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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 "Document.h"
#include "Element.h"
#include "FloatQuad.h"
#include "Frame.h"
#include "FrameView.h"
#include "GraphicsContext.h"
#include "HitTestResult.h"
#include "RenderLayer.h"
#include "RenderSelectionInfo.h"
#include "RenderWidget.h"
#include "TransformState.h"
#if USE(ACCELERATED_COMPOSITING)
#include "RenderLayerCompositor.h"
#endif
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);
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)
setHeight(viewHeight());
}
void RenderView::calcWidth()
{
if (!printing() && m_frameView)
setWidth(viewWidth());
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 = width();
// Use calcWidth/Height to get the new width/height, since this will take the full page zoom factor into account.
bool relayoutChildren = !printing() && (!m_frameView || width() != viewWidth() || height() != viewHeight());
if (relayoutChildren) {
setChildNeedsLayout(true, false);
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->style()->height().isPercent() || child->style()->minHeight().isPercent() || child->style()->maxHeight().isPercent())
child->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();
// Reset overflowWidth and overflowHeight, since they act as a lower bound for docWidth() and docHeight().
setOverflowWidth(width());
setOverflowHeight(height());
setOverflowWidth(docWidth());
setOverflowHeight(docHeight());
ASSERT(layoutDelta() == IntSize());
ASSERT(m_layoutStateDisableCount == 0);
ASSERT(m_layoutState == &state);
m_layoutState = 0;
setNeedsLayout(false);
}
void RenderView::mapLocalToContainer(RenderBoxModelObject* repaintContainer, bool fixed, bool /*useTransforms*/, TransformState& transformState) const
{
// If a container was specified, and was not 0 or the RenderView,
// then we should have found it by now.
ASSERT_UNUSED(repaintContainer, !repaintContainer || repaintContainer == this);
if (fixed && m_frameView)
transformState.move(m_frameView->scrollOffset());
}
void RenderView::mapAbsoluteToLocalPoint(bool fixed, bool /*useTransforms*/, TransformState& transformState) const
{
if (fixed && m_frameView)
transformState.move(-m_frameView->scrollOffset());
}
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);
}
static inline bool rendererObscuresBackground(RenderObject* object)
{
return object && object->style()->visibility() == VISIBLE && object->style()->opacity() == 1 && !object->style()->hasTransform();
}
void RenderView::paintBoxDecorations(PaintInfo& paintInfo, int, int)
{
// 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(); view() && elt && elt->renderer(); elt = elt->document()->ownerElement()) {
RenderLayer* layer = elt->renderer()->enclosingLayer();
if (layer->requiresSlowRepaints()) {
frameView()->setUseSlowRepaints();
break;
}
}
// If painting will entirely fill the view, no need to fill the background.
if (elt || rendererObscuresBackground(firstChild()) || !view())
return;
// This code typically only executes if the root element's visibility has been set to hidden,
// or there is a transform on the <html>.
// 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()) // FIXME: This needs to be dynamic. We should be able to go back to blitting if we ever stop being transparent.
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);
}
}
bool RenderView::shouldRepaint(const IntRect& r) const
{
if (printing() || r.width() == 0 || r.height() == 0)
return false;
if (!m_frameView)
return false;
return true;
}
void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate)
{
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)
m_frameView->repaintContentRectangle(ur, immediate);
else if (RenderBox* obj = elt->renderBox()) {
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::repaintRectangleInViewAndCompositedLayers(const IntRect& ur, bool immediate)
{
if (!shouldRepaint(ur))
return;
repaintViewRectangle(ur, immediate);
#if USE(ACCELERATED_COMPOSITING)
// If we're a frame, repaintViewRectangle will have repainted via a RenderObject in the
// parent document.
if (document()->ownerElement())
return;
if (compositor()->inCompositingMode())
compositor()->repaintCompositedLayersAbsoluteRect(ur);
#endif
}
void RenderView::computeRectForRepaint(RenderBoxModelObject* repaintContainer, IntRect& rect, bool fixed)
{
// If a container was specified, and was not 0 or the RenderView,
// then we should have found it by now.
ASSERT_UNUSED(repaintContainer, !repaintContainer || repaintContainer == this);
if (printing())
return;
if (fixed && m_frameView)
rect.move(m_frameView->scrollX(), m_frameView->scrollY());
// Apply our transform if we have one (because of full page zooming).
