/** * 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #include "config.h" #include "RenderView.h" #include "Document.h" #include "Element.h" #include "FrameView.h" #include "GraphicsContext.h" namespace WebCore { //#define BOX_DEBUG RenderView::RenderView(Node* node, FrameView *view) : RenderBlock(node) { // 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_frameView = view; // try to contrain the width to the views width m_minWidth = 0; m_height = 0; m_width = m_minWidth; m_maxWidth = m_minWidth; setPositioned(true); // to 0,0 :) m_printingMode = false; m_printImages = true; m_maximalOutlineSize = 0; m_selectionStart = 0; m_selectionEnd = 0; m_selectionStartPos = -1; m_selectionEndPos = -1; // Create a new root layer for our layer hierarchy. m_layer = new (node->document()->renderArena()) RenderLayer(this); m_flexBoxInFirstLayout = 0; } RenderView::~RenderView() { } void RenderView::calcHeight() { if (!m_printingMode && m_frameView) m_height = m_frameView->visibleHeight(); } void RenderView::calcWidth() { if (!m_printingMode && m_frameView) m_width = m_frameView->visibleWidth(); m_marginLeft = 0; m_marginRight = 0; } void RenderView::calcMinMaxWidth() { ASSERT( !minMaxKnown() ); RenderBlock::calcMinMaxWidth(); m_maxWidth = m_minWidth; setMinMaxKnown(); } void RenderView::layout() { if (m_printingMode) m_minWidth = m_width; // FIXME: This is all just a terrible workaround for bugs in layout when the view height changes. // Find a better way to detect view height changes. We're guessing that if we don't need layout that the reason // we were called is because of a FrameView bounds change. if (!needsLayout()) { setChildNeedsLayout(true, false); setMinMaxKnown(false); for (RenderObject *c = firstChild(); c; c = c->nextSibling()) c->setChildNeedsLayout(true, false); } if (recalcMinMax()) recalcMinMaxWidths(); RenderBlock::layout(); int docw = docWidth(); int doch = docHeight(); if (!m_printingMode) { setWidth(m_frameView->visibleWidth()); setHeight(m_frameView->visibleHeight()); } // ### we could maybe do the call below better and only pass true if the docsize changed. layoutPositionedObjects( true ); layer()->setHeight(max(doch, m_height)); layer()->setWidth(max(docw, m_width)); setNeedsLayout(false); } bool RenderView::absolutePosition(int &xPos, int &yPos, bool f) { if ( f && m_frameView) { xPos = m_frameView->contentsX(); yPos = m_frameView->contentsY(); } else xPos = yPos = 0; return true; } void RenderView::paint(PaintInfo& i, int _tx, int _ty) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(RenderView) " << this << " ::paintObject() w/h = (" << width() << "/" << height() << ")" << endl; #endif // Cache the print rect because the dirty rect could get changed during painting. if (m_printingMode) setPrintRect(i.r); // 1. paint background, borders etc if (i.phase == PaintPhaseBlockBackground) { paintBoxDecorations(i, _tx, _ty); return; } // 2. paint contents for (RenderObject *child = firstChild(); child; child = child->nextSibling()) if (!child->layer() && !child->isFloating()) child->paint(i, _tx, _ty); if (m_frameView) { _tx += m_frameView->contentsX(); _ty += m_frameView->contentsY(); } // 3. paint floats. if (i.phase == PaintPhaseFloat) paintFloats(i, _tx, _ty); #ifdef BOX_DEBUG outlineBox(i.p, _tx, _ty); #endif } void RenderView::paintBoxDecorations(PaintInfo& i, 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 = element()->document()->ownerElement(); if (view() && elt) { RenderLayer* layer = elt->renderer()->enclosingLayer(); if (layer->isTransparent() || layer->transparentAncestor()) frameView()->useSlowRepaints(); } if ((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 white if we're the root document, since iframes/frames with // no background in the child document should show the parent's background. if (elt || view()->isTransparent()) frameView()->useSlowRepaints(); // The parent must show behind the child. else i.p->fillRect(i.r, Color(Color::white)); } void RenderView::repaintViewRectangle(const IntRect& ur, bool immediate) { if (m_printingMode || ur.width() == 0 || ur.height() == 0) return; if (m_frameView) { IntRect r = ur; Element* elt = element()->document()->ownerElement(); if (!elt) m_frameView->repaintRectangle(r, immediate); else if (RenderObject* obj = elt->renderer()) { // Subtract out the contentsX and contentsY offsets to get our coords within the viewing // rectangle. r.move(-m_frameView->contentsX(), -m_frameView->contentsY()); // FIXME: Hardcoded offsets here are not good. int yFrameOffset = m_frameView->hasBorder() ? 2 : 0; int xFrameOffset = m_frameView->hasBorder() ? 1 : 0; r.move(obj->borderLeft() + obj->paddingLeft() + xFrameOffset, obj->borderTop() + obj->paddingTop() + yFrameOffset); obj->repaintRectangle(r, immediate); } } } IntRect RenderView::getAbsoluteRepaintRect() { IntRect result; if (m_frameView && !m_printingMode) result = IntRect(m_frameView->contentsX(), m_frameView->contentsY(), m_frameView->contentsWidth(), m_frameView->contentsHeight()); return result; } void RenderView::computeAbsoluteRepaintRect(IntRect& r, bool f) { if (m_printingMode) return; if (f && m_frameView) r.move(m_frameView->contentsX(), m_frameView->contentsY()); } void RenderView::absoluteRects(DeprecatedValueList& rects, int _tx, int _ty) { 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() const { typedef HashMap 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. // assert(!selectedObjects.get(os)); selectedObjects.set(os, new SelectionInfo(os)); RenderBlock* cb = os->containingBlock(); while (cb && !cb->isRenderView()) { SelectionInfo* blockInfo = selectedObjects.get(cb); if (blockInfo) break; selectedObjects.set(cb, new SelectionInfo(cb)); 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 *s, int sp, RenderObject *e, int ep) { // 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 ((s && !e) || (e && !s)) return; // Just return if the selection hasn't changed. if (m_selectionStart == s && m_selectionStartPos == sp && m_selectionEnd == e && m_selectionEndPos == ep) 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 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 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)); 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 = s; m_selectionStartPos = sp; m_selectionEnd = e; m_selectionEndPos = ep; // Update the selection status of all objects between m_selectionStart and m_selectionEnd if (s && s == e) s->setSelectionState(SelectionBoth); else { if (s) s->setSelectionState(SelectionStart); if (e) e->setSelectionState(SelectionEnd); } RenderObject* o = s; stop = rendererAfterPosition(e, ep); while (o && o != stop) { if (o != s && o != e && 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 = s; while (o && o != stop) { if ((o->canBeSelectionLeaf() || o == s || o == e) && o->selectionState() != SelectionNone) { newSelectedObjects.set(o, new SelectionInfo(o)); 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) 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& spos, int& epos) { spos = m_selectionStartPos; epos = m_selectionEndPos; } 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 (m_printingMode) return IntRect(0, 0, m_width, m_height); if (m_frameView) return IntRect(m_frameView->contentsX(), m_frameView->contentsY(), m_frameView->visibleWidth(), m_frameView->visibleHeight()); return IntRect(); } int RenderView::docHeight() const { int h; if (m_printingMode || !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 (m_printingMode || !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; } } }