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/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com)
* (C) 2005, 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
* Copyright (C) 2010 Google 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 "RenderBoxModelObject.h"
#include "GraphicsContext.h"
#include "HTMLFrameOwnerElement.h"
#include "HTMLNames.h"
#include "ImageBuffer.h"
#include "Page.h"
#include "Path.h"
#include "RenderBlock.h"
#include "RenderInline.h"
#include "RenderLayer.h"
#include "RenderNamedFlowThread.h"
#include "RenderRegion.h"
#include "RenderView.h"
#include "ScrollingConstraints.h"
#include "Settings.h"
#include "TransformState.h"
#if USE(ACCELERATED_COMPOSITING)
#include "RenderLayerBacking.h"
#include "RenderLayerCompositor.h"
#endif
using namespace std;
namespace WebCore {
using namespace HTMLNames;
static const double cInterpolationCutoff = 800. * 800.;
static const double cLowQualityTimeThreshold = 0.500; // 500 ms
typedef HashMap<const void*, LayoutSize> LayerSizeMap;
typedef HashMap<RenderBoxModelObject*, LayerSizeMap> ObjectLayerSizeMap;
// The HashMap for storing continuation pointers.
// An inline can be split with blocks occuring in between the inline content.
// When this occurs we need a pointer to the next object. We can basically be
// split into a sequence of inlines and blocks. The continuation will either be
// an anonymous block (that houses other blocks) or it will be an inline flow.
// <b><i><p>Hello</p></i></b>. In this example the <i> will have a block as
// its continuation but the <b> will just have an inline as its continuation.
typedef HashMap<const RenderBoxModelObject*, RenderBoxModelObject*> ContinuationMap;
static ContinuationMap* continuationMap = 0;
// This HashMap is similar to the continuation map, but connects first-letter
// renderers to their remaining text fragments.
typedef HashMap<const RenderBoxModelObject*, RenderObject*> FirstLetterRemainingTextMap;
static FirstLetterRemainingTextMap* firstLetterRemainingTextMap = 0;
class ImageQualityController {
WTF_MAKE_NONCOPYABLE(ImageQualityController); WTF_MAKE_FAST_ALLOCATED;
public:
ImageQualityController();
bool shouldPaintAtLowQuality(GraphicsContext*, RenderBoxModelObject*, Image*, const void* layer, const LayoutSize&);
void removeLayer(RenderBoxModelObject*, LayerSizeMap* innerMap, const void* layer);
void set(RenderBoxModelObject*, LayerSizeMap* innerMap, const void* layer, const LayoutSize&);
void objectDestroyed(RenderBoxModelObject*);
bool isEmpty() { return m_objectLayerSizeMap.isEmpty(); }
private:
void highQualityRepaintTimerFired(Timer<ImageQualityController>*);
void restartTimer();
ObjectLayerSizeMap m_objectLayerSizeMap;
Timer<ImageQualityController> m_timer;
bool m_animatedResizeIsActive;
bool m_liveResizeOptimizationIsActive;
};
ImageQualityController::ImageQualityController()
: m_timer(this, &ImageQualityController::highQualityRepaintTimerFired)
, m_animatedResizeIsActive(false)
, m_liveResizeOptimizationIsActive(false)
{
}
void ImageQualityController::removeLayer(RenderBoxModelObject* object, LayerSizeMap* innerMap, const void* layer)
{
if (innerMap) {
innerMap->remove(layer);
if (innerMap->isEmpty())
objectDestroyed(object);
}
}
void ImageQualityController::set(RenderBoxModelObject* object, LayerSizeMap* innerMap, const void* layer, const LayoutSize& size)
{
if (innerMap)
innerMap->set(layer, size);
else {
LayerSizeMap newInnerMap;
newInnerMap.set(layer, size);
m_objectLayerSizeMap.set(object, newInnerMap);
}
}
void ImageQualityController::objectDestroyed(RenderBoxModelObject* object)
{
m_objectLayerSizeMap.remove(object);
if (m_objectLayerSizeMap.isEmpty()) {
m_animatedResizeIsActive = false;
m_timer.stop();
}
}
void ImageQualityController::highQualityRepaintTimerFired(Timer<ImageQualityController>*)
{
if (!m_animatedResizeIsActive && !m_liveResizeOptimizationIsActive)
return;
m_animatedResizeIsActive = false;
for (ObjectLayerSizeMap::iterator it = m_objectLayerSizeMap.begin(); it != m_objectLayerSizeMap.end(); ++it) {
if (Frame* frame = it->key->document()->frame()) {
// If this renderer's containing FrameView is in live resize, punt the timer and hold back for now.