if (m_layer && m_layer->transform())
rect = m_layer->transform()->mapRect(rect);
}
void RenderView::absoluteRects(Vector<IntRect>& rects, int tx, int ty)
{
rects.append(IntRect(tx, ty, m_layer->width(), m_layer->height()));
}
void RenderView::absoluteQuads(Vector<FloatQuad>& quads)
{
quads.append(FloatRect(0, 0, m_layer->width(), m_layer->height()));
}
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*, 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, new RenderSelectionInfo(os, clipToVisibleContent));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
RenderSelectionInfo* blockInfo = selectedObjects.get(cb);
if (blockInfo)
break;
selectedObjects.set(cb, new RenderSelectionInfo(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) {
RenderSelectionInfo* info = i->second;
selRect.unite(info->rect());
delete info;
}
return selRect;
}
#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
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;
// 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*, 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*, RenderBlockSelectionInfo*> 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 RenderSelectionInfo(os, true));
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
RenderBlockSelectionInfo* blockInfo = oldSelectedBlocks.get(cb);
if (blockInfo)
break;
oldSelectedBlocks.set(cb, new RenderBlockSelectionInfo(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();
}
m_cachedSelectionBounds = IntRect();
// 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 RenderSelectionInfo(o, true));
RenderBlock* cb = o->containingBlock();
while (cb && !cb->isRenderView()) {
RenderBlockSelectionInfo* blockInfo = newSelectedBlocks.get(cb);
if (blockInfo)
break;
blockInfo = new RenderBlockSelectionInfo(cb);
newSelectedBlocks.set(cb, blockInfo);
m_cachedSelectionBounds.unite(blockInfo->rects());
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;
}
m_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->first;
RenderSelectionInfo* newInfo = newSelectedObjects.get(obj);
RenderSelectionInfo* 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)) {
oldInfo->repaint();
if (newInfo) {
newInfo->repaint();
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) {
RenderSelectionInfo* newInfo = i->second;
newInfo->repaint();
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;
RenderBlockSelectionInfo* newInfo = newSelectedBlocks.get(block);
RenderBlockSelectionInfo* oldInfo = i->second;
if (!newInfo || oldInfo->rects() != newInfo->rects() || oldInfo->state() != newInfo->state()) {
if (blockRepaintMode == RepaintNewXOROld)
oldInfo->repaint();
if (newInfo) {
newInfo->repaint();
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) {
RenderBlockSelectionInfo* newInfo = i->second;
newInfo->repaint();
delete newInfo;
}
m_frameView->endDeferredRepaints();
}
void RenderView::clearSelection()
{
repaintViewRectangle(m_cachedSelectionBounds);
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();
}
void RenderView::updateWidgetPositions()
{
RenderWidgetSet::iterator end = m_widgets.end();
for (RenderWidgetSet::iterator it = m_widgets.begin(); it != end; ++it)
(*it)->updateWidgetPosition();
}
void RenderView::addWidget(RenderWidget* o)
{
m_widgets.add(o);
}
void RenderView::removeWidget(RenderWidget* o)
{
m_widgets.remove(o);
}
IntRect RenderView::viewRect() const
{
if (printing())
return IntRect(0, 0, width(), height());
if (m_frameView)
return m_frameView->visibleContentRect();
return IntRect();
}
int RenderView::docHeight() const
{
int h = lowestPosition();
// 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 (RenderBox* c = firstChildBox(); c; c = c->nextSiblingBox())
dh += c->height() + c->marginTop() + c->marginBottom();
if (dh > h)
h = dh;
return h;
}
int RenderView::docWidth() const
{
int w = rightmostPosition();
for (RenderBox* c = firstChildBox(); c; c = c->nextSiblingBox()) {
int dw = c->width() + c->marginLeft() + c->marginRight();
if (dw > w)
w = dw;
}
return w;
}
int RenderView::viewHeight() const
{
int height = 0;
if (!printing() && m_frameView) {
height = m_frameView->layoutHeight();
height = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(height)) : height;
}
return height;
}
int RenderView::viewWidth() const
{
int width = 0;
if (!printing() && m_frameView) {
width = m_frameView->layoutWidth();
width = m_frameView->useFixedLayout() ? ceilf(style()->effectiveZoom() * float(width)) : width;
}
return width;
}
float RenderView::zoomFactor() const
{
if (m_frameView->frame() && m_frameView->frame()->shouldApplyPageZoom())
return m_frameView->frame()->zoomFactor();
return 1.0f;
}
// 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_forcedPageBreak)
return;
// Forced breaks always win over unforced breaks.
if (forcedBreak) {
m_forcedPageBreak = true;
m_bestTruncatedAt = y;
return;
}
// Prefer the widest object that tries to move the pagination point
IntRect boundingBox = forRenderer->borderBoundingBox();
if (boundingBox.width() > m_truncatorWidth) {
m_truncatorWidth = boundingBox.width();
m_bestTruncatedAt = y;
}
}
void RenderView::pushLayoutState(RenderObject* root)
{
ASSERT(!doingFullRepaint());
ASSERT(m_layoutStateDisableCount == 0);
ASSERT(m_layoutState == 0);
m_layoutState = new (renderArena()) LayoutState(root);
}
void RenderView::updateHitTestResult(HitTestResult& result, const IntPoint& point)
{
if (result.innerNode())
return;
Node* node = document()->documentElement();
if (node) {
result.setInnerNode(node);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(node);
result.setLocalPoint(point);
}
}
#if USE(ACCELERATED_COMPOSITING)
bool RenderView::usesCompositing() const
{
return m_compositor && m_compositor->inCompositingMode();
}
RenderLayerCompositor* RenderView::compositor()
{
if (!m_compositor)
m_compositor.set(new RenderLayerCompositor(this));
return m_compositor.get();
}
#endif
void RenderView::didMoveOnscreen()
{
#if USE(ACCELERATED_COMPOSITING)
if (m_compositor)
m_compositor->didMoveOnscreen();
#endif
}
void RenderView::willMoveOffscreen()
{
#if USE(ACCELERATED_COMPOSITING)
if (m_compositor)
m_compositor->willMoveOffscreen();
#endif
}
} // namespace WebCore