameView)
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)
m_frameView->repaintRectangle(ur, immediate);
else if (RenderObject* obj = elt->renderer()) {
IntRect vr = viewRect();
IntRect r = intersection(ur, vr);
// Subtract out the contentsX and contentsY offsets to get our coords within the viewing
// rectangle.
r.move(-vr.x(), -vr.y());
// FIXME: Hardcoded offsets here are not good.
r.move(obj->borderLeft() + obj->paddingLeft(),
obj->borderTop() + obj->paddingTop());
obj->repaintRectangle(r, immediate);
}
}
void RenderView::computeAbsoluteRepaintRect(IntRect& rect, bool fixed)
{
if (printing())
return;
if (fixed && m_frameView)
rect.move(m_frameView->contentsX(), m_frameView->contentsY());
}
void RenderView::absoluteRects(Vector<IntRect>& rects, int tx, int ty, bool)
{
rects.append(IntRect(tx, ty, m_layer->width(), m_layer->height()));
}
RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
{
if (!object)
return 0;
RenderObject* child = object->childAt(offset);
return child ? child : object->nextInPreOrderAfterChildren();
}
IntRect RenderView::selectionRect(bool clipToVisibleContent) const
{
document()->updateRendering();
typedef HashMap<RenderObject*, SelectionInfo*> 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, new SelectionInfo(os, clipToVisibleContent));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
SelectionInfo* blockInfo = selectedObjects.get(cb);
if (blockInfo)
break;
selectedObjects.set(cb, new SelectionInfo(cb, clipToVisibleContent));
cb = cb->containingBlock();
}
}
os = os->nextInPreOrder();
}
// Now create a single bounding box rect that encloses the whole selection.
IntRect selRect;
SelectionMap::iterator end = selectedObjects.end();
for (SelectionMap::iterator i = selectedObjects.begin(); i != end; ++i) {
SelectionInfo* info = i->second;
selRect.unite(info->rect());
delete info;
}
return selRect;
}
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos)
{
// 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;
// Just return if the selection hasn't changed.
if (m_selectionStart == start && m_selectionStartPos == startPos &&
m_selectionEnd == end && m_selectionEndPos == endPos)
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*, SelectionInfo*> 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*, BlockSelectionInfo*> SelectedBlockMap;
SelectedBlockMap oldSelectedBlocks;
SelectedBlockMap newSelectedBlocks;
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.
oldSelectedObjects.set(os, new SelectionInfo(os, true));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
BlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb);
if (blockInfo)
break;
oldSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
os = os->nextInPreOrder();
}
// Now clear the selection.
SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
i->first->setSelectionState(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->setSelectionState(SelectionBoth);
else {
if (start)
start->setSelectionState(SelectionStart);
if (end)
end->setSelectionState(SelectionEnd);
}
RenderObject* o = start;
stop = rendererAfterPosition(end, endPos);
while (o && o != stop) {
if (o != start && o != end && o->canBeSelectionLeaf())
o->setSelectionState(SelectionInside);
o = o->nextInPreOrder();
}
// 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;
while (o && o != stop) {
if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) {
newSelectedObjects.set(o, new SelectionInfo(o, true));
RenderBlock* cb = o->containingBlock();
while (cb && !cb->isRenderView()) {
BlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb);
if (blockInfo)
break;
newSelectedBlocks.set(cb, new BlockSelectionInfo(cb));
cb = cb->containingBlock();
}
}
o = o->nextInPreOrder();
}
if (!m_frameView) {
// We built the maps, but we aren't going to use them.
