/* * Copyright (C) 2003 Apple Computer, Inc. * * Portions are Copyright (C) 1998 Netscape Communications Corporation. * * Other contributors: * Robert O'Callahan * David Baron * Christian Biesinger * Randall Jesup * Roland Mainz * Josh Soref * Boris Zbarsky * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Alternatively, the contents of this file may be used under the terms * of either the Mozilla Public License Version 1.1, found at * http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public * License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html * (the "GPL"), in which case the provisions of the MPL or the GPL are * applicable instead of those above. If you wish to allow use of your * version of this file only under the terms of one of those two * licenses (the MPL or the GPL) and not to allow others to use your * version of this file under the LGPL, indicate your decision by * deletingthe provisions above and replace them with the notice and * other provisions required by the MPL or the GPL, as the case may be. * If you do not delete the provisions above, a recipient may use your * version of this file under any of the LGPL, the MPL or the GPL. */ #include "config.h" #include "RenderLayer.h" #include "CSSPropertyNames.h" #include "Document.h" #include "EventNames.h" #include "FloatRect.h" #include "Frame.h" #include "FrameTree.h" #include "GraphicsContext.h" #include "HTMLMarqueeElement.h" #include "HTMLNames.h" #include "OverflowEvent.h" #include "PlatformMouseEvent.h" #include "RenderArena.h" #include "RenderFormElement.h" #include "RenderInline.h" #include "RenderTheme.h" #include "RenderView.h" #include "SelectionController.h" #if SVG_SUPPORT #include "SVGNames.h" #endif // These match the numbers we use over in WebKit (WebFrameView.m). #define LINE_STEP 40 #define PAGE_KEEP 40 #define MIN_INTERSECT_FOR_REVEAL 32 using namespace std; namespace WebCore { using namespace EventNames; using namespace HTMLNames; ScrollBar* RenderLayer::gScrollBar = 0; #ifndef NDEBUG static bool inRenderLayerDestroy; #endif const RenderLayer::ScrollAlignment RenderLayer::gAlignCenterIfNeeded = { RenderLayer::noScroll, RenderLayer::alignCenter, RenderLayer::alignToClosestEdge }; const RenderLayer::ScrollAlignment RenderLayer::gAlignToEdgeIfNeeded = { RenderLayer::noScroll, RenderLayer::alignToClosestEdge, RenderLayer::alignToClosestEdge }; const RenderLayer::ScrollAlignment RenderLayer::gAlignCenterAlways = { RenderLayer::alignCenter, RenderLayer::alignCenter, RenderLayer::alignCenter }; const RenderLayer::ScrollAlignment RenderLayer::gAlignTopAlways = { RenderLayer::alignTop, RenderLayer::alignTop, RenderLayer::alignTop }; const RenderLayer::ScrollAlignment RenderLayer::gAlignBottomAlways = { RenderLayer::alignBottom, RenderLayer::alignBottom, RenderLayer::alignBottom }; const int MinimumWidthWhileResizing = 100; const int MinimumHeightWhileResizing = 40; void* ClipRects::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void ClipRects::operator delete(void* ptr, size_t sz) { // Stash size where destroy can find it. *(size_t *)ptr = sz; } void ClipRects::destroy(RenderArena* renderArena) { delete this; // Recover the size left there for us by operator delete and free the memory. renderArena->free(*(size_t *)this, this); } RenderLayer::RenderLayer(RenderObject* object) : m_object(object), m_parent(0), m_previous(0), m_next(0), m_first(0), m_last(0), m_relX(0), m_relY(0), m_x(0), m_y(0), m_width(0), m_height(0), m_scrollX(0), m_scrollY(0), m_scrollOriginX(0), m_scrollLeftOverflow(0), m_scrollWidth(0), m_scrollHeight(0), m_hBar(0), m_vBar(0), m_inResizeMode(false), m_resizeCornerImage(0), m_posZOrderList(0), m_negZOrderList(0), m_overflowList(0), m_clipRects(0) , m_scrollDimensionsDirty(true), m_zOrderListsDirty(true), m_overflowListDirty(true), m_isOverflowOnly(shouldBeOverflowOnly()), m_usedTransparency(false), m_inOverflowRelayout(false), m_repaintOverflowOnResize(false), m_overflowStatusDirty(true), m_marquee(0) { } RenderLayer::~RenderLayer() { // Child layers will be deleted by their corresponding render objects, so // our destructor doesn't have to do anything. delete m_hBar; delete m_vBar; delete m_resizeCornerImage; delete m_posZOrderList; delete m_negZOrderList; delete m_overflowList; delete m_marquee; // Make sure we have no lingering clip rects. assert(!m_clipRects); } void RenderLayer::checkForRepaintOnResize() { m_repaintOverflowOnResize = m_object->selfNeedsLayout() || m_object->hasOverflowClip() && m_object->normalChildNeedsLayout(); for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->checkForRepaintOnResize(); } void RenderLayer::updateLayerPositions(bool doFullRepaint, bool checkForRepaint) { if (doFullRepaint) { m_object->repaint(); checkForRepaint = doFullRepaint = false; } updateLayerPosition(); // For relpositioned layers or non-positioned layers, // we need to keep in sync, since we may have shifted relative // to our parent layer. positionResizeControl(); if (m_hBar || m_vBar) { // Need to position the scrollbars. int x = 0; int y = 0; convertToLayerCoords(root(), x, y); IntRect layerBounds = IntRect(x,y,width(),height()); positionScrollbars(layerBounds); } // FIXME: Child object could override visibility. if (m_object->style()->visibility() == VISIBLE) { int x, y; m_object->absolutePosition(x, y); IntRect newRect, newFullRect; m_object->getAbsoluteRepaintRectIncludingFloats(newRect, newFullRect); if (checkForRepaint) { RenderView *c = m_object->view(); if (c && !c->printingMode()) { bool didMove = x != m_repaintX || y != m_repaintY; if (!didMove && !m_repaintOverflowOnResize) m_object->repaintAfterLayoutIfNeeded(m_repaintRect, m_fullRepaintRect); else if (didMove || newRect != m_repaintRect) { c->repaintViewRectangle(m_fullRepaintRect); c->repaintViewRectangle(newFullRect); } } } m_repaintRect = newRect; m_fullRepaintRect = newFullRect; m_repaintX = x; m_repaintY = y; } else { m_repaintRect = IntRect(); m_fullRepaintRect = IntRect(); } for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->updateLayerPositions(doFullRepaint, checkForRepaint); // With all our children positioned, now update our marquee if we need to. if (m_marquee) m_marquee->updateMarqueePosition(); } void RenderLayer::updateLayerPosition() { // Clear our cached clip rect information. clearClipRect(); // The canvas is sized to the docWidth/Height over in RenderView::layout, so we // don't need to ever update our layer position here. if (renderer()->isRenderView()) return; int x = m_object->xPos(); int y = m_object->yPos() - m_object->borderTopExtra(); if (!m_object->isPositioned()) { // We must adjust our position by walking up the render tree looking for the // nearest enclosing object with a layer. RenderObject* curr = m_object->parent(); while (curr && !curr->layer()) { if (!curr->isTableRow()) { // Rows and cells share the same coordinate space (that of the section). // Omit them when computing our xpos/ypos. x += curr->xPos(); y += curr->yPos(); } curr = curr->parent(); } y += curr->borderTopExtra(); if (curr->isTableRow()) { // Put ourselves into the row coordinate space. x -= curr->xPos(); y -= curr->yPos(); } } m_relX = m_relY = 0; if (m_object->isRelPositioned()) { m_relX = static_cast(m_object)->relativePositionOffsetX(); m_relY = static_cast(m_object)->relativePositionOffsetY(); x += m_relX; y += m_relY; } // Subtract our parent's scroll offset. if (m_object->isPositioned() && enclosingPositionedAncestor()) { RenderLayer* positionedParent = enclosingPositionedAncestor(); // For positioned layers, we subtract out the enclosing positioned layer's scroll offset. positionedParent->subtractScrollOffset(x, y); if (m_object->isPositioned() && positionedParent->renderer()->isRelPositioned() && positionedParent->renderer()->isInlineFlow()) { // When we have an enclosing relpositioned inline, we need to add in the offset of the first line // box from the rest of the content, but only in the cases where we know we're positioned // relative to the inline itself. RenderFlow* flow = static_cast(positionedParent->renderer()); int sx = 0, sy = 0; if (flow->firstLineBox()) { sx = flow->firstLineBox()->xPos(); sy = flow->firstLineBox()->yPos(); } else { sx = flow->staticX(); sy = flow->staticY(); } bool isInlineType = m_object->style()->isOriginalDisplayInlineType(); if (!m_object->hasStaticX()) x += sx; // This is not terribly intuitive, but we have to match other browsers. Despite being a block display type inside // an