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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 "core/rendering/RenderView.h"
#include "core/dom/Document.h"
#include "core/dom/Element.h"
#include "core/editing/FrameSelection.h"
#include "core/editing/VisibleUnits.h"
#include "core/frame/LocalFrame.h"
#include "core/html/HTMLFrameOwnerElement.h"
#include "core/html/HTMLIFrameElement.h"
#include "core/html/HTMLTextFormControlElement.h"
#include "core/page/Page.h"
#include "core/paint/ViewPainter.h"
#include "core/rendering/ColumnInfo.h"
#include "core/rendering/HitTestResult.h"
#include "core/rendering/RenderFlowThread.h"
#include "core/rendering/RenderGeometryMap.h"
#include "core/rendering/RenderLayer.h"
#include "core/rendering/RenderPart.h"
#include "core/rendering/RenderQuote.h"
#include "core/rendering/compositing/CompositedLayerMapping.h"
#include "core/rendering/compositing/RenderLayerCompositor.h"
#include "core/svg/SVGDocumentExtensions.h"
#include "platform/TraceEvent.h"
#include "platform/geometry/FloatQuad.h"
#include "platform/geometry/TransformState.h"
namespace blink {
RenderView::RenderView(Document* document)
: RenderBlockFlow(document)
, m_frameView(document->view())
, m_selectionStart(nullptr)
, m_selectionEnd(nullptr)
, m_selectionStartPos(-1)
, m_selectionEndPos(-1)
, m_pageLogicalHeight(0)
, m_pageLogicalHeightChanged(false)
, m_layoutState(0)
, m_renderQuoteHead(nullptr)
, m_renderCounterCount(0)
, m_hitTestCount(0)
{
// init RenderObject attributes
setInline(false);
m_minPreferredLogicalWidth = 0;
m_maxPreferredLogicalWidth = 0;
setPreferredLogicalWidthsDirty(MarkOnlyThis);
setPositionState(AbsolutePosition); // to 0,0 :)
}
RenderView::~RenderView()
{
}
void RenderView::trace(Visitor* visitor)
{
visitor->trace(m_selectionStart);
visitor->trace(m_selectionEnd);
visitor->trace(m_renderQuoteHead);
visitor->trace(m_pendingSelection);
RenderBlockFlow::trace(visitor);
}
bool RenderView::hitTest(const HitTestRequest& request, HitTestResult& result)
{
return hitTest(request, result.hitTestLocation(), result);
}
bool RenderView::hitTest(const HitTestRequest& request, const HitTestLocation& location, HitTestResult& result)
{
TRACE_EVENT0("blink", "RenderView::hitTest");
m_hitTestCount++;
// We have to recursively update layout/style here because otherwise, when the hit test recurses
// into a child document, it could trigger a layout on the parent document, which can destroy RenderLayers
// that are higher up in the call stack, leading to crashes.
// Note that Document::updateLayout calls its parent's updateLayout.
// FIXME: It should be the caller's responsibility to ensure an up-to-date layout.
frameView()->updateLayoutAndStyleIfNeededRecursive();
commitPendingSelection();
bool hitLayer = layer()->hitTest(request, location, result);
// FrameView scrollbars are not the same as RenderLayer scrollbars tested by RenderLayer::hitTestOverflowControls,
// so we need to test FrameView scrollbars separately here. Note that it's important we do this after
// the hit test above, because that may overwrite the entire HitTestResult when it finds a hit.
IntPoint viewPoint = location.roundedPoint() - frameView()->scrollOffset();
if (Scrollbar* frameScrollbar = frameView()->scrollbarAtViewPoint(viewPoint))
result.setScrollbar(frameScrollbar);
return hitLayer;
}
void RenderView::computeLogicalHeight(LayoutUnit logicalHeight, LayoutUnit, LogicalExtentComputedValues& computedValues) const
{
computedValues.m_extent = (!shouldUsePrintingLayout() && m_frameView) ? LayoutUnit(viewLogicalHeight()) : logicalHeight;
}
void RenderView::updateLogicalWidth()
{
if (!shouldUsePrintingLayout() && m_frameView)
setLogicalWidth(viewLogicalWidth());
}
LayoutUnit RenderView::availableLogicalHeight(AvailableLogicalHeightType heightType) const
{
// If we have columns, then the available logical height is reduced to the column height.