// We need to delete the values, otherwise they'll all leak!
deleteAllValues(oldSelectedObjects);
deleteAllValues(newSelectedObjects);
deleteAllValues(oldSelectedBlocks);
deleteAllValues(newSelectedBlocks);
return;
}
// 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->first;
SelectionInfo* newInfo = newSelectedObjects.get(obj);
SelectionInfo* oldInfo = i->second;
if (!newInfo || oldInfo->rect() != newInfo->rect() || oldInfo->state() != newInfo->state() ||
(m_selectionStart == obj && oldStartPos != m_selectionStartPos) ||
(m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) {
m_frameView->updateContents(oldInfo->rect());
if (newInfo) {
m_frameView->updateContents(newInfo->rect());
newSelectedObjects.remove(obj);
delete newInfo;
}
}
delete oldInfo;
}
// 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) {
SelectionInfo* newInfo = i->second;
m_frameView->updateContents(newInfo->rect());
delete newInfo;
}
// Have any of the old blocks changed?
SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end();
for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) {
RenderBlock* block = i->first;
BlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
BlockSelectionInfo* oldInfo = i->second;
if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
m_frameView->updateContents(oldInfo->rects());
if (newInfo) {
m_frameView->updateContents(newInfo->rects());
newSelectedBlocks.remove(block);
delete newInfo;
}
}
delete oldInfo;
}
// 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) {
BlockSelectionInfo* newInfo = i->second;
m_frameView->updateContents(newInfo->rects());
delete newInfo;
}
}
void RenderView::clearSelection()
{
setSelection(0, -1, 0, -1);
}
void RenderView::selectionStartEnd(int& startPos, int& endPos) const
{
startPos = m_selectionStartPos;
endPos = m_selectionEndPos;
}
bool RenderView::printing() const
{
return document()->printing();
}
void RenderView::updateWidgetPositions()
{
RenderObjectSet::iterator end = m_widgets.end();
for (RenderObjectSet::iterator it = m_widgets.begin(); it != end; ++it)
(*it)->updateWidgetPosition();
}
void RenderView::addWidget(RenderObject* o)
{
m_widgets.add(o);
}
void RenderView::removeWidget(RenderObject* o)
{
m_widgets.remove(o);
}
IntRect RenderView::viewRect() const
{
if (printing())
return IntRect(0, 0, m_width, m_height);
if (m_frameView)
return enclosingIntRect(m_frameView->visibleContentRect());
return IntRect();
}
int RenderView::docHeight() const
{
int h;
if (printing() || !m_frameView)
h = m_height;
else
h = m_frameView->visibleHeight();
int lowestPos = lowestPosition();
if (lowestPos > h)
h = lowestPos;
// FIXME: This doesn't do any margin collapsing.
// Instead of this dh computation we should keep the result
// when we call RenderBlock::layout.
int dh = 0;
for (RenderObject* c = firstChild(); c; c = c->nextSibling())
dh += c->height() + c->marginTop() + c->marginBottom();
if (dh > h)
h = dh;
return h;
}
int RenderView::docWidth() const
{
int w;
if (printing() || !m_frameView)
w = m_width;
else
w = m_frameView->visibleWidth();
int rightmostPos = rightmostPosition();
if (rightmostPos > w)
w = rightmostPos;
for (RenderObject *c = firstChild(); c; c = c->nextSibling()) {
int dw = c->width() + c->marginLeft() + c->marginRight();
if (dw > w)
w = dw;
}
return w;
}
// 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, RenderObject* forRenderer, bool forcedBreak)
{
// Nobody else can set a page break once we have a forced break.
if (m_forcedPageBreak)
return;
// Forced breaks always win over unforced breaks.
if (forcedBreak) {
m_forcedPageBreak = true;
m_bestTruncatedAt = y;
return;
}
// prefer the widest object who tries to move the pagination point
int width = forRenderer->width();
if (width > m_truncatorWidth) {
m_truncatorWidth = width;
m_bestTruncatedAt = y;
}
}
void RenderView::pushLayoutState(RenderObject* root)
{
ASSERT(!m_frameView->needsFullRepaint());
ASSERT(m_layoutStateDisableCount == 0);
ASSERT(m_layoutState == 0);
m_layoutState = new (renderArena()) LayoutState(root);
}
} // namespace WebCore