inline, we still keep our x locked to the left of the relative positioned inline. Arguably the correct // behavior would be to go flush left to the block that contains the inline, but that isn't what other browsers // do. if (m_object->hasStaticX() && !isInlineType) // Avoid adding in the left border/padding of the containing block twice. Subtract it out. x += sx - (m_object->containingBlock()->borderLeft() + m_object->containingBlock()->paddingLeft()); if (!m_object->hasStaticY()) y += sy; } } else if (parent()) parent()->subtractScrollOffset(x, y); setPos(x,y); setWidth(m_object->width()); setHeight(m_object->height() + m_object->borderTopExtra() + m_object->borderBottomExtra()); if (!m_object->hasOverflowClip()) { if (m_object->overflowWidth() > m_object->width()) setWidth(m_object->overflowWidth()); if (m_object->overflowHeight() > m_object->height()) setHeight(m_object->overflowHeight()); } } RenderLayer *RenderLayer::stackingContext() const { RenderLayer* curr = parent(); for ( ; curr && !curr->m_object->isRenderView() && !curr->m_object->isRoot() && curr->m_object->style()->hasAutoZIndex(); curr = curr->parent()); return curr; } RenderLayer* RenderLayer::enclosingPositionedAncestor() const { RenderLayer* curr = parent(); for ( ; curr && !curr->m_object->isRenderView() && !curr->m_object->isRoot() && !curr->m_object->isPositioned() && !curr->m_object->isRelPositioned(); curr = curr->parent()); return curr; } bool RenderLayer::isTransparent() const { #if SVG_SUPPORT if (m_object->node()->namespaceURI() == SVGNames::svgNamespaceURI) return false; #endif return m_object->isTransparent(); } RenderLayer* RenderLayer::transparentAncestor() { RenderLayer* curr = parent(); for ( ; curr && !curr->isTransparent(); curr = curr->parent()); return curr; } static IntRect transparencyClipBox(RenderLayer* l) { // FIXME: Although this completely ignores clipping, we ultimately intersect with the // paintDirtyRect, and that should cut down on the amount we have to paint. Still it // would be better to respect clips. IntRect clipRect = l->absoluteBoundingBox(); // Note: we don't have to walk z-order lists since transparent elements always establish // a stacking context. This means we can just walk the layer tree directly. for (RenderLayer* curr = l->firstChild(); curr; curr = curr->nextSibling()) { // Transparent children paint in a different transparency layer, and so we exclude them. if (!curr->isTransparent()) clipRect.unite(curr->absoluteBoundingBox()); } return clipRect; } void RenderLayer::beginTransparencyLayers(GraphicsContext* p, const IntRect& paintDirtyRect) { if (p->paintingDisabled() || (isTransparent() && m_usedTransparency)) return; RenderLayer* ancestor = transparentAncestor(); if (ancestor) ancestor->beginTransparencyLayers(p, paintDirtyRect); if (isTransparent()) { m_usedTransparency = true; IntRect clipRect = transparencyClipBox(this); clipRect.intersect(paintDirtyRect); p->save(); p->addClip(clipRect); p->beginTransparencyLayer(renderer()->opacity()); } } void* RenderLayer::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void RenderLayer::operator delete(void* ptr, size_t sz) { assert(inRenderLayerDestroy); // Stash size where destroy can find it. *(size_t *)ptr = sz; } void RenderLayer::destroy(RenderArena* renderArena) { #ifndef NDEBUG inRenderLayerDestroy = true; #endif delete this; #ifndef NDEBUG inRenderLayerDestroy = false; #endif // Recover the size left there for us by operator delete and free the memory. renderArena->free(*(size_t *)this, this); } void RenderLayer::addChild(RenderLayer *child, RenderLayer* beforeChild) { RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild(); if (prevSibling) { child->setPreviousSibling(prevSibling); prevSibling->setNextSibling(child); } else setFirstChild(child); if (beforeChild) { beforeChild->setPreviousSibling(child); child->setNextSibling(beforeChild); } else setLastChild(child); child->setParent(this); if (child->isOverflowOnly()) dirtyOverflowList(); else { // Dirty the z-order list in which we are contained. The stackingContext() can be null in the // case where we're building up generated content layers. This is ok, since the lists will start // off dirty in that case anyway. RenderLayer* stackingContext = child->stackingContext(); if (stackingContext) stackingContext->dirtyZOrderLists(); } } RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild) { // remove the child if (oldChild->previousSibling()) oldChild->previousSibling()->setNextSibling(oldChild->nextSibling()); if (oldChild->nextSibling()) oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling()); if (m_first == oldChild) m_first = oldChild->nextSibling(); if (m_last == oldChild) m_last = oldChild->previousSibling(); if (oldChild->isOverflowOnly()) dirtyOverflowList(); else { // Dirty the z-order list in which we are contained. When called via the // reattachment process in removeOnlyThisLayer, the layer may already be disconnected // from the main layer tree, so we need to null-check the |stackingContext| value. RenderLayer* stackingContext = oldChild->stackingContext(); if (stackingContext) stackingContext->dirtyZOrderLists(); } oldChild->setPreviousSibling(0); oldChild->setNextSibling(0); oldChild->setParent(0); return oldChild; } void RenderLayer::removeOnlyThisLayer() { if (!m_parent) return; // Dirty the clip rects. clearClipRects(); // Remove us from the parent. RenderLayer* parent = m_parent; RenderLayer* nextSib = nextSibling(); parent->removeChild(this); // Now walk our kids and reattach them to our parent. RenderLayer* current = m_first; while (current) { RenderLayer* next = current->nextSibling(); removeChild(current); parent->addChild(current, nextSib); current->updateLayerPositions(); current = next; } destroy(renderer()->renderArena()); } void RenderLayer::insertOnlyThisLayer() { if (!m_parent && renderer()->parent()) { // We need to connect ourselves when our renderer() has a parent. // Find our enclosingLayer and add ourselves. RenderLayer* parentLayer = renderer()->parent()->enclosingLayer(); if (parentLayer) parentLayer->addChild(this, renderer()->parent()->findNextLayer(parentLayer, renderer())); } // Remove all descendant layers from the hierarchy and add them to the new position. for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling()) curr->moveLayers(m_parent, this); // Clear out all the clip rects. clearClipRects(); } void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, int& x, int& y) const { if (ancestorLayer == this) return; if (m_object->style()->position() == FixedPosition) { // Add in the offset of the view. We can obtain this by calling // absolutePosition() on the RenderView. int xOff, yOff; m_object->absolutePosition(xOff, yOff, true); x += xOff; y += yOff; return; } RenderLayer* parentLayer; if (m_object->style()->position() == AbsolutePosition) parentLayer = enclosingPositionedAncestor(); else parentLayer = parent(); if (!parentLayer) return; parentLayer->convertToLayerCoords(ancestorLayer, x, y); x += xPos(); y += yPos(); } void RenderLayer::scrollOffset(int& x, int& y) { x += scrollXOffset() + m_scrollLeftOverflow; y += scrollYOffset(); } void RenderLayer::subtractScrollOffset(int& x, int& y) { x -= scrollXOffset() + m_scrollLeftOverflow; y -= scrollYOffset(); } void RenderLayer::scrollToOffset(int x, int y, bool updateScrollbars, bool repaint) { if (renderer()->style()->overflowX() != OMARQUEE) { if (x < 0) x = 0; if (y < 0) y = 0; // Call the scrollWidth/Height functions so that the dimensions will be computed if they need // to be (for overflow:hidden blocks). int maxX = scrollWidth() - m_object->clientWidth(); int maxY = scrollHeight() - m_object->clientHeight(); if (x > maxX) x = maxX; if (y > maxY) y = maxY; static int purpleCaretWidth = 3; if (adjustForPurpleCaretWhenScrolling()) { if (x > maxX - purpleCaretWidth) { x += purpleCaretWidth; if (x <= purpleCaretWidth) x = 0; } else if (x < m_scrollX - purpleCaretWidth) { x -= purpleCaretWidth; } } } // FIXME: Eventually, we will want to perform a blit. For now never // blit, since the check for blitting is going to be very // complicated (since it will involve testing whether our layer // is either occluded by another layer or clipped by an enclosing // layer or contains fixed backgrounds, etc.). m_scrollX = x - m_scrollOriginX; m_scrollY = y; // Update the positions of our child layers. for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->updateLayerPositions(false, false); RenderView* view = renderer()->view(); if (view) { #if __APPLE__ // Update dashboard regions, scrolling may change the clip of a // particular region. view->frameView()->updateDashboardRegions(); #endif m_object->view()->updateWidgetPositions(); } // Just schedule a full repaint of our object. if (repaint) m_object->repaint(); if (updateScrollbars) { if (m_hBar) m_hBar->setValue(scrollXOffset()); if (m_vBar) m_vBar->setValue(m_scrollY); } // Fire the scroll DOM event. EventTargetNodeCast(m_object->element())->dispatchHTMLEvent(scrollEvent, true, false); } void RenderLayer::scrollRectToVisible(const IntRect &rect, const ScrollAlignment& alignX, const ScrollAlignment& alignY) { RenderLayer* parentLayer = 0; IntRect newRect = rect; int xOffset = 0, yOffset = 0; if (m_object->hasOverflowClip()) { IntRect layerBounds = IntRect(xPos() + scrollXOffset(), yPos() + scrollYOffset(), width() - verticalScrollbarWidth(), height() - horizontalScrollbarHeight()); IntRect exposeRect = IntRect(rect.x() + scrollXOffset(), rect.y() + scrollYOffset(), rect.width(), rect.height()); IntRect r = getRectToExpose(layerBounds, exposeRect, alignX, alignY); xOffset = r.x() - xPos(); yOffset = r.y() - yPos(); // Adjust offsets if they're outside of the allowable range. xOffset = max(0, min(scrollWidth() - width(), xOffset)); yOffset = max(0, min(scrollHeight() - height(), yOffset)); if (xOffset != scrollXOffset() || yOffset != scrollYOffset()) { int diffX = scrollXOffset(); int diffY = scrollYOffset(); scrollToOffset(xOffset, yOffset); // FIXME: At this point a scroll event fired, which could have deleted this layer. // Need to handle this case. diffX = scrollXOffset() - diffX; diffY = scrollYOffset() - diffY; newRect.setX(rect.x() - diffX); newRect.setY(rect.y() - diffY); } if (m_object->parent()) parentLayer = m_object->parent()->enclosingLayer(); } else { FrameView* view = m_object->document()->view(); if (view) { IntRect viewRect = enclosingIntRect(view->visibleContentRect()); IntRect r = getRectToExpose(viewRect, rect, alignX, alignY); xOffset = r.x(); yOffset = r.y(); // Adjust offsets if they're outside of the allowable range. xOffset = max(0, min(view->contentsWidth(), xOffset)); yOffset = max(0, min(view->contentsHeight(), yOffset)); if (m_object->document() && m_object->document()->ownerElement() && m_object->document()->ownerElement()->renderer()) { view->setContentsPos(xOffset, yOffset); parentLayer = m_object->document()->ownerElement()->renderer()->enclosingLayer(); newRect.setX(rect.x() - view->contentsX() + view->x()); newRect.setY(rect.y() - view->contentsY() + view->y()); } else { view->scrollPointRecursively(xOffset, yOffset); } } } if (parentLayer) parentLayer->scrollRectToVisible(newRect, alignX, alignY); } IntRect RenderLayer::getRectToExpose(const IntRect &visibleRect, const IntRect &exposeRect, const ScrollAlignment& alignX, const ScrollAlignment& alignY) { // Determine the appropriate X behavior. ScrollBehavior scrollX; IntRect exposeRectX(exposeRect.x(), visibleRect.y(), exposeRect.width(), visibleRect.height()); int intersectWidth = intersection(visibleRect, exposeRectX).width(); if (intersectWidth == exposeRect.width() || intersectWidth >= MIN_INTERSECT_FOR_REVEAL) // If the rectangle is fully visible, use the specified visible behavior. // If the rectangle is partially visible, but over a certain threshold, // then treat it as fully visible to avoid unnecessary horizontal scrolling scrollX = getVisibleBehavior(alignX); else if (intersectWidth == visibleRect.width()) { // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work. scrollX = getVisibleBehavior(alignX); if (scrollX == alignCenter) scrollX = noScroll; } else if (intersectWidth > 0) // If the rectangle is partially visible, but not above the minimum threshold, use the specified partial behavior scrollX = getPartialBehavior(alignX); else scrollX = getHiddenBehavior(alignX); // If we're trying to align to the closest edge, and the exposeRect is further right // than the visibleRect, and not bigger than the visible area, then align with the right. if (scrollX == alignToClosestEdge && exposeRect.right() > visibleRect.right() && exposeRect.width() < visibleRect.width()) scrollX = alignRight; // Given the X behavior, compute the X coordinate. int x; if (scrollX == noScroll) x = visibleRect.x(); else if (scrollX == alignRight) x = exposeRect.right() - visibleRect.width(); else if (scrollX == alignCenter) x = exposeRect.x() + (exposeRect.width() - visibleRect.width()) / 2; else x = exposeRect.x(); // Determine the appropriate Y behavior. ScrollBehavior scrollY; IntRect exposeRectY(visibleRect.x(), exposeRect.y(), visibleRect.width(), exposeRect.height()); int intersectHeight = intersection(visibleRect, exposeRectY).height(); if (intersectHeight == exposeRect.height()) // If the rectangle is fully visible, use the specified visible behavior. scrollY = getVisibleBehavior(alignY); else if (intersectHeight == visibleRect.height()) { // If the rect is bigger than the visible area, don't bother trying to center. Other alignments will work. scrollY = getVisibleBehavior(alignY); if (scrollY == alignCenter) scrollY = noScroll; } else if (intersectHeight > 0) // If the rectangle is partially visible, use the specified partial behavior scrollY = getPartialBehavior(alignY); else scrollY = getHiddenBehavior(alignY); // If we're trying to align to the closest edge, and the exposeRect is further down // than the visibleRect, and not bigger than the visible area, then align with the bottom. if (scrollY == alignToClosestEdge && exposeRect.bottom() > visibleRect.bottom() && exposeRect.height() < visibleRect.height()) scrollY = alignBottom; // Given the Y behavior, compute the Y coordinate. int y; if (scrollY == noScroll) y = visibleRect.y(); else if (scrollY == alignBottom) y = exposeRect.bottom() - visibleRect.height(); else if (scrollY == alignCenter) y = exposeRect.y() + (exposeRect.height() - visibleRect.height()) / 2; else y = exposeRect.y(); return IntRect(IntPoint(x, y), visibleRect.size()); } void RenderLayer::autoscroll() { int xOffset = scrollXOffset(); int yOffset = scrollYOffset(); // Get the rectangle for the extent of the selection SelectionController sel = renderer()->document()->frame()->selection(); IntRect extentRect = SelectionController(sel.extent(), sel.affinity()).caretRect(); extentRect.move(xOffset, yOffset); IntRect bounds = IntRect(xPos() + xOffset, yPos() + yOffset, width() - verticalScrollbarWidth(), height() - horizontalScrollbarHeight()); // Calculate how much the layer should scroll horizontally. int diffX = 0; if (extentRect.right() > bounds.right()) diffX = extentRect.right() - bounds.right(); else if (extentRect.x() < bounds.x()) diffX = extentRect.x() - bounds.x(); // Calculate how much the layer should scroll vertically. int diffY = 0; if (extentRect.bottom() > bounds.bottom()) diffY = extentRect.bottom() - bounds.bottom(); else if (extentRect.y() < bounds.y()) diffY = extentRect.y() - bounds.y(); scrollToOffset(xOffset + diffX, yOffset + diffY); } bool RenderLayer::shouldAutoscroll() { if (renderer()->hasOverflowClip() && (m_object->scrollsOverflow() || renderer()->node()->isContentEditable())) return true; return false; } void RenderLayer::resize(const PlatformMouseEvent& evt, const IntSize& offsetFromResizeCorner) { if (!inResizeMode() || !renderer()->hasOverflowClip() || m_object->style()->resize() == RESIZE_NONE) return; if (!m_object->document()->frame()->view()->mousePressed()) return; // FIXME Radar 4118559: This behaves very oddly for textareas that are in blocks with right-aligned text; you have // to drag the bottom-right corner to make the bottom-left corner move. // FIXME Radar 4118564: ideally we'd autoscroll the window as necessary to keep the point under // the cursor in view. IntPoint currentPoint = m_object->document()->view()->viewportToContents(evt.pos()); currentPoint += offsetFromResizeCorner; int x; int y; m_object->absolutePosition(x, y); int right = x + m_object->width(); int bottom = y + m_object->height(); int diffWidth = max(currentPoint.x() - right, min(0, MinimumWidthWhileResizing - m_object->width())); int diffHeight = max(currentPoint.y() - bottom, min(0, MinimumHeightWhileResizing - m_object->height())); ExceptionCode ec = 0; // Set the width and height for the shadow ancestor node. This is necessary for textareas since the resizable layer is on the inner div. // For non-shadow content, this will set the width and height on the original node. RenderObject* renderer = m_object->node()->shadowAncestorNode()->renderer(); if (diffWidth && (m_object->style()->resize() == RESIZE_HORIZONTAL || m_object->style()->resize() == RESIZE_BOTH)) { CSSStyleDeclaration* style = static_cast(m_object->node()->shadowAncestorNode())->style(); if (renderer->style()->hasAppearance() || renderer->isFormElement() && static_cast(renderer)->canHaveIntrinsicMargins()) { style->setProperty(CSS_PROP_MARGIN_LEFT, String::number(renderer->marginLeft()) + "px", false, ec); style->setProperty(CSS_PROP_MARGIN_RIGHT, String::number(renderer->marginRight()) + "px", false, ec); } int baseWidth = renderer->width() - (renderer->style()->boxSizing() == BORDER_BOX ? 