if (frame->view() && frame->view()->inLiveResize()) {
restartTimer();
return;
}
}
it->key->repaint();
}
m_liveResizeOptimizationIsActive = false;
}
void ImageQualityController::restartTimer()
{
m_timer.startOneShot(cLowQualityTimeThreshold);
}
bool ImageQualityController::shouldPaintAtLowQuality(GraphicsContext* context, RenderBoxModelObject* object, Image* image, const void *layer, const LayoutSize& size)
{
// If the image is not a bitmap image, then none of this is relevant and we just paint at high
// quality.
if (!image || !image->isBitmapImage() || context->paintingDisabled())
return false;
switch (object->style()->imageRendering()) {
case ImageRenderingOptimizeSpeed:
case ImageRenderingCrispEdges:
return true;
case ImageRenderingOptimizeQuality:
return false;
case ImageRenderingAuto:
break;
}
// Make sure to use the unzoomed image size, since if a full page zoom is in effect, the image
// is actually being scaled.
IntSize imageSize(image->width(), image->height());
// Look ourselves up in the hashtables.
ObjectLayerSizeMap::iterator i = m_objectLayerSizeMap.find(object);
LayerSizeMap* innerMap = i != m_objectLayerSizeMap.end() ? &i->value : 0;
LayoutSize oldSize;
bool isFirstResize = true;
if (innerMap) {
LayerSizeMap::iterator j = innerMap->find(layer);
if (j != innerMap->end()) {
isFirstResize = false;
oldSize = j->value;
}
}
// If the containing FrameView is being resized, paint at low quality until resizing is finished.
if (Frame* frame = object->document()->frame()) {
bool frameViewIsCurrentlyInLiveResize = frame->view() && frame->view()->inLiveResize();
if (frameViewIsCurrentlyInLiveResize) {
set(object, innerMap, layer, size);
restartTimer();
m_liveResizeOptimizationIsActive = true;
return true;
}
if (m_liveResizeOptimizationIsActive) {
// Live resize has ended, paint in HQ and remove this object from the list.
removeLayer(object, innerMap, layer);
return false;
}
}
const AffineTransform& currentTransform = context->getCTM();
bool contextIsScaled = !currentTransform.isIdentityOrTranslationOrFlipped();
if (!contextIsScaled && size == imageSize) {
// There is no scale in effect. If we had a scale in effect before, we can just remove this object from the list.
removeLayer(object, innerMap, layer);
return false;
}
// There is no need to hash scaled images that always use low quality mode when the page demands it. This is the iChat case.
if (object->document()->page()->inLowQualityImageInterpolationMode()) {
double totalPixels = static_cast<double>(image->width()) * static_cast<double>(image->height());
if (totalPixels > cInterpolationCutoff)
return true;
}
// If an animated resize is active, paint in low quality and kick the timer ahead.
if (m_animatedResizeIsActive) {
set(object, innerMap, layer, size);
restartTimer();
return true;
}
// If this is the first time resizing this image, or its size is the
// same as the last resize, draw at high res, but record the paint
// size and set the timer.
if (isFirstResize || oldSize == size) {
restartTimer();
set(object, innerMap, layer, size);
return false;
}
// If the timer is no longer active, draw at high quality and don't
// set the timer.
if (!m_timer.isActive()) {
removeLayer(object, innerMap, layer);
return false;
}
// This object has been resized to two different sizes while the timer
// is active, so draw at low quality, set the flag for animated resizes and
// the object to the list for high quality redraw.
set(object, innerMap, layer, size);
m_animatedResizeIsActive = true;
restartTimer();
return true;
}
static ImageQualityController* gImageQualityController = 0;
static ImageQualityController* imageQualityController()
{
if (!gImageQualityController)
gImageQualityController = new ImageQualityController;
return gImageQualityController;
}
void RenderBoxModelObject::setSelectionState(SelectionState state)
{
if (state == SelectionInside && selectionState() != SelectionNone)
return;
if ((state == SelectionStart && selectionState() == SelectionEnd)
|| (state == SelectionEnd && selectionState() == SelectionStart))
RenderObject::setSelectionState(SelectionBoth);
else
RenderObject::setSelectionState(state);
// FIXME: We should consider whether it is OK propagating to ancestor RenderInlines.