if (hasColumns())
return columnInfo()->columnHeight();
return RenderBlockFlow::availableLogicalHeight(heightType);
}
bool RenderView::isChildAllowed(RenderObject* child, RenderStyle*) const
{
return child->isBox();
}
void RenderView::layoutContent()
{
ASSERT(needsLayout());
RenderBlockFlow::layout();
#if ENABLE(ASSERT)
checkLayoutState();
#endif
}
#if ENABLE(ASSERT)
void RenderView::checkLayoutState()
{
ASSERT(!m_layoutState->next());
}
#endif
bool RenderView::shouldDoFullPaintInvalidationForNextLayout() const
{
// It's hard to predict here which of full paint invalidation or per-descendant paint invalidation costs less.
// For vertical writing mode or width change it's more likely that per-descendant paint invalidation
// eventually turns out to be full paint invalidation but with the cost to handle more layout states
// and discrete paint invalidation rects, so marking full paint invalidation here is more likely to cost less.
// Otherwise, per-descendant paint invalidation is more likely to avoid unnecessary full paint invalidation.
if (shouldUsePrintingLayout())
return true;
if (!style()->isHorizontalWritingMode() || size().width() != viewWidth())
return true;
if (size().height() != viewHeight()) {
if (RenderObject* backgroundRenderer = this->backgroundRenderer()) {
// When background-attachment is 'fixed', we treat the viewport (instead of the 'root'
// i.e. html or body) as the background positioning area, and we should full paint invalidation
// viewport resize if the background image is not composited and needs full paint invalidation on
// background positioning area resize.
if (!m_compositor || !m_compositor->needsFixedRootBackgroundLayer(layer())) {
if (backgroundRenderer->style()->hasFixedBackgroundImage()
&& mustInvalidateFillLayersPaintOnHeightChange(backgroundRenderer->style()->backgroundLayers()))
return true;
}
}
}
return false;
}
void RenderView::layout()
{
if (!document().paginated())
setPageLogicalHeight(0);
if (shouldUsePrintingLayout())
m_minPreferredLogicalWidth = m_maxPreferredLogicalWidth = logicalWidth();
SubtreeLayoutScope layoutScope(*this);
// Use calcWidth/Height to get the new width/height, since this will take the full page zoom factor into account.
bool relayoutChildren = !shouldUsePrintingLayout() && (!m_frameView || size().width() != viewWidth() || size().height() != viewHeight());
if (relayoutChildren) {
layoutScope.setChildNeedsLayout(this);
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isSVGRoot())
continue;
if ((child->isBox() && toRenderBox(child)->hasRelativeLogicalHeight())
|| child->style()->logicalHeight().isPercent()
|| child->style()->logicalMinHeight().isPercent()
|| child->style()->logicalMaxHeight().isPercent())
layoutScope.setChildNeedsLayout(child);
}
if (document().svgExtensions())
document().accessSVGExtensions().invalidateSVGRootsWithRelativeLengthDescendents(&layoutScope);
}
ASSERT(!m_layoutState);
if (!needsLayout())
return;
LayoutState rootLayoutState(pageLogicalHeight(), pageLogicalHeightChanged(), *this);
m_pageLogicalHeightChanged = false;
layoutContent();
#if ENABLE(ASSERT)
checkLayoutState();
#endif
clearNeedsLayout();
}
void RenderView::mapLocalToContainer(const RenderLayerModelObject* paintInvalidationContainer, TransformState& transformState, MapCoordinatesFlags mode, bool* wasFixed, const PaintInvalidationState* paintInvalidationState) const
{
ASSERT_UNUSED(wasFixed, !wasFixed || *wasFixed == static_cast<bool>(mode & IsFixed));
if (!paintInvalidationContainer && mode & UseTransforms && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
if ((mode & IsFixed) && m_frameView) {
transformState.move(m_frameView->scrollOffsetForViewportConstrainedObjects());
// IsFixed flag is only applicable within this RenderView.
mode &= ~IsFixed;
}
if (paintInvalidationContainer == this)
return;
if (mode & TraverseDocumentBoundaries) {
if (RenderObject* parentDocRenderer = frame()->ownerRenderer()) {
transformState.move(-frame()->view()->scrollOffset());
if (parentDocRenderer->isBox())
transformState.move(toRenderBox(parentDocRenderer)->contentBoxOffset());
parentDocRenderer->mapLocalToContainer(paintInvalidationContainer, transformState, mode, wasFixed, paintInvalidationState);
return;
}
}
}
const RenderObject* RenderView::pushMappingToContainer(const RenderLayerModelObject* ancestorToStopAt, RenderGeometryMap& geometryMap) const
{
LayoutSize offsetForFixedPosition;
LayoutSize offset;
RenderObject* container = 0;
if (m_frameView)
offsetForFixedPosition = LayoutSize(m_frameView->scrollOffsetForViewportConstrainedObjects());
if (geometryMap.mapCoordinatesFlags() & TraverseDocumentBoundaries) {
if (RenderPart* parentDocRenderer = frame()->ownerRenderer()) {
offset = -LayoutSize(m_frameView->scrollOffset());
offset += parentDocRenderer->contentBoxOffset();
container = parentDocRenderer;
}
}
// If a container was specified, and was not 0 or the RenderView, then we
// should have found it by now unless we're traversing to a parent document.
ASSERT_ARG(ancestorToStopAt, !ancestorToStopAt || ancestorToStopAt == this || container);
if ((!ancestorToStopAt || container) && shouldUseTransformFromContainer(container)) {
TransformationMatrix t;
getTransformFromContainer(container, LayoutSize(), t);
geometryMap.push(this, t, false, false, false, true, offsetForFixedPosition);
} else {
geometryMap.push(this, offset, false, false, false, false, offsetForFixedPosition);
}
return container;
}
void RenderView::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode, TransformState& transformState) const
{
if (mode & IsFixed && m_frameView)
transformState.move(m_frameView->scrollOffsetForViewportConstrainedObjects());
if (mode & UseTransforms && shouldUseTransformFromContainer(0)) {
TransformationMatrix t;
getTransformFromContainer(0, LayoutSize(), t);
transformState.applyTransform(t);
}
}
void RenderView::computeSelfHitTestRects(Vector<LayoutRect>& rects, const LayoutPoint&) const
{
// Record the entire size of the contents of the frame. Note that we don't just
// use the viewport size (containing block) here because we want to ensure this includes
// all children (so we can avoid walking them explicitly).
rects.append(LayoutRect(LayoutPoint::zero(), LayoutSize(frameView()->contentsSize())));
}
void RenderView::paint(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
ViewPainter(*this).paint(paintInfo, paintOffset);
}
void RenderView::paintBoxDecorationBackground(const PaintInfo& paintInfo, const LayoutPoint&)
{
ViewPainter(*this).paintBoxDecorationBackground(paintInfo);
}
void RenderView::invalidateTreeIfNeeded(const PaintInvalidationState& paintInvalidationState)
{
ASSERT(!needsLayout());
// We specifically need to issue paint invalidations for the viewRect since other renderers
// short-circuit on full-paint invalidation.
LayoutRect dirtyRect = viewRect();
if (doingFullPaintInvalidation() && !dirtyRect.isEmpty()) {
const RenderLayerModelObject* paintInvalidationContainer = &paintInvalidationState.paintInvalidationContainer();
RenderLayer::mapRectToPaintInvalidationBacking(this, paintInvalidationContainer, dirtyRect, &paintInvalidationState);
invalidatePaintUsingContainer(paintInvalidationContainer, dirtyRect, PaintInvalidationFull);
}
RenderBlock::invalidateTreeIfNeeded(paintInvalidationState);
}
void RenderView::invalidatePaintForRectangle(const LayoutRect& paintInvalidationRect, PaintInvalidationReason invalidationReason) const
{
ASSERT(!paintInvalidationRect.isEmpty());
if (document().printing() || !m_frameView)
return;
ASSERT(layer()->compositingState() == PaintsIntoOwnBacking || !frame()->ownerRenderer());
if (layer()->compositingState() == PaintsIntoOwnBacking) {
setBackingNeedsPaintInvalidationInRect(paintInvalidationRect, invalidationReason);
} else {
m_frameView->contentRectangleForPaintInvalidation(pixelSnappedIntRect(paintInvalidationRect));
}
}
void RenderView::invalidatePaintForViewAndCompositedLayers()
{
setShouldDoFullPaintInvalidation();
// The only way we know how to hit these ASSERTS below this point is via the Chromium OS login screen.
DisableCompositingQueryAsserts disabler;
if (compositor()->inCompositingMode())
compositor()->fullyInvalidatePaint();
}
void RenderView::mapRectToPaintInvalidationBacking(const RenderLayerModelObject* paintInvalidationContainer, LayoutRect& rect, const PaintInvalidationState* invalidationState) const
{
mapRectToPaintInvalidationBacking(paintInvalidationContainer, rect, IsNotFixedPosition, invalidationState);
}
void RenderView::mapRectToPaintInvalidationBacking(const RenderLayerModelObject* paintInvalidationContainer, LayoutRect& rect, ViewportConstrainedPosition viewportConstraint, const PaintInvalidationState* state) const
{
if (document().printing())
return;
if (style()->isFlippedBlocksWritingMode()) {
// We have to flip by hand since the view's logical height has not been determined. We
// can use the viewport width and height.
if (style()->isHorizontalWritingMode())
rect.setY(viewHeight() - rect.maxY());
else
rect.setX(viewWidth() - rect.maxX());
}
adjustViewportConstrainedOffset(rect, viewportConstraint);
// Apply our transform if we have one (because of full page zooming).
if (!paintInvalidationContainer && layer() && layer()->transform())
rect = layer()->transform()->mapRect(rect);
ASSERT(paintInvalidationContainer);
if (paintInvalidationContainer == this)
return;
Element* owner = document().ownerElement();
if (!owner)
return;
if (RenderBox* obj = owner->renderBox()) {
// Intersect the viewport with the paint invalidation rect.
LayoutRect viewRectangle = viewRect();
rect.intersect(viewRectangle);
// Adjust for scroll offset of the view.
rect.moveBy(-viewRectangle.location());
// Adjust for frame border.
rect.move(obj->contentBoxOffset());
obj->mapRectToPaintInvalidationBacking(paintInvalidationContainer, rect, 0);
}
}
void RenderView::adjustViewportConstrainedOffset(LayoutRect& rect, ViewportConstrainedPosition viewportConstraint) const
{
if (viewportConstraint != IsFixedPosition)
return;
if (m_frameView) {
rect.move(m_frameView->scrollOffsetForViewportConstrainedObjects());
// FIXME: Paint invalidation should happen after scroll updates, so there should be no pending scroll delta.
// However, we still have paint invalidation during layout, so we can't ASSERT for now. crbug.com/434950.
// ASSERT(m_frameView->pendingScrollDelta().isZero());
// If we have a pending scroll, invalidate the previous scroll position.
if (!m_frameView->pendingScrollDelta().isZero())
rect.move(-LayoutSize(m_frameView->pendingScrollDelta()));
}
}
void RenderView::absoluteRects(Vector<IntRect>& rects, const LayoutPoint& accumulatedOffset) const
{
rects.append(pixelSnappedIntRect(accumulatedOffset, LayoutSize(layer()->size())));
}
void RenderView::absoluteQuads(Vector<FloatQuad>& quads, bool* wasFixed) const
{
if (wasFixed)
*wasFixed = false;
quads.append(FloatRect(FloatPoint(), layer()->size()));
}
static RenderObject* rendererAfterPosition(RenderObject* object, unsigned offset)
{
if (!object)
return 0;
RenderObject* child = object->childAt(offset);
return child ? child : object->nextInPreOrderAfterChildren();
}
static LayoutRect selectionRectForRenderer(const RenderObject* object)
{
if (!object->isRooted())
return LayoutRect();
if (!object->canUpdateSelectionOnRootLineBoxes())
return LayoutRect();
return object->selectionRectForPaintInvalidation(object->containerForPaintInvalidation());
}
IntRect RenderView::selectionBounds()
{
// Now create a single bounding box rect that encloses the whole selection.