0 : renderer->borderLeft() + renderer->paddingLeft() + renderer->borderRight() + renderer->paddingRight()); style->setProperty(CSS_PROP_WIDTH, String::number(baseWidth + diffWidth) + "px", false, ec); } if (diffHeight && (m_object->style()->resize() == RESIZE_VERTICAL || m_object->style()->resize() == RESIZE_BOTH)) { CSSStyleDeclaration* style = static_cast(m_object->node()->shadowAncestorNode())->style(); if (renderer->style()->hasAppearance() || renderer->isFormElement() && static_cast(renderer)->canHaveIntrinsicMargins()) { style->setProperty(CSS_PROP_MARGIN_TOP, String::number(renderer->marginTop()) + "px", false, ec); style->setProperty(CSS_PROP_MARGIN_BOTTOM, String::number(renderer->marginBottom()) + "px", false, ec); } int baseHeight = renderer->height() - (renderer->style()->boxSizing() == BORDER_BOX ? 0 : renderer->borderTop() + renderer->paddingTop() + renderer->borderBottom() + renderer->paddingBottom()); style->setProperty(CSS_PROP_HEIGHT, String::number(baseHeight + diffHeight) + "px", false, ec); } ASSERT(ec == 0); if (m_object->style()->resize() != RESIZE_NONE) { m_object->setNeedsLayout(true); m_object->node()->shadowAncestorNode()->renderer()->setNeedsLayout(true); m_object->document()->updateLayout(); } } void RenderLayer::valueChanged(Widget*) { // Update scroll position from scroll bars. bool needUpdate = false; int newX = scrollXOffset(); int newY = m_scrollY; if (m_hBar) { newX = m_hBar->value(); if (newX != scrollXOffset()) needUpdate = true; } if (m_vBar) { newY = m_vBar->value(); if (newY != m_scrollY) needUpdate = true; } if (needUpdate) scrollToOffset(newX, newY, false); } void RenderLayer::setHasHorizontalScrollbar(bool hasScrollbar) { if (hasScrollbar == (m_hBar != 0)) return; if (hasScrollbar) { FrameView* scrollView = m_object->element()->document()->view(); m_hBar = new ScrollBar(HorizontalScrollBar); m_hBar->setClient(this); scrollView->addChild(m_hBar, 0, -50000); } else { FrameView* scrollView = m_object->element()->document()->view(); scrollView->removeChild(m_hBar); delete m_hBar; m_hBar = 0; } #if __APPLE__ // Force an update since we know the scrollbars have changed things. if (m_object->document()->hasDashboardRegions()) m_object->document()->setDashboardRegionsDirty(true); #endif } void RenderLayer::setHasVerticalScrollbar(bool hasScrollbar) { if (hasScrollbar == (m_vBar != 0)) return; if (hasScrollbar) { FrameView* scrollView = m_object->element()->document()->view(); m_vBar = new ScrollBar(VerticalScrollBar); m_vBar->setClient(this); scrollView->addChild(m_vBar, 0, -50000); } else { FrameView* scrollView = m_object->element()->document()->view(); scrollView->removeChild(m_vBar); delete m_vBar; m_vBar = 0; } #if __APPLE__ // Force an update since we know the scrollbars have changed things. if (m_object->document()->hasDashboardRegions()) m_object->document()->setDashboardRegionsDirty(true); #endif } int RenderLayer::verticalScrollbarWidth() { if (!m_vBar) return 0; return m_vBar->width(); } int RenderLayer::horizontalScrollbarHeight() { if (!m_hBar) return 0; return m_hBar->height(); } bool RenderLayer::isPointInResizeControl(const IntPoint& p) { return resizeControlRect().contains(IntRect(p, IntSize())); } IntSize RenderLayer::offsetFromResizeCorner(const IntPoint& p) const { // Currently the resize corner is always the bottom right corner int x = width(); int y = height(); convertToLayerCoords(root(), x, y); return IntSize(x - p.x(), y - p.y()); } void RenderLayer::positionResizeControl() { if (m_object->hasOverflowClip() && m_object->style()->resize() != RESIZE_NONE) { // FIXME: needs to be updated for RTL. int x = 0; int y = 0; convertToLayerCoords(root(), x, y); // FIXME: get the potential scrollbar size from the theme int scrollbarSize = 15; setResizeControlRect(IntRect(x + width() - scrollbarSize - m_object->style()->borderRightWidth() - 1, y + height() - scrollbarSize - m_object->style()->borderBottomWidth() - 1, scrollbarSize, scrollbarSize)); } } void RenderLayer::positionScrollbars(const IntRect& absBounds) { int resizeControlSize = max(resizeControlRect().height() - 1, 0); if (m_vBar) { m_vBar->move(absBounds.right() - m_object->borderRight() - m_vBar->width(), absBounds.y() + m_object->borderTop()); m_vBar->resize(m_vBar->width(), absBounds.height() - (m_object->borderTop() + m_object->borderBottom()) - (m_hBar ? m_hBar->height() - 1 : resizeControlSize)); } resizeControlSize = max(resizeControlRect().width() - 1, 0); if (m_hBar) { m_hBar->move(absBounds.x() + m_object->borderLeft(), absBounds.bottom() - m_object->borderBottom() - m_hBar->height()); m_hBar->resize(absBounds.width() - (m_object->borderLeft() + m_object->borderRight()) - (m_vBar ? m_vBar->width() - 1 : resizeControlSize), m_hBar->height()); } } int RenderLayer::scrollWidth() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollWidth; } int RenderLayer::scrollHeight() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollHeight; } void RenderLayer::computeScrollDimensions(bool* needHBar, bool* needVBar) { m_scrollDimensionsDirty = false; bool ltr = m_object->style()->direction() == LTR; int clientWidth = m_object->clientWidth(); int clientHeight = m_object->clientHeight(); m_scrollLeftOverflow = ltr ? 0 : min(0, m_object->leftmostPosition(true, false) - m_object->borderLeft()); int rightPos = ltr ? m_object->rightmostPosition(true, false) - m_object->borderLeft() : clientWidth - m_scrollLeftOverflow; int bottomPos = m_object->lowestPosition(true, false) - m_object->borderTop(); m_scrollWidth = max(rightPos, clientWidth); m_scrollHeight = max(bottomPos, clientHeight); m_scrollOriginX = ltr ? 0 : m_scrollWidth - clientWidth; if (needHBar) *needHBar = rightPos > clientWidth; if (needVBar) *needVBar = bottomPos > clientHeight; } void RenderLayer::updateOverflowStatus(bool horizontalOverflow, bool verticalOverflow) { if (m_overflowStatusDirty) { m_horizontalOverflow = horizontalOverflow; m_verticalOverflow = verticalOverflow; m_overflowStatusDirty = false; return; } bool horizontalOverflowChanged = (m_horizontalOverflow != horizontalOverflow); bool verticalOverflowChanged = (m_verticalOverflow != verticalOverflow); if (horizontalOverflowChanged || verticalOverflowChanged) { m_horizontalOverflow = horizontalOverflow; m_verticalOverflow = verticalOverflow; m_object->element()->document()->frame()->view()->scheduleEvent(new OverflowEvent(horizontalOverflowChanged, horizontalOverflow, verticalOverflowChanged, verticalOverflow), EventTargetNodeCast(m_object->element()), true); } } void RenderLayer::updateScrollInfoAfterLayout() { m_scrollDimensionsDirty = true; bool horizontalOverflow, verticalOverflow; computeScrollDimensions(&horizontalOverflow, &verticalOverflow); if (m_object->style()->overflowX() != OMARQUEE) { // Layout may cause us to be in an invalid scroll position. In this case we need // to pull our scroll offsets back to the max (or push them up to the min). int newX = max(0, min(scrollXOffset(), scrollWidth() - m_object->clientWidth())); int newY = max(0, min(m_scrollY, scrollHeight() - m_object->clientHeight())); setAdjustForPurpleCaretWhenScrolling(true); if (newX != scrollXOffset() || newY != m_scrollY) scrollToOffset(newX, newY); setAdjustForPurpleCaretWhenScrolling(false); // FIXME: At this point a scroll event fired, which could have deleted this layer. // Need to handle this case. } bool haveHorizontalBar = m_hBar; bool haveVerticalBar = m_vBar; // overflow:scroll should just enable/disable. if (m_object->style()->overflowX() == OSCROLL) m_hBar->setEnabled(horizontalOverflow); if (m_object->style()->overflowY() == OSCROLL) m_vBar->setEnabled(verticalOverflow); // A dynamic change from a scrolling overflow to overflow:hidden means we need to get rid of any // scrollbars that may be