// This is a workaround for http://webkit.org/b/32123
// The containing block can be null in case of an orphaned tree.
RenderBlock* containingBlock = this->containingBlock();
if (containingBlock && !containingBlock->isRenderView())
containingBlock->setSelectionState(state);
}
#if USE(ACCELERATED_COMPOSITING)
void RenderBoxModelObject::contentChanged(ContentChangeType changeType)
{
if (!hasLayer())
return;
layer()->contentChanged(changeType);
}
bool RenderBoxModelObject::hasAcceleratedCompositing() const
{
return view()->compositor()->hasAcceleratedCompositing();
}
bool RenderBoxModelObject::startTransition(double timeOffset, CSSPropertyID propertyId, const RenderStyle* fromStyle, const RenderStyle* toStyle)
{
ASSERT(hasLayer());
ASSERT(isComposited());
return layer()->backing()->startTransition(timeOffset, propertyId, fromStyle, toStyle);
}
void RenderBoxModelObject::transitionPaused(double timeOffset, CSSPropertyID propertyId)
{
ASSERT(hasLayer());
ASSERT(isComposited());
layer()->backing()->transitionPaused(timeOffset, propertyId);
}
void RenderBoxModelObject::transitionFinished(CSSPropertyID propertyId)
{
ASSERT(hasLayer());
ASSERT(isComposited());
layer()->backing()->transitionFinished(propertyId);
}
bool RenderBoxModelObject::startAnimation(double timeOffset, const Animation* animation, const KeyframeList& keyframes)
{
ASSERT(hasLayer());
ASSERT(isComposited());
return layer()->backing()->startAnimation(timeOffset, animation, keyframes);
}
void RenderBoxModelObject::animationPaused(double timeOffset, const String& name)
{
ASSERT(hasLayer());
ASSERT(isComposited());
layer()->backing()->animationPaused(timeOffset, name);
}
void RenderBoxModelObject::animationFinished(const String& name)
{
ASSERT(hasLayer());
ASSERT(isComposited());
layer()->backing()->animationFinished(name);
}
void RenderBoxModelObject::suspendAnimations(double time)
{
ASSERT(hasLayer());
ASSERT(isComposited());
layer()->backing()->suspendAnimations(time);
}
#endif
bool RenderBoxModelObject::shouldPaintAtLowQuality(GraphicsContext* context, Image* image, const void* layer, const LayoutSize& size)
{
return imageQualityController()->shouldPaintAtLowQuality(context, this, image, layer, size);
}
RenderBoxModelObject::RenderBoxModelObject(ContainerNode* node)
: RenderLayerModelObject(node)
{
}
RenderBoxModelObject::~RenderBoxModelObject()
{
if (gImageQualityController) {
gImageQualityController->objectDestroyed(this);
if (gImageQualityController->isEmpty()) {
delete gImageQualityController;
gImageQualityController = 0;
}
}
}
void RenderBoxModelObject::willBeDestroyed()
{
// A continuation of this RenderObject should be destroyed at subclasses.
ASSERT(!continuation());
// If this is a first-letter object with a remaining text fragment then the
// entry needs to be cleared from the map.
if (firstLetterRemainingText())
setFirstLetterRemainingText(0);
RenderLayerModelObject::willBeDestroyed();
}
void RenderBoxModelObject::updateFromStyle()
{
RenderLayerModelObject::updateFromStyle();
// Set the appropriate bits for a box model object. Since all bits are cleared in styleWillChange,
// we only check for bits that could possibly be set to true.
RenderStyle* styleToUse = style();
setHasBoxDecorations(hasBackground() || styleToUse->hasBorder() || styleToUse->hasAppearance() || styleToUse->boxShadow());
setInline(styleToUse->isDisplayInlineType());
setPositionState(styleToUse->position());
setHorizontalWritingMode(styleToUse->isHorizontalWritingMode());
}
static LayoutSize accumulateInFlowPositionOffsets(const RenderObject* child)
{
if (!child->isAnonymousBlock() || !child->isInFlowPositioned())
return LayoutSize();
LayoutSize offset;
RenderObject* p = toRenderBlock(child)->inlineElementContinuation();
while (p && p->isRenderInline()) {
if (p->isInFlowPositioned()) {
RenderInline* renderInline = toRenderInline(p);
offset += renderInline->offsetForInFlowPosition();
}
p = p->parent();
}
return offset;
}
bool RenderBoxModelObject::hasAutoHeightOrContainingBlockWithAutoHeight() const
{
Length logicalHeightLength = style()->logicalHeight();
if (logicalHeightLength.isAuto())
return true;
// For percentage heights: The percentage is calculated with respect to the height of the generated box's
// containing block. If the height of the containing block is not specified explicitly (i.e., it depends
// on content height), and this element is not absolutely positioned, the value computes to 'auto'.