LayoutRect selRect;
typedef WillBeHeapHashSet<RawPtrWillBeMember<const RenderBlock> > VisitedContainingBlockSet;
VisitedContainingBlockSet visitedContainingBlocks;
commitPendingSelection();
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.
selRect.unite(selectionRectForRenderer(os));
const RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
selRect.unite(selectionRectForRenderer(cb));
VisitedContainingBlockSet::AddResult addResult = visitedContainingBlocks.add(cb);
if (!addResult.isNewEntry)
break;
cb = cb->containingBlock();
}
}
os = os->nextInPreOrder();
}
return pixelSnappedIntRect(selRect);
}
void RenderView::invalidatePaintForSelection()
{
HashSet<RenderBlock*> processedBlocks;
RenderObject* end = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
for (RenderObject* o = m_selectionStart; o && o != end; o = o->nextInPreOrder()) {
if (!o->canBeSelectionLeaf() && o != m_selectionStart && o != m_selectionEnd)
continue;
if (o->selectionState() == SelectionNone)
continue;
o->setShouldInvalidateSelection();
// Blocks are responsible for painting line gaps and margin gaps. They must be examined as well.
for (RenderBlock* block = o->containingBlock(); block && !block->isRenderView(); block = block->containingBlock()) {
if (!processedBlocks.add(block).isNewEntry)
break;
block->setShouldInvalidateSelection();
}
}
}
// When exploring the RenderTree looking for the nodes involved in the Selection, sometimes it's
// required to change the traversing direction because the "start" position is below the "end" one.
static inline RenderObject* getNextOrPrevRenderObjectBasedOnDirection(const RenderObject* o, const RenderObject* stop, bool& continueExploring, bool& exploringBackwards)
{
RenderObject* next;
if (exploringBackwards) {
next = o->previousInPreOrder();
continueExploring = next && !(next)->isRenderView();
} else {
next = o->nextInPreOrder();
continueExploring = next && next != stop;
exploringBackwards = !next && (next != stop);
if (exploringBackwards) {
next = stop->previousInPreOrder();
continueExploring = next && !next->isRenderView();
}
}
return next;
}
void RenderView::setSelection(RenderObject* start, int startPos, RenderObject* end, int endPos, SelectionPaintInvalidationMode blockPaintInvalidationMode)
{
// This code makes no assumptions as to if the rendering tree is up to date or not
// and will not try to update it. Currently clearSelection calls this
// (intentionally) without updating the rendering tree as it doesn't care.
// Other callers may want to force recalc style before calling this.
// 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 WillBeHeapHashMap<RawPtrWillBeMember<RenderObject>, SelectionState > SelectedObjectMap;
SelectedObjectMap oldSelectedObjects;
// FIXME: |newSelectedObjects| doesn't really need to store the SelectionState, it's just more convenient
// to have it use the same data structure as |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 paint invalidation 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 WillBeHeapHashMap<RawPtrWillBeMember<RenderBlock>, SelectionState > SelectedBlockMap;
SelectedBlockMap oldSelectedBlocks;
// FIXME: |newSelectedBlocks| doesn't really need to store the SelectionState, it's just more convenient
// to have it use the same data structure as |oldSelectedBlocks|.
SelectedBlockMap newSelectedBlocks;
RenderObject* os = m_selectionStart;
RenderObject* stop = rendererAfterPosition(m_selectionEnd, m_selectionEndPos);
bool exploringBackwards = false;
bool continueExploring = os && (os != stop);
while (continueExploring) {
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, os->selectionState());
if (blockPaintInvalidationMode == PaintInvalidationNewXOROld) {
RenderBlock* cb = os->containingBlock();
while (cb && !cb->isRenderView()) {
SelectedBlockMap::AddResult result = oldSelectedBlocks.add(cb, cb->selectionState());
if (!result.isNewEntry)
break;
cb = cb->containingBlock();
}
}
}
os = getNextOrPrevRenderObjectBasedOnDirection(os, stop, continueExploring, exploringBackwards);
}
// Now clear the selection.