present. if (m_object->style()->overflowX() == OHIDDEN && haveHorizontalBar) setHasHorizontalScrollbar(false); if (m_object->style()->overflowY() == OHIDDEN && haveVerticalBar) setHasVerticalScrollbar(false); // overflow:auto may need to lay out again if scrollbars got added/removed. bool scrollbarsChanged = (m_object->hasAutoHorizontalScrollbar() && haveHorizontalBar != horizontalOverflow) || (m_object->hasAutoVerticalScrollbar() && haveVerticalBar != verticalOverflow); if (scrollbarsChanged) { if (m_object->hasAutoHorizontalScrollbar()) setHasHorizontalScrollbar(horizontalOverflow); if (m_object->hasAutoVerticalScrollbar()) setHasVerticalScrollbar(verticalOverflow); #if __APPLE__ // Force an update since we know the scrollbars have changed things. if (m_object->document()->hasDashboardRegions()) m_object->document()->setDashboardRegionsDirty(true); #endif m_object->repaint(); if (m_object->style()->overflowX() == OAUTO || m_object->style()->overflowY() == OAUTO) { if (!m_inOverflowRelayout) { // Our proprietary overflow: overlay value doesn't trigger a layout. m_inOverflowRelayout = true; m_object->setNeedsLayout(true); if (m_object->isRenderBlock()) static_cast(m_object)->layoutBlock(true); else m_object->layout(); m_inOverflowRelayout = false; } } } // Set up the range (and page step/line step). if (m_hBar) { int clientWidth = m_object->clientWidth(); int pageStep = (clientWidth-PAGE_KEEP); if (pageStep < 0) pageStep = clientWidth; m_hBar->setSteps(LINE_STEP, pageStep); m_hBar->setKnobProportion(clientWidth, m_scrollWidth); m_hBar->setValue(scrollXOffset()); } if (m_vBar) { int clientHeight = m_object->clientHeight(); int pageStep = (clientHeight-PAGE_KEEP); if (pageStep < 0) pageStep = clientHeight; m_vBar->setSteps(LINE_STEP, pageStep); m_vBar->setKnobProportion(clientHeight, m_scrollHeight); m_object->repaintRectangle(IntRect(m_object->borderLeft() + m_object->clientWidth(), m_object->borderTop(), verticalScrollbarWidth(), m_object->height() - m_object->borderTop() - m_object->borderBottom())); } if (m_object->element() && m_object->element()->document()->hasListenerType(Document::OVERFLOWCHANGED_LISTENER)) updateOverflowStatus(horizontalOverflow, verticalOverflow); } void RenderLayer::paintScrollbars(GraphicsContext* p, const IntRect& damageRect) { // Move the widgets if necessary. We normally move and resize widgets during layout, but sometimes // widgets can move without layout occurring (most notably when you scroll a document that // contains fixed positioned elements). positionResizeControl(); if (m_hBar || m_vBar) { int x = 0; int y = 0; convertToLayerCoords(root(), x, y); IntRect layerBounds = IntRect(x, y, width(), height()); positionScrollbars(layerBounds); } // Now that we're sure the scrollbars are in the right place, paint them. if (m_hBar) m_hBar->paint(p, damageRect); if (m_vBar) m_vBar->paint(p, damageRect); } void RenderLayer::paintResizeControl(GraphicsContext* c) { if (resizeControlRect().isEmpty()) return; if (!m_resizeCornerImage) m_resizeCornerImage = Image::loadResource("textAreaResizeCorner"); IntPoint imagePoint(resizeControlRect().right() - m_resizeCornerImage->width(), resizeControlRect().bottom() - m_resizeCornerImage->height()); c->drawImage(m_resizeCornerImage, imagePoint); } bool RenderLayer::scroll(ScrollDirection direction, ScrollGranularity granularity, float multiplier) { bool didHorizontalScroll = false; bool didVerticalScroll = false; if (m_hBar != 0) { if (granularity == ScrollByDocument) { // Special-case for the ScrollByDocument granularity. A document scroll can only be up // or down and in both cases the horizontal bar goes all the way to the left. didHorizontalScroll = m_hBar->scroll(ScrollLeft, ScrollByDocument, multiplier); } else { didHorizontalScroll = m_hBar->scroll(direction, granularity, multiplier); } } if (m_vBar != 0) { didVerticalScroll = m_vBar->scroll(direction, granularity, multiplier); } return (didHorizontalScroll || didVerticalScroll); } void RenderLayer::paint(GraphicsContext* p, const IntRect& damageRect, PaintRestriction paintRestriction, RenderObject *paintingRoot) { paintLayer(this, p, damageRect, false, paintRestriction, paintingRoot); } static void setClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) { // Work around bugs in focus ring clipping on Mac. p->setFocusRingClip(clipRect); if (paintDirtyRect == clipRect) return; p->save(); p->addClip(clipRect); } static void restoreClip(GraphicsContext* p, const IntRect& paintDirtyRect, const IntRect& clipRect) { // Work around bugs in focus ring clipping on Mac. p->clearFocusRingClip(); if (paintDirtyRect == clipRect) return; p->restore(); } void RenderLayer::paintLayer(RenderLayer* rootLayer, GraphicsContext* p, const IntRect& paintDirtyRect, bool haveTransparency, PaintRestriction paintRestriction, RenderObject *paintingRoot) { // Calculate the clip rects we should use. IntRect layerBounds, damageRect, clipRectToApply, outlineRect; calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply, outlineRect); int x = layerBounds.x(); int y = layerBounds.y(); int tx = x - renderer()->xPos(); int ty = y - renderer()->yPos() + renderer()->borderTopExtra(); // Ensure our lists are up-to-date. updateZOrderLists(); updateOverflowList(); // If this layer is totally invisible, then return as there is nothing to paint if (!m_object->opacity()) return; bool selectionOnly = paintRestriction == PaintRestrictionSelectionOnly || paintRestriction == PaintRestrictionSelectionOnlyWhiteText; bool forceWhiteText = paintRestriction == PaintRestrictionSelectionOnlyWhiteText; if (isTransparent()) haveTransparency = true; // If this layer's renderer is a child of the paintingRoot, we render unconditionally, which // is done by passing a nil paintingRoot down to our renderer (as if no paintingRoot was ever set). // Else, our renderer tree may or may not contain the painting root, so we pass that root along // so it will be tested against as we decend through the renderers. RenderObject *paintingRootForRenderer = 0; if (paintingRoot && !m_object->hasAncestor(paintingRoot)) paintingRootForRenderer = paintingRoot; // We want to paint our layer, but only if we intersect the damage rect. bool shouldPaint = intersectsDamageRect(layerBounds, damageRect); if (shouldPaint && !selectionOnly && !damageRect.isEmpty()) { // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p, paintDirtyRect); // Paint our background first, before painting any child layers. // Establish the clip used to paint our background. setClip(p, paintDirtyRect, damageRect); // Paint the background. RenderObject::PaintInfo info(p, damageRect, PaintPhaseBlockBackground, false, paintingRootForRenderer, 0); renderer()->paint(info, tx, ty); // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with // z-index. We paint after we painted the background/border, so that the scrollbars will // sit above the background/border. paintScrollbars(p, damageRect); paintResizeControl(p); // Restore the clip. restoreClip(p, paintDirtyRect, damageRect); } // Now walk the sorted list of children with negative z-indices. if (m_negZOrderList) for (Vector::iterator it = m_negZOrderList->begin(); it != m_negZOrderList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); // Now establish the appropriate clip and paint our child RenderObjects. if (shouldPaint && !clipRectToApply.isEmpty()) { // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p, paintDirtyRect); // Set up the clip used when painting our children. setClip(p, paintDirtyRect, clipRectToApply); RenderObject::PaintInfo info(p, clipRectToApply, selectionOnly ? PaintPhaseSelection : PaintPhaseChildBlockBackgrounds, forceWhiteText, paintingRootForRenderer, 0); renderer()->paint(info, tx, ty); if (!selectionOnly) { info.phase = PaintPhaseFloat; renderer()->paint(info, tx, ty); info.phase = PaintPhaseForeground; renderer()->paint(info, tx, ty); info.phase = PaintPhaseChildOutlines; renderer()->paint(info, tx, ty); } // Now restore our clip. restoreClip(p, paintDirtyRect, clipRectToApply); } if (!outlineRect.isEmpty()) { // Paint our own outline RenderObject::PaintInfo info(p, outlineRect, PaintPhaseSelfOutline, false, paintingRootForRenderer, 0); setClip(p, paintDirtyRect, outlineRect); renderer()->paint(info, tx, ty); restoreClip(p, paintDirtyRect, outlineRect); } // Paint any child layers that have overflow. if (m_overflowList) for (Vector::iterator it = m_overflowList->begin(); it != m_overflowList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); // Now walk the sorted list of children with positive z-indices. if (m_posZOrderList) for (Vector::iterator it = m_posZOrderList->begin(); it != m_posZOrderList->end(); ++it) it[0]->paintLayer(rootLayer, p, paintDirtyRect, haveTransparency, paintRestriction, paintingRoot); // End our transparency layer if (isTransparent() && m_usedTransparency) { p->endTransparencyLayer(); p->restore(); m_usedTransparency = false; } } static inline bool isSubframeCanvas(RenderObject* renderer) { return renderer->isRenderView() && renderer->node()->document()->frame()->tree()->parent(); } static inline IntRect frameVisibleRect(RenderObject* renderer) { return enclosingIntRect(renderer->node()->document()->frame()->view()->visibleContentRect()); } bool RenderLayer::hitTest(RenderObject::NodeInfo& info, const IntPoint& point) { gScrollBar = 0; renderer()->document()->updateLayout(); IntRect boundsRect(m_x, m_y, width(), height()); if (isSubframeCanvas(renderer())) boundsRect.intersect(frameVisibleRect(renderer())); RenderLayer* insideLayer = hitTestLayer(this, info, point, boundsRect); // Now determine if the result is inside an anchor; make sure an image map wins if // it already set URLElement and only use the innermost. Node* node = info.innerNode(); while (node) { if (node->isLink() && !info.URLElement()) info.setURLElement(static_cast(node)); node = node->parentNode(); } // Next set up the correct :hover/:active state along the new chain. updateHoverActiveState(info); // Now return whether we were inside this layer (this will always be true for the root // layer). return insideLayer; } static inline bool shouldApplyImplicitCapture(RenderObject* renderer, bool mouseDown) { return mouseDown && renderer->isRoot(); } RenderLayer* RenderLayer::hitTestLayer(RenderLayer* rootLayer, RenderObject::NodeInfo& info, const IntPoint& mousePos, const IntRect& hitTestRect) { // Calculate the clip rects we should use. IntRect layerBounds; IntRect bgRect; IntRect fgRect; IntRect outlineRect; calculateRects(rootLayer, hitTestRect, layerBounds, bgRect, fgRect, outlineRect); // Ensure our lists are up-to-date. updateZOrderLists(); updateOverflowList(); // This variable tracks which layer the mouse ends up being inside. The minute we find an insideLayer, // we are done and can return it. RenderLayer* insideLayer = 0; // Begin by walking our list of positive layers from highest z-index down to the lowest // z-index. if (m_posZOrderList) { for (int i = m_posZOrderList->size() - 1; i >= 0; --i) { insideLayer = m_posZOrderList->at(i)->hitTestLayer(rootLayer, info, mousePos, hitTestRect); if (insideLayer) return insideLayer; } } // Now check our overflow objects. if (m_overflowList) { for (int i = m_overflowList->size() - 1; i >= 0; --i) { insideLayer = m_overflowList->at(i)->hitTestLayer(rootLayer, info, mousePos, hitTestRect); if (insideLayer) return insideLayer; } } // Next we want to see if the mouse pos is inside the child RenderObjects of the layer. if (fgRect.contains(mousePos) && renderer()->hitTest(info, mousePos.x(), mousePos.y(), layerBounds.x() - renderer()->xPos(), layerBounds.y() - renderer()->yPos() + m_object->borderTopExtra(), HitTestDescendants)) { // for positioned generated content, we might still not have a // node by the time we get to the layer level, since none of // the content in the layer has an element. So just walk up // the tree. if (!info.innerNode()) { for (RenderObject *r = renderer(); r != NULL; r = r->parent()) { if (r->element()) { info.setInnerNode(r->element()); break; } } } if (!info.innerNonSharedNode()) { for (RenderObject *r = renderer(); r != NULL; r = r->parent()) { if (r->element()) { info.setInnerNonSharedNode(r->element()); break; } } } return this; } // Now check our negative z-index children. if (m_negZOrderList) { for (int i = m_negZOrderList->size() - 1; i >= 0; --i) { insideLayer = m_negZOrderList->at(i)->hitTestLayer(rootLayer, info, mousePos, hitTestRect); if (insideLayer) return insideLayer; } } // Next we want to see if the mouse pos is inside this layer but not any of its children. // If this is the root layer and the mouse is down, we want to do this even if it doesn't // contain the point so mouse move events keep getting delivered when dragging outside the // window. if ((bgRect.contains(mousePos) || shouldApplyImplicitCapture(renderer(), info.active())) && renderer()->hitTest(info, mousePos.x(), mousePos.y(), layerBounds.x() - renderer()->xPos(), layerBounds.y() - renderer()->yPos() + m_object->borderTopExtra(), HitTestSelf)) return this; // No luck. return 0; } void RenderLayer::calculateClipRects(const RenderLayer* rootLayer) { if (m_clipRects) return; // We have the correct cached value. if (!parent()) { // The root layer's clip rect is always just its dimensions. m_clipRects = new (m_object->renderArena()) ClipRects(IntRect(0,0,width(),height())); m_clipRects->ref(); return; } // Ensure that our parent's clip has been calculated so that we can examine the values. parent()->calculateClipRects(rootLayer); // Set up our three rects to initially match the parent rects. IntRect posClipRect(parent()->clipRects()->posClipRect()); IntRect overflowClipRect(parent()->clipRects()->overflowClipRect()); IntRect fixedClipRect(parent()->clipRects()->fixedClipRect()); // A fixed object is essentially the root of its containing block hierarchy, so when // we encounter such an object, we reset our clip rects to the fixedClipRect. if (m_object->style()->position() == FixedPosition) { posClipRect = fixedClipRect; overflowClipRect = fixedClipRect; } else if (m_object->style()->position() == RelativePosition) posClipRect = overflowClipRect; else if (m_object->style()->position() == AbsolutePosition) overflowClipRect = posClipRect; // Update the clip rects that will be passed to child layers. if (m_object->hasOverflowClip() || m_object->hasClip()) { // This layer establishes a clip of some kind. int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); if (m_object->hasOverflowClip()) { IntRect newOverflowClip = m_object->getOverflowClipRect(x,y); overflowClipRect.intersect(newOverflowClip); if (m_object->isPositioned() || m_object->isRelPositioned()) posClipRect.intersect(newOverflowClip); } if (m_object->hasClip()) { IntRect newPosClip = m_object->getClipRect(x,y); posClipRect.intersect(newPosClip); overflowClipRect.intersect(newPosClip); fixedClipRect.intersect(newPosClip); } } // If our clip rects match our parent's clip, then we can just share its data structure and // ref count. if (posClipRect == parent()->clipRects()->posClipRect() && overflowClipRect == parent()->clipRects()->overflowClipRect() && fixedClipRect == parent()->clipRects()->fixedClipRect()) m_clipRects = parent()->clipRects(); else m_clipRects = new (m_object->renderArena()) ClipRects(overflowClipRect, fixedClipRect, posClipRect); m_clipRects->ref(); } void RenderLayer::calculateRects(const RenderLayer* rootLayer, const IntRect& paintDirtyRect, IntRect& layerBounds, IntRect& backgroundRect, IntRect& foregroundRect, IntRect& outlineRect) { if (parent()) { parent()->calculateClipRects(rootLayer); backgroundRect = m_object->style()->position() == FixedPosition ? parent()->clipRects()->fixedClipRect() : (m_object->isPositioned() ? parent()->clipRects()->posClipRect() : parent()->clipRects()->overflowClipRect()); backgroundRect.intersect(paintDirtyRect); } else backgroundRect = paintDirtyRect; foregroundRect = backgroundRect; outlineRect = backgroundRect; int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); layerBounds = IntRect(x,y,width(),height()); // Update the clip rects that will be passed to child layers. if (m_object->hasOverflowClip() || m_object->hasClip()) { // This layer establishes a clip of some kind. if (m_object->hasOverflowClip()) foregroundRect.intersect(m_object->getOverflowClipRect(x,y)); if (m_object->hasClip()) { // Clip applies to *us* as well, so go ahead and update the damageRect. IntRect newPosClip = m_object->getClipRect(x,y); backgroundRect.intersect(newPosClip); foregroundRect.intersect(newPosClip); outlineRect.intersect(newPosClip); } // If we establish a clip at all, then go ahead and make sure our background // rect is intersected with our layer's bounds. backgroundRect.intersect(layerBounds); } } bool RenderLayer::intersectsDamageRect(const IntRect& layerBounds, const IntRect& damageRect) const { // Always examine the canvas and the root. if (renderer()->isRenderView() || renderer()->isRoot()) return