if (!logicalHeightLength.isPercent() || isOutOfFlowPositioned() || document()->inQuirksMode())
return false;
// Anonymous block boxes are ignored when resolving percentage values that would refer to it:
// the closest non-anonymous ancestor box is used instead.
RenderBlock* cb = containingBlock();
while (cb->isAnonymous())
cb = cb->containingBlock();
// Matching RenderBox::percentageLogicalHeightIsResolvableFromBlock() by
// ignoring table cell's attribute value, where it says that table cells violate
// what the CSS spec says to do with heights. Basically we
// don't care if the cell specified a height or not.
if (cb->isTableCell())
return false;
if (!cb->style()->logicalHeight().isAuto() || (!cb->style()->logicalTop().isAuto() && !cb->style()->logicalBottom().isAuto()))
return false;
return true;
}
LayoutSize RenderBoxModelObject::relativePositionOffset() const
{
LayoutSize offset = accumulateInFlowPositionOffsets(this);
RenderBlock* containingBlock = this->containingBlock();
// Objects that shrink to avoid floats normally use available line width when computing containing block width. However
// in the case of relative positioning using percentages, we can't do this. The offset should always be resolved using the
// available width of the containing block. Therefore we don't use containingBlockLogicalWidthForContent() here, but instead explicitly
// call availableWidth on our containing block.
if (!style()->left().isAuto()) {
if (!style()->right().isAuto() && !containingBlock->style()->isLeftToRightDirection())
offset.setWidth(-valueForLength(style()->right(), containingBlock->availableWidth(), view()));
else
offset.expand(valueForLength(style()->left(), containingBlock->availableWidth(), view()), 0);
} else if (!style()->right().isAuto()) {
offset.expand(-valueForLength(style()->right(), containingBlock->availableWidth(), view()), 0);
}
// If the containing block of a relatively positioned element does not
// specify a height, a percentage top or bottom offset should be resolved as
// auto. An exception to this is if the containing block has the WinIE quirk
// where <html> and <body> assume the size of the viewport. In this case,
// calculate the percent offset based on this height.
// See <https://bugs.webkit.org/show_bug.cgi?id=26396>.
if (!style()->top().isAuto()
&& (!containingBlock->hasAutoHeightOrContainingBlockWithAutoHeight()
|| !style()->top().isPercent()
|| containingBlock->stretchesToViewport()))
offset.expand(0, valueForLength(style()->top(), containingBlock->availableHeight(), view()));
else if (!style()->bottom().isAuto()
&& (!containingBlock->hasAutoHeightOrContainingBlockWithAutoHeight()
|| !style()->bottom().isPercent()
|| containingBlock->stretchesToViewport()))
offset.expand(0, -valueForLength(style()->bottom(), containingBlock->availableHeight(), view()));
return offset;
}
LayoutPoint RenderBoxModelObject::adjustedPositionRelativeToOffsetParent(const LayoutPoint& startPoint) const
{
// If the element is the HTML body element or doesn't have a parent
// return 0 and stop this algorithm.
if (isBody() || !parent())
return LayoutPoint();
LayoutPoint referencePoint = startPoint;
referencePoint.move(parent()->offsetForColumns(referencePoint));
// If the offsetParent of the element is null, or is the HTML body element,
// return the distance between the canvas origin and the left border edge
// of the element and stop this algorithm.
if (const RenderBoxModelObject* offsetParent = this->offsetParent()) {
if (offsetParent->isBox() && !offsetParent->isBody())
referencePoint.move(-toRenderBox(offsetParent)->borderLeft(), -toRenderBox(offsetParent)->borderTop());
if (!isOutOfFlowPositioned() || flowThreadContainingBlock()) {
if (isRelPositioned())
referencePoint.move(relativePositionOffset());
else if (isStickyPositioned())
referencePoint.move(stickyPositionOffset());
// CSS regions specification says that region flows should return the body element as their offsetParent.