SelectedObjectMap::iterator oldObjectsEnd = oldSelectedObjects.end();
for (SelectedObjectMap::iterator i = oldSelectedObjects.begin(); i != oldObjectsEnd; ++i)
i->key->setSelectionStateIfNeeded(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->setSelectionStateIfNeeded(SelectionBoth);
else {
if (start)
start->setSelectionStateIfNeeded(SelectionStart);
if (end)
end->setSelectionStateIfNeeded(SelectionEnd);
}
RenderObject* o = start;
stop = rendererAfterPosition(end, endPos);
while (o && o != stop) {
if (o != start && o != end && o->canBeSelectionLeaf())
o->setSelectionStateIfNeeded(SelectionInside);
o = o->nextInPreOrder();
}
layer()->clearBlockSelectionGapsBounds();
// Now that the selection state has been updated for the new objects, walk them again and
// put them in the new objects list.
o = start;
exploringBackwards = false;
continueExploring = o && (o != stop);
while (continueExploring) {
if ((o->canBeSelectionLeaf() || o == start || o == end) && o->selectionState() != SelectionNone) {
newSelectedObjects.set(o, o->selectionState());
RenderBlock* cb = o->containingBlock();
while (cb && !cb->isRenderView()) {
SelectedBlockMap::AddResult result = newSelectedBlocks.add(cb, cb->selectionState());
if (!result.isNewEntry)
break;
cb = cb->containingBlock();
}
}
o = getNextOrPrevRenderObjectBasedOnDirection(o, stop, continueExploring, exploringBackwards);
}
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->key;
SelectionState newSelectionState = obj->selectionState();
SelectionState oldSelectionState = i->value;
if (newSelectionState != oldSelectionState
|| (m_selectionStart == obj && oldStartPos != m_selectionStartPos)
|| (m_selectionEnd == obj && oldEndPos != m_selectionEndPos)) {
obj->setShouldInvalidateSelection();
newSelectedObjects.remove(obj);
}
}
// 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)
i->key->setShouldInvalidateSelection();
// Have any of the old blocks changed?
SelectedBlockMap::iterator oldBlocksEnd = oldSelectedBlocks.end();
for (SelectedBlockMap::iterator i = oldSelectedBlocks.begin(); i != oldBlocksEnd; ++i) {
RenderBlock* block = i->key;
SelectionState newSelectionState = block->selectionState();
SelectionState oldSelectionState = i->value;
if (newSelectionState != oldSelectionState) {
block->setShouldInvalidateSelection();
newSelectedBlocks.remove(block);
}
}
// 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)
i->key->setShouldInvalidateSelection();
}
void RenderView::clearSelection()
{
// For querying RenderLayer::compositingState()
// This is correct, since destroying render objects needs to cause eager paint invalidations.
DisableCompositingQueryAsserts disabler;
layer()->invalidatePaintForBlockSelectionGaps();
setSelection(0, -1, 0, -1, PaintInvalidationNewMinusOld);
}
void RenderView::setSelection(const FrameSelection& selection)
{
// No need to create a pending clearSelection() to be executed in PendingSelection::commit()
// if there's no selection, since it's no-op. This is a frequent code path worth to optimize.
if (selection.isNone() && !m_selectionStart && !m_selectionEnd && !m_pendingSelection.m_hasPendingSelection)
return;
m_pendingSelection.setSelection(selection);
}
RenderView::PendingSelection::PendingSelection()
: m_affinity(SEL_DEFAULT_AFFINITY)
, m_hasPendingSelection(false)
, m_shouldShowBlockCursor(false)
{
clear();
}
void RenderView::PendingSelection::setSelection(const FrameSelection& selection)
{
m_start = selection.start();
m_end = selection.end();
m_extent = selection.extent();
m_affinity = selection.affinity();
m_shouldShowBlockCursor = selection.shouldShowBlockCursor();
m_hasPendingSelection = true;
}
void RenderView::PendingSelection::clear()
{
m_hasPendingSelection = false;
m_start.clear();
m_end.clear();
m_extent.clear();
m_affinity = SEL_DEFAULT_AFFINITY;
m_shouldShowBlockCursor = false;
}
void RenderView::commitPendingSelection()
{
if (!m_pendingSelection.m_hasPendingSelection)
return;
ASSERT(!needsLayout());
// Skip if pending VisibilePositions became invalid before we reach here.
if ((m_pendingSelection.m_start.isNotNull() && (!m_pendingSelection.m_start.inDocument() || m_pendingSelection.m_start.document() != document()))
|| (m_pendingSelection.m_end.isNotNull() && (!m_pendingSelection.m_end.inDocument() || m_pendingSelection.m_end.document() != document()))
|| (m_pendingSelection.m_extent.isNotNull() && (!m_pendingSelection.m_extent.inDocument() || m_pendingSelection.m_extent.document() != document()))) {
m_pendingSelection.clear();
return;
}
// Construct a new VisibleSolution, since m_selection is not necessarily valid, and the following steps
// assume a valid selection. See <https://bugs.webkit.org/show_bug.cgi?id=69563> and <rdar://problem/10232866>.
SelectionType selectionType = VisibleSelection::selectionType(m_pendingSelection.m_start, m_pendingSelection.m_end);
bool paintBlockCursor = m_pendingSelection.m_shouldShowBlockCursor && selectionType == SelectionType::CaretSelection && !isLogicalEndOfLine(VisiblePosition(m_pendingSelection.m_end, m_pendingSelection.m_affinity));
VisibleSelection selection;
if (enclosingTextFormControl(m_pendingSelection.m_start)) {
Position endPosition = paintBlockCursor ? m_pendingSelection.m_extent.next() : m_pendingSelection.m_end;
selection.setWithoutValidation(m_pendingSelection.m_start, endPosition);
} else {
VisiblePosition visibleStart = VisiblePosition(m_pendingSelection.m_start, selectionType == SelectionType::RangeSelection ? DOWNSTREAM : m_pendingSelection.m_affinity);
if (paintBlockCursor) {
VisiblePosition visibleExtent(m_pendingSelection.m_extent, m_pendingSelection.m_affinity);
visibleExtent = visibleExtent.next(CanSkipOverEditingBoundary);
selection = VisibleSelection(visibleStart, visibleExtent);
} else {
VisiblePosition visibleEnd(m_pendingSelection.m_end, selectionType == SelectionType::RangeSelection ? UPSTREAM : m_pendingSelection.m_affinity);
selection = VisibleSelection(visibleStart, visibleEnd);
}
}
m_pendingSelection.clear();
if (!selection.isRange()) {
clearSelection();
return;
}
// Use the rightmost candidate for the start of the selection, and the leftmost candidate for the end of the selection.
// Example: foo <a>bar</a>. Imagine that a line wrap occurs after 'foo', and that 'bar' is selected. If we pass [foo, 3]
// as the start of the selection, the selection painting code will think that content on the line containing 'foo' is selected
// and will fill the gap before 'bar'.
Position startPos = selection.start();
Position candidate = startPos.downstream();
if (candidate.isCandidate())
startPos = candidate;
Position endPos = selection.end();
candidate = endPos.upstream();
if (candidate.isCandidate())
endPos = candidate;
// We can get into a state where the selection endpoints map to the same VisiblePosition when a selection is deleted
// because we don't yet notify the FrameSelection of text removal.
if (startPos.isNull() || endPos.isNull() || selection.visibleStart() == selection.visibleEnd())
return;
RenderObject* startRenderer = startPos.anchorNode()->renderer();
RenderObject* endRenderer = endPos.anchorNode()->renderer();
if (!startRenderer || !endRenderer)
return;
ASSERT(startRenderer->view() == this && endRenderer->view() == this);
setSelection(startRenderer, startPos.deprecatedEditingOffset(), endRenderer, endPos.deprecatedEditingOffset());
}
RenderObject* RenderView::selectionStart()
{
commitPendingSelection();
return m_selectionStart;
}
RenderObject* RenderView::selectionEnd()
{
commitPendingSelection();
return m_selectionEnd;
}
void RenderView::selectionStartEnd(int& startPos, int& endPos)
{
commitPendingSelection();
startPos = m_selectionStartPos;
endPos = m_selectionEndPos;
}
bool RenderView::shouldUsePrintingLayout() const
{
if (!document().printing() || !m_frameView)
return false;
return m_frameView->frame().shouldUsePrintingLayout();
}
LayoutRect RenderView::viewRect() const
{
if (shouldUsePrintingLayout())
return LayoutRect(LayoutPoint(), size());
if (m_frameView)
return m_frameView->visibleContentRect();
return LayoutRect();
}
IntRect RenderView::unscaledDocumentRect() const
{
LayoutRect overflowRect(layoutOverflowRect());
flipForWritingMode(overflowRect);
return pixelSnappedIntRect(overflowRect);
}
bool RenderView::rootBackgroundIsEntirelyFixed() const
{
if (RenderObject* backgroundRenderer = this->backgroundRenderer())
return backgroundRenderer->hasEntirelyFixedBackground();
return false;
}
RenderObject* RenderView::backgroundRenderer() const
{
if (Element* documentElement = document().documentElement()) {
if (RenderObject* rootObject = documentElement->renderer())
return rootObject->rendererForRootBackground();
}
return 0;
}
LayoutRect RenderView::backgroundRect(RenderBox* backgroundRenderer) const
{
if (!hasColumns())
return unscaledDocumentRect();
ColumnInfo* columnInfo = this->columnInfo();
LayoutRect backgroundRect(0, 0, columnInfo->desiredColumnWidth(), columnInfo->columnHeight() * columnInfo->columnCount());
if (!isHorizontalWritingMode())
backgroundRect = backgroundRect.transposedRect();
backgroundRenderer->flipForWritingMode(backgroundRect);
return backgroundRect;
}
IntRect RenderView::documentRect() const
{
FloatRect overflowRect(unscaledDocumentRect());
if (hasTransformRelatedProperty())
overflowRect = layer()->currentTransform().mapRect(overflowRect);
return IntRect(overflowRect);
}
int RenderView::viewHeight(IncludeScrollbarsInRect scrollbarInclusion) const
{
int height = 0;
if (!shouldUsePrintingLayout() && m_frameView)
height = m_frameView->layoutSize(scrollbarInclusion).height();
return height;
}
int RenderView::viewWidth(IncludeScrollbarsInRect scrollbarInclusion) const
{
int width = 0;
if (!shouldUsePrintingLayout() && m_frameView)
width = m_frameView->layoutSize(scrollbarInclusion).width();
return width;
}
int RenderView::viewLogicalHeight() const
{
return style()->isHorizontalWritingMode() ? viewHeight(ExcludeScrollbars) : viewWidth(ExcludeScrollbars);
}
LayoutUnit RenderView::viewLogicalHeightForPercentages() const
{
if (shouldUsePrintingLayout())
return pageLogicalHeight();
return viewLogicalHeight();
}
float RenderView::zoomFactor() const
{
return m_frameView->frame().pageZoomFactor();
}
void RenderView::updateHitTestResult(HitTestResult& result, const LayoutPoint& point)
{
if (result.innerNode())
return;
Node* node = document().documentElement();
if (node) {
result.setInnerNode(node);
if (!result.innerNonSharedNode())
result.setInnerNonSharedNode(node);
LayoutPoint adjustedPoint = point;
offsetForContents(adjustedPoint);
result.setLocalPoint(adjustedPoint);
}
}
bool RenderView::usesCompositing() const
{
return m_compositor && m_compositor->staleInCompositingMode();
}
RenderLayerCompositor* RenderView::compositor()
{
if (!m_compositor)
m_compositor = adoptPtr(new RenderLayerCompositor(*this));
return m_compositor.get();
}
void RenderView::setIsInWindow(bool isInWindow)
{
if (m_compositor)
m_compositor->setIsInWindow(isInWindow);
}
IntervalArena* RenderView::intervalArena()
{
if (!m_intervalArena)
m_intervalArena = IntervalArena::create();
return m_intervalArena.get();
}
bool RenderView::backgroundIsKnownToBeOpaqueInRect(const LayoutRect&) const
{
// FIXME: Remove this main frame check. Same concept applies to subframes too.
if (!frame()->isMainFrame())
return false;
return m_frameView->hasOpaqueBackground();
}
double RenderView::layoutViewportWidth() const
{
float scale = m_frameView ? m_frameView->frame().pageZoomFactor() : 1;
return viewWidth(IncludeScrollbars) / scale;
}
double RenderView::layoutViewportHeight() const
{
float scale = m_frameView ? m_frameView->frame().pageZoomFactor() : 1;
return viewHeight(IncludeScrollbars) / scale;
}
} // namespace blink
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