true; // If we aren't an inline flow, and our layer bounds do intersect the damage rect, then we // can go ahead and return true. if (!renderer()->isInlineFlow()) { IntRect b = layerBounds; b.inflate(renderer()->view()->maximalOutlineSize()); if (b.intersects(damageRect)) return true; } // Otherwise we need to compute the bounding box of this single layer and see if it intersects // the damage rect. return absoluteBoundingBox().intersects(damageRect); } IntRect RenderLayer::absoluteBoundingBox() const { // There are three special cases we need to consider. // (1) Inline Flows. For inline flows we will create a bounding box that fully encompasses all of the lines occupied by the // inline. In other words, if some wraps to three lines, we'll create a bounding box that fully encloses the root // line boxes of all three lines (including overflow on those lines). // (2) Left/Top Overflow. The width/height of layers already includes right/bottom overflow. However, in the case of left/top // overflow, we have to create a bounding box that will extend to include this overflow. // (3) Floats. When a layer has overhanging floats that it paints, we need to make sure to include these overhanging floats // as part of our bounding box. We do this because we are the responsible layer for both hit testing and painting those // floats. IntRect result; if (renderer()->isInlineFlow()) { // Go from our first line box to our last line box. RenderInline* inlineFlow = static_cast(renderer()); InlineFlowBox* firstBox = inlineFlow->firstLineBox(); if (!firstBox) return result; int top = firstBox->root()->topOverflow(); int bottom = inlineFlow->lastLineBox()->root()->bottomOverflow(); int left = firstBox->xPos(); for (InlineRunBox* curr = firstBox->nextLineBox(); curr; curr = curr->nextLineBox()) left = min(left, curr->xPos()); result = IntRect(m_x + left, m_y + (top - renderer()->yPos()), width(), bottom - top); } else if (renderer()->isTableRow()) { // Our bounding box is just the union of all of our cells' border/overflow rects. for (RenderObject* child = renderer()->firstChild(); child; child = child->nextSibling()) { if (child->isTableCell()) { IntRect bbox = child->borderBox(); bbox.move(0, child->borderTopExtra()); result.unite(bbox); IntRect overflowRect = renderer()->overflowRect(false); overflowRect.move(0, child->borderTopExtra()); if (bbox != overflowRect) result.unite(overflowRect); } } result.move(m_x, m_y); } else { IntRect bbox = renderer()->borderBox(); result = bbox; IntRect overflowRect = renderer()->overflowRect(false); if (bbox != overflowRect) result.unite(overflowRect); IntRect floatRect = renderer()->floatRect(); if (bbox != floatRect) result.unite(floatRect); // We have to adjust the x/y of this result so that it is in the coordinate space of the layer. // We also have to add in borderTopExtra here, since borderBox(), in order to play well with methods like // floatRect that deal with child content, uses an origin of (0,0) that is at the child content box (so // border box returns a y coord of -borderTopExtra(). The layer, however, uses the outer box. This is all // really confusing. result.move(m_x, m_y + renderer()->borderTopExtra()); } // Convert the bounding box to an absolute position. We can do this easily by looking at the delta // between the bounding box's xpos and our layer's xpos and then applying that to the absolute layerBounds // passed in. int absX = 0, absY = 0; convertToLayerCoords(root(), absX, absY); result.move(absX - m_x, absY - m_y); result.inflate(renderer()->view()->maximalOutlineSize()); return result; } void RenderLayer::clearClipRects() { if (!m_clipRects) return; clearClipRect(); for (RenderLayer* l = firstChild(); l; l = l->nextSibling()) l->clearClipRects(); } void RenderLayer::clearClipRect() { if (m_clipRects) { m_clipRects->deref(m_object->renderArena()); m_clipRects = 0; } } static RenderObject* commonAncestor(RenderObject* obj1, RenderObject* obj2) { if (!obj1 || !obj2) return 0; for (RenderObject* currObj1 = obj1; currObj1; currObj1 = currObj1->hoverAncestor()) for (RenderObject* currObj2 = obj2; currObj2; currObj2 = currObj2->hoverAncestor()) if (currObj1 == currObj2) return currObj1; return 0; } void RenderLayer::updateHoverActiveState(RenderObject::NodeInfo& info) { // We don't update :hover/:active state when the info is marked as readonly. if (info.readonly()) return; Document* doc = renderer()->document(); if (!doc) return; Node* activeNode = doc->activeNode(); if (activeNode && !info.active()) { // We are clearing the :active chain because the mouse has been released. for (RenderObject* curr = activeNode->renderer(); curr; curr = curr->parent()) { if (curr->element() && !curr->isText()) curr->element()->setInActiveChain(false); } doc->setActiveNode(0); } else { Node* newActiveNode = info.innerNode(); if (!activeNode && newActiveNode && info.active()) { // We are setting the :active chain and freezing it. If future moves happen, they // will need to reference this chain. for (RenderObject* curr = newActiveNode->renderer(); curr; curr = curr->parent()) { if (curr->element() && !curr->isText()) { curr->element()->setInActiveChain(true); } } doc->setActiveNode(newActiveNode); } } // If the mouse is down and if this is a mouse move event, we want to restrict changes in // :hover/:active to only apply to elements that are in the :active chain that we froze // at the time the mouse went down. bool mustBeInActiveChain = info.active() && info.mouseMove(); // Check to see if the hovered node has changed. If not, then we don't need to // do anything. Node* oldHoverNode = doc->hoverNode(); Node* newHoverNode = info.innerNode(); // Update our current hover node. doc->setHoverNode(newHoverNode); // We have two different objects. Fetch their renderers. RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0; RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0; // Locate the common ancestor render object for the two renderers. RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj); if (oldHoverObj != newHoverObj) { // The old hover path only needs to be cleared up to (and not including) the common ancestor; for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = curr->hoverAncestor()) { if (curr->element() && !curr->isText() && (!mustBeInActiveChain || curr->element()->inActiveChain())) { curr->element()->setActive(false); curr->element()->setHovered(false); } } } // Now set the hover state for our new object up to the root. for (RenderObject* curr = newHoverObj; curr; curr = curr->hoverAncestor()) { if (curr->element() && !curr->isText() && (!mustBeInActiveChain || curr->element()->inActiveChain())) { curr->element()->setActive(info.active()); curr->element()->setHovered(true); } } } // Helper for the sorting of layers by z-index. static inline bool compareZIndex(RenderLayer* first, RenderLayer* second) { return first->zIndex() < second->zIndex(); } void RenderLayer::dirtyZOrderLists() { if (m_posZOrderList) m_posZOrderList->clear(); if (m_negZOrderList) m_negZOrderList->clear(); m_zOrderListsDirty = true; } void RenderLayer::dirtyOverflowList() { if (m_overflowList) m_overflowList->clear(); m_overflowListDirty = true; } void RenderLayer::updateZOrderLists() { if (!isStackingContext() || !m_zOrderListsDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(m_posZOrderList, m_negZOrderList); // Sort the two lists. if (m_posZOrderList) std::stable_sort(m_posZOrderList->begin(), m_posZOrderList->end(), compareZIndex); if (m_negZOrderList) std::stable_sort(m_negZOrderList->begin(), m_negZOrderList->end(), compareZIndex); m_zOrderListsDirty = false; } void RenderLayer::updateOverflowList() { if (!m_overflowListDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) { if (child->isOverflowOnly()) { if (!m_overflowList) m_overflowList = new Vector; m_overflowList->append(child); } } m_overflowListDirty = false; } void RenderLayer::collectLayers(Vector*& posBuffer, Vector*& negBuffer) { // FIXME: A child render object or layer could override visibility. Don't remove this // optimization though until RenderObject's nodeAtPoint is patched to understand what to do // when visibility is overridden by a child. if (renderer()->style()->visibility() != VISIBLE) return; // Overflow layers are just painted by their enclosing layers, so they don't get put in zorder lists. if (!isOverflowOnly()) { // Determine which buffer the child should be in. Vector*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer; // Create the buffer if it doesn't exist yet. if (!buffer) buffer = new Vector; // Append ourselves at the end of the appropriate buffer. buffer->append(this); } // Recur into our children to collect more layers, but only if we don't establish // a stacking context. if (!isStackingContext()) for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(posBuffer, negBuffer); } void RenderLayer::repaintIncludingDescendants() { m_object->repaint(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->repaintIncludingDescendants(); } bool RenderLayer::shouldBeOverflowOnly() const { return renderer()->hasOverflowClip() && !renderer()->isPositioned() && !renderer()->isRelPositioned() && !isTransparent(); } void RenderLayer::styleChanged() { bool isOverflowOnly = shouldBeOverflowOnly(); if (isOverflowOnly != m_isOverflowOnly) { m_isOverflowOnly = isOverflowOnly; RenderLayer* p = parent(); RenderLayer* sc = stackingContext(); if (p) p->dirtyOverflowList(); if (sc) sc->dirtyZOrderLists(); } if (m_object->style()->overflowX() == OMARQUEE && m_object->style()->marqueeBehavior() != MNONE) { if (!m_marquee) m_marquee = new Marquee(this); m_marquee->updateMarqueeStyle(); } else if (m_marquee) { delete m_marquee; m_marquee = 0; } } void RenderLayer::suspendMarquees() { if (m_marquee) m_marquee->suspend(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->suspendMarquees(); } // -------------------------------------------------------------------------- // Marquee implementation Marquee::Marquee(RenderLayer* l) : m_layer(l), m_currentLoop(0) , m_timer(this, &Marquee::timerFired) , m_start(0), m_end(0), m_speed(0), m_reset(false) , m_suspended(false), m_stopped(false), m_direction(MAUTO) { } int Marquee::marqueeSpeed() const { int result = m_layer->renderer()->style()->marqueeSpeed(); Node* elt = m_layer->renderer()->element(); if (elt && elt->hasTagName(marqueeTag)) { HTMLMarqueeElement* marqueeElt = static_cast(elt); result = max(result, marqueeElt->minimumDelay()); } return result; } EMarqueeDirection Marquee::direction() const { // FIXME: Support the CSS3 "auto" value for determining the direction of the marquee. // For now just map MAUTO to MBACKWARD EMarqueeDirection result = m_layer->renderer()->style()->marqueeDirection(); TextDirection dir = m_layer->renderer()->style()->direction(); if (result == MAUTO) result = MBACKWARD; if (result == MFORWARD) result = (dir == LTR) ? MRIGHT : MLEFT; if (result == MBACKWARD) result = (dir == LTR) ? MLEFT : MRIGHT; // Now we have the real direction. Next we check to see if the increment is negative. // If so, then we reverse the direction. Length increment = m_layer->renderer()->style()->marqueeIncrement(); if (increment.value() < 0) result = static_cast(-result); return result; } bool Marquee::isHorizontal() const { return direction() == MLEFT || direction() == MRIGHT; } int Marquee::computePosition(EMarqueeDirection dir, bool stopAtContentEdge) { RenderObject* o = m_layer->renderer(); RenderStyle* s = o->style(); if (isHorizontal()) { bool ltr = s->direction() == LTR; int clientWidth = o->clientWidth(); int contentWidth = ltr ? o->rightmostPosition(true, false) : o->leftmostPosition(true, false); if (ltr) contentWidth += (o->paddingRight() - o->borderLeft()); else { contentWidth = o->width() - contentWidth; contentWidth += (o->paddingLeft() - o->borderRight()); } if (dir == MRIGHT) { if (stopAtContentEdge) return max(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? contentWidth : clientWidth; } else { if (stopAtContentEdge) return min(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? -clientWidth : -contentWidth; } } else { int contentHeight = m_layer->renderer()->lowestPosition(true, false) - m_layer->renderer()->borderTop() + m_layer->renderer()->paddingBottom(); int clientHeight = m_layer->renderer()->clientHeight(); if (dir == MUP) { if (stopAtContentEdge) return min(contentHeight - clientHeight, 0); else return -clientHeight; } else { if (stopAtContentEdge) return max(contentHeight - clientHeight, 0); else return contentHeight; } } } void Marquee::start() { if (m_timer.isActive() || m_layer->renderer()->style()->marqueeIncrement().value() == 0) return; if (!m_suspended && !m_stopped) { if (isHorizontal()) m_layer->scrollToOffset(m_start, 0, false, false); else m_layer->scrollToOffset(0, m_start, false, false); // FIXME: At this point a scroll event fired, which could have deleted this layer, // including the marquee. Need to handle this case. } else { m_suspended = false; m_stopped = false; } m_timer.startRepeating(speed() * 0.001); } void Marquee::suspend() { m_timer.stop(); m_suspended = true; } void Marquee::stop() { m_timer.stop(); m_stopped = true; } void Marquee::updateMarqueePosition() { bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate) { EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); m_start = computePosition(direction(), behavior == MALTERNATE); m_end = computePosition(reverseDirection(), behavior == MALTERNATE || behavior == MSLIDE); if (!m_stopped) start(); } } void Marquee::updateMarqueeStyle() { RenderStyle* s = m_layer->renderer()->style(); if (m_direction != s->marqueeDirection() || (m_totalLoops != s->marqueeLoopCount() && m_currentLoop >= m_totalLoops)) m_currentLoop = 0; // When direction changes or our loopCount is a smaller number than our current loop, reset our loop. m_totalLoops = s->marqueeLoopCount(); m_direction = s->marqueeDirection(); if (m_layer->renderer()->isHTMLMarquee()) { // Hack for WinIE. In WinIE, a value of 0 or lower for the loop count for SLIDE means to only do // one loop. if (m_totalLoops <= 0 && s->marqueeBehavior() == MSLIDE) m_totalLoops = 1; // Hack alert: Set the white-space value to nowrap for horizontal marquees with inline children, thus ensuring // all the text ends up on one line by default. Limit this hack to the element to emulate // WinIE's behavior. Someone using CSS3 can use white-space: nowrap on their own to get this effect. // Second hack alert: Set the text-align back to auto. WinIE completely ignores text-align on the // marquee element. // FIXME: Bring these up with the CSS WG. if (isHorizontal() && m_layer->renderer()->childrenInline()) { s->setWhiteSpace(NOWRAP); s->setTextAlign(TAAUTO); } } // Marquee height hack!! Make sure that, if it is a horizontal marquee, the height attribute is overridden // if it is smaller than the font size. If it is a vertical marquee and height is not specified, we default // to a marquee of 200px. if (isHorizontal()) { if (s->height().isFixed() && s->height().value() < s->fontSize()) s->setHeight(Length(s->fontSize(),Fixed)); } else if (s->height().isAuto()) //vertical marquee with no specified height s->setHeight(Length(200, Fixed)); if (speed() != marqueeSpeed()) { m_speed = marqueeSpeed(); if (m_timer.isActive()) m_timer.startRepeating(speed() * 0.001); } // Check the loop count to see if we should now stop. bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate && !m_timer.isActive()) m_layer->renderer()->setNeedsLayout(true); else if (!activate && m_timer.isActive()) m_timer.stop(); } void Marquee::timerFired(Timer*) { if (m_layer->renderer()->needsLayout()) return; if (m_reset) { m_reset = false; if (isHorizontal()) m_layer->scrollToXOffset(m_start); else m_layer->scrollToYOffset(m_start); return; } RenderStyle* s = m_layer->renderer()->style(); int endPoint = m_end; int range = m_end - m_start; int newPos; if (range == 0) newPos = m_end; else { bool addIncrement = direction() == MUP || direction() == MLEFT; bool isReversed = s->marqueeBehavior() == MALTERNATE && m_currentLoop % 2; if (isReversed) { // We're going in the reverse direction. endPoint = m_start; range = -range; addIncrement = !addIncrement; } bool positive = range > 0; int clientSize = (isHorizontal() ? m_layer->renderer()->clientWidth() : m_layer->renderer()->clientHeight()); int increment = max(1, abs(m_layer->renderer()->style()->marqueeIncrement().calcValue(clientSize))); int currentPos = (isHorizontal() ? m_layer->scrollXOffset() : m_layer->scrollYOffset()); newPos = currentPos + (addIncrement ? increment : -increment); if (positive) newPos = min(newPos, endPoint); else newPos = max(newPos, endPoint); } if (newPos == endPoint) { m_currentLoop++; if (m_totalLoops > 0 && m_currentLoop >= m_totalLoops) m_timer.stop(); else if (s->marqueeBehavior() != MALTERNATE) m_reset = true; } if (isHorizontal()) m_layer->scrollToXOffset(newPos); else m_layer->scrollToYOffset(newPos); } }