// Since we will bypass the body’s renderer anyway, just end the loop if we encounter a region flow (named flow thread).
// See http://dev.w3.org/csswg/css-regions/#cssomview-offset-attributes
RenderObject* curr = parent();
while (curr != offsetParent && !curr->isRenderNamedFlowThread()) {
// FIXME: What are we supposed to do inside SVG content?
if (!isOutOfFlowPositioned()) {
if (curr->isBox() && !curr->isTableRow())
referencePoint.moveBy(toRenderBox(curr)->topLeftLocation());
referencePoint.move(curr->parent()->offsetForColumns(referencePoint));
}
curr = curr->parent();
}
// Compute the offset position for elements inside named flow threads for which the offsetParent was the body.
// See https://bugs.webkit.org/show_bug.cgi?id=115899
if (curr->isRenderNamedFlowThread())
referencePoint = toRenderNamedFlowThread(curr)->adjustedPositionRelativeToOffsetParent(*this, referencePoint);
else if (offsetParent->isBox() && offsetParent->isBody() && !offsetParent->isPositioned())
referencePoint.moveBy(toRenderBox(offsetParent)->topLeftLocation());
}
}
return referencePoint;
}
void RenderBoxModelObject::computeStickyPositionConstraints(StickyPositionViewportConstraints& constraints, const FloatRect& constrainingRect) const
{
constraints.setConstrainingRectAtLastLayout(constrainingRect);
RenderBlock* containingBlock = this->containingBlock();
RenderLayer* enclosingClippingLayer = layer()->enclosingOverflowClipLayer(ExcludeSelf);
RenderBox* enclosingClippingBox = enclosingClippingLayer ? toRenderBox(enclosingClippingLayer->renderer()) : view();
LayoutRect containerContentRect;
if (!enclosingClippingLayer || (containingBlock != enclosingClippingBox))
containerContentRect = containingBlock->contentBoxRect();
else {
containerContentRect = containingBlock->layoutOverflowRect();
LayoutPoint containerLocation = containerContentRect.location() + LayoutPoint(containingBlock->borderLeft() + containingBlock->paddingLeft(),
containingBlock->borderTop() + containingBlock->paddingTop());
containerContentRect.setLocation(containerLocation);
}
LayoutUnit maxWidth = containingBlock->availableLogicalWidth();
// Sticky positioned element ignore any override logical width on the containing block (as they don't call
// containingBlockLogicalWidthForContent). It's unclear whether this is totally fine.
LayoutBoxExtent minMargin(minimumValueForLength(style()->marginTop(), maxWidth, view()),
minimumValueForLength(style()->marginRight(), maxWidth, view()),
minimumValueForLength(style()->marginBottom(), maxWidth, view()),
minimumValueForLength(style()->marginLeft(), maxWidth, view()));
// Compute the container-relative area within which the sticky element is allowed to move.
containerContentRect.contract(minMargin);
// Finally compute container rect relative to the scrolling ancestor.
FloatRect containerRectRelativeToScrollingAncestor = containingBlock->localToContainerQuad(FloatRect(containerContentRect), enclosingClippingBox).boundingBox();
if (enclosingClippingLayer) {
FloatPoint containerLocationRelativeToScrollingAncestor = containerRectRelativeToScrollingAncestor.location() -
FloatSize(enclosingClippingBox->borderLeft() + enclosingClippingBox->paddingLeft(),
enclosingClippingBox->borderTop() + enclosingClippingBox->paddingTop());
if (enclosingClippingBox != containingBlock)
containerLocationRelativeToScrollingAncestor += enclosingClippingLayer->scrollOffset();
containerRectRelativeToScrollingAncestor.setLocation(containerLocationRelativeToScrollingAncestor);
}
constraints.setContainingBlockRect(containerRectRelativeToScrollingAncestor);
// Now compute the sticky box rect, also relative to the scrolling ancestor.
LayoutRect stickyBoxRect = frameRectForStickyPositioning();
LayoutRect flippedStickyBoxRect = stickyBoxRect;
containingBlock->flipForWritingMode(flippedStickyBoxRect);
FloatRect stickyBoxRelativeToScrollingAnecstor = flippedStickyBoxRect;
// FIXME: sucks to call localToContainerQuad again, but we can't just offset from the previously computed rect if there are transforms.
// Map to the view to avoid including page scale factor.
FloatPoint stickyLocationRelativeToScrollingAncestor = flippedStickyBoxRect.location() + containingBlock->localToContainerQuad(FloatRect(FloatPoint(), containingBlock->size()), enclosingClippingBox).boundingBox().location();
if (enclosingClippingLayer) {
stickyLocationRelativeToScrollingAncestor -= FloatSize(enclosingClippingBox->borderLeft() + enclosingClippingBox->paddingLeft(),
enclosingClippingBox->borderTop() + enclosingClippingBox->paddingTop());
if (enclosingClippingBox != containingBlock)
stickyLocationRelativeToScrollingAncestor += enclosingClippingLayer->scrollOffset();
}
// FIXME: For now, assume that |this| is not transformed.
stickyBoxRelativeToScrollingAnecstor.setLocation(stickyLocationRelativeToScrollingAncestor);
constraints.setStickyBoxRect(stickyBoxRelativeToScrollingAnecstor);
if (!style()->left().isAuto()) {
constraints.setLeftOffset(valueForLength(style()->left(), constrainingRect.width(), view()));
constraints.addAnchorEdge(ViewportConstraints::AnchorEdgeLeft);
}
if (!style()->right().isAuto()) {
constraints.setRightOffset(valueForLength(style()->right(), constrainingRect.width(), view()));
constraints.addAnchorEdge(ViewportConstraints::AnchorEdgeRight);
}
if (!style()->top().isAuto()) {
constraints.setTopOffset(valueForLength(style()->top(), constrainingRect.height(), view()));
constraints.addAnchorEdge(ViewportConstraints::AnchorEdgeTop);
}
if (!style()->bottom().isAuto()) {
constraints.setBottomOffset(valueForLength(style()->bottom(), constrainingRect.height(), view()));
constraints.addAnchorEdge(ViewportConstraints::AnchorEdgeBottom);
}
}
LayoutSize RenderBoxModelObject::stickyPositionOffset() const
{
FloatRect constrainingRect;
ASSERT(hasLayer());
RenderLayer* enclosingClippingLayer = layer()->enclosingOverflowClipLayer(ExcludeSelf);
if (enclosingClippingLayer) {
RenderBox* enclosingClippingBox = toRenderBox(enclosingClippingLayer->renderer());
LayoutRect clipRect = enclosingClippingBox->overflowClipRect(LayoutPoint(), 0); // FIXME: make this work in regions.
constrainingRect = enclosingClippingBox->localToContainerQuad(FloatRect(clipRect), view()).boundingBox();
FloatPoint scrollOffset = FloatPoint() + enclosingClippingLayer->scrollOffset();
constrainingRect.setLocation(scrollOffset);
} else {
LayoutRect viewportRect = view()->frameView()->viewportConstrainedVisibleContentRect();
float scale = 1;
if (Frame* frame = view()->frameView()->frame())
scale = frame->frameScaleFactor();
viewportRect.scale(1 / scale);
constrainingRect = viewportRect;
}
StickyPositionViewportConstraints constraints;
computeStickyPositionConstraints(constraints, constrainingRect);
// The sticky offset is physical, so we can just return the delta computed in absolute coords (though it may be wrong with transforms).
return LayoutSize(constraints.computeStickyOffset(constrainingRect));
}
LayoutSize RenderBoxModelObject::offsetForInFlowPosition() const
{
if (isRelPositioned())
return relativePositionOffset();
if (isStickyPositioned())
return stickyPositionOffset();
return LayoutSize();
}
LayoutUnit RenderBoxModelObject::offsetLeft() const
{
// Note that RenderInline and RenderBox override this to pass a different
// startPoint to adjustedPositionRelativeToOffsetParent.
return adjustedPositionRelativeToOffsetParent(LayoutPoint()).x();
}
LayoutUnit RenderBoxModelObject::offsetTop() const
{
// Note that RenderInline and RenderBox override this to pass a different
// startPoint to adjustedPositionRelativeToOffsetParent.
return adjustedPositionRelativeToOffsetParent(LayoutPoint()).y();
}
int RenderBoxModelObject::pixelSnappedOffsetWidth() const
{
return snapSizeToPixel(offsetWidth(), offsetLeft());
}
int RenderBoxModelObject::pixelSnappedOffsetHeight() const
{
return snapSizeToPixel(offsetHeight(), offsetTop());
}
LayoutUnit RenderBoxModelObject::computedCSSPadding(Length padding) const
{
LayoutUnit w = 0;
RenderView* renderView = 0;
if (padding.isPercent())
w = containingBlockLogicalWidthForContent();
else if (padding.isViewportPercentage())
renderView = view();
return minimumValueForLength(padding, w, renderView);
}
RoundedRect RenderBoxModelObject::getBackgroundRoundedRect(const LayoutRect& borderRect, InlineFlowBox* box, LayoutUnit inlineBoxWidth, LayoutUnit inlineBoxHeight,
bool includeLogicalLeftEdge, bool includeLogicalRightEdge) const
{
RenderView* renderView = view();
RoundedRect border = style()->getRoundedBorderFor(borderRect, renderView, includeLogicalLeftEdge, includeLogicalRightEdge);
if (box && (box->nextLineBox() || box->prevLineBox())) {
RoundedRect segmentBorder = style()->getRoundedBorderFor(LayoutRect(0, 0, inlineBoxWidth, inlineBoxHeight), renderView, includeLogicalLeftEdge, includeLogicalRightEdge);
border.setRadii(segmentBorder.radii());
}
return border;
}
void RenderBoxModelObject::clipRoundedInnerRect(GraphicsContext * context, const LayoutRect& rect, const RoundedRect& clipRect)
{
if (clipRect.isRenderable())
context->clipRoundedRect(clipRect);
else {
// We create a rounded rect for each of the corners and clip it, while making sure we clip opposing corners together.
if (!clipRect.radii().topLeft().isEmpty() || !clipRect.radii().bottomRight().isEmpty()) {
IntRect topCorner(clipRect.rect().x(), clipRect.rect().y(), rect.maxX() - clipRect.rect().x(), rect.maxY() - clipRect.rect().y());
RoundedRect::Radii topCornerRadii;
topCornerRadii.setTopLeft(clipRect.radii().topLeft());
context->clipRoundedRect(RoundedRect(topCorner, topCornerRadii));
IntRect bottomCorner(rect.x(), rect.y(), clipRect.rect().maxX() - rect.x(), clipRect.rect().maxY() - rect.y());
RoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomRight(clipRect.radii().bottomRight());
context->clipRoundedRect(RoundedRect(bottomCorner, bottomCornerRadii));
}
if (!clipRect.radii().topRight().isEmpty() || !clipRect.radii().bottomLeft().isEmpty()) {
IntRect topCorner(rect.x(), clipRect.rect().y(), clipRect.rect().maxX() - rect.x(), rect.maxY() - clipRect.rect().y());
RoundedRect::Radii topCornerRadii;
topCornerRadii.setTopRight(clipRect.radii().topRight());
context->clipRoundedRect(RoundedRect(topCorner, topCornerRadii));
IntRect bottomCorner(clipRect.rect().x(), rect.y(), rect.maxX() - clipRect.rect().x(), clipRect.rect().maxY() - rect.y());
RoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomLeft(clipRect.radii().bottomLeft());
context->clipRoundedRect(RoundedRect(bottomCorner, bottomCornerRadii));
}
}
}
static LayoutRect shrinkRectByOnePixel(GraphicsContext* context, const LayoutRect& rect)
{
LayoutRect shrunkRect = rect;
AffineTransform transform = context->getCTM();
shrunkRect.inflateX(-static_cast<LayoutUnit>(ceil(1 / transform.xScale())));
shrunkRect.inflateY(-static_cast<LayoutUnit>(ceil(1 / transform.yScale())));
return shrunkRect;
}
LayoutRect RenderBoxModelObject::borderInnerRectAdjustedForBleedAvoidance(GraphicsContext* context, const LayoutRect& rect, BackgroundBleedAvoidance bleedAvoidance) const
{
// We shrink the rectangle by one pixel on each side to make it fully overlap the anti-aliased background border
return (bleedAvoidance == BackgroundBleedBackgroundOverBorder) ? shrinkRectByOnePixel(context, rect) : rect;
}
RoundedRect RenderBoxModelObject::backgroundRoundedRectAdjustedForBleedAvoidance(GraphicsContext* context, const LayoutRect& borderRect, BackgroundBleedAvoidance bleedAvoidance, InlineFlowBox* box, const LayoutSize& boxSize, bool includeLogicalLeftEdge, bool includeLogicalRightEdge) const
{
if (bleedAvoidance == BackgroundBleedShrinkBackground) {
// We shrink the rectangle by one pixel on each side because the bleed is one pixel maximum.
return getBackgroundRoundedRect(shrinkRectByOnePixel(context, borderRect), box, boxSize.width(), boxSize.height(), includeLogicalLeftEdge, includeLogicalRightEdge);
}
if (bleedAvoidance == BackgroundBleedBackgroundOverBorder)
return style()->getRoundedInnerBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
return getBackgroundRoundedRect(borderRect, box, boxSize.width(), boxSize.height(), includeLogicalLeftEdge, includeLogicalRightEdge);
}
static void applyBoxShadowForBackground(GraphicsContext* context, RenderStyle* style)
{
const ShadowData* boxShadow = style->boxShadow();
while (boxShadow->style() != Normal)
boxShadow = boxShadow->next();
FloatSize shadowOffset(boxShadow->x(), boxShadow->y());
if (!boxShadow->isWebkitBoxShadow())
context->setShadow(shadowOffset, boxShadow->radius(), boxShadow->color(), style->colorSpace());
else
context->setLegacyShadow(shadowOffset, boxShadow->radius(), boxShadow->color(), style->colorSpace());
}
void RenderBoxModelObject::paintFillLayerExtended(const PaintInfo& paintInfo, const Color& color, const FillLayer* bgLayer, const LayoutRect& rect,
BackgroundBleedAvoidance bleedAvoidance, InlineFlowBox* box, const LayoutSize& boxSize, CompositeOperator op, RenderObject* backgroundObject)
{
GraphicsContext* context = paintInfo.context;
if (context->paintingDisabled() || rect.isEmpty())
return;
bool includeLeftEdge = box ? box->includeLogicalLeftEdge() : true;
bool includeRightEdge = box ? box->includeLogicalRightEdge() : true;
bool hasRoundedBorder = style()->hasBorderRadius() && (includeLeftEdge || includeRightEdge);
bool clippedWithLocalScrolling = hasOverflowClip() && bgLayer->attachment() == LocalBackgroundAttachment;
bool isBorderFill = bgLayer->clip() == BorderFillBox;
bool isRoot = this->isRoot();
Color bgColor = color;
StyleImage* bgImage = bgLayer->image();
bool shouldPaintBackgroundImage = bgImage && bgImage->canRender(this, style()->effectiveZoom());
bool forceBackgroundToWhite = false;
if (document()->printing()) {
if (style()->printColorAdjust() == PrintColorAdjustEconomy)
forceBackgroundToWhite = true;
if (document()->settings() && document()->settings()->shouldPrintBackgrounds())
forceBackgroundToWhite = false;
}
// When printing backgrounds is disabled or using economy mode,
// change existing background colors and images to a solid white background.
// If there's no bg color or image, leave it untouched to avoid affecting transparency.
// We don't try to avoid loading the background images, because this style flag is only set
// when printing, and at that point we've already loaded the background images anyway. (To avoid
// loading the background images we'd have to do this check when applying styles rather than
// while rendering.)
if (forceBackgroundToWhite) {
// Note that we can't reuse this variable below because the bgColor might be changed
bool shouldPaintBackgroundColor = !bgLayer->next() && bgColor.isValid() && bgColor.alpha();
if (shouldPaintBackgroundImage || shouldPaintBackgroundColor) {
bgColor = Color::white;
shouldPaintBackgroundImage = false;
}
}
bool colorVisible = bgColor.isValid() && bgColor.alpha();
// Fast path for drawing simple color backgrounds.
if (!isRoot && !clippedWithLocalScrolling && !shouldPaintBackgroundImage && isBorderFill && !bgLayer->next()) {
if (!colorVisible)
return;
bool boxShadowShouldBeAppliedToBackground = this->boxShadowShouldBeAppliedToBackground(bleedAvoidance, box);
GraphicsContextStateSaver shadowStateSaver(*context, boxShadowShouldBeAppliedToBackground);
if (boxShadowShouldBeAppliedToBackground)
applyBoxShadowForBackground(context, style());
if (hasRoundedBorder && bleedAvoidance != BackgroundBleedUseTransparencyLayer) {
RoundedRect border = backgroundRoundedRectAdjustedForBleedAvoidance(context, rect, bleedAvoidance, box, boxSize, includeLeftEdge, includeRightEdge);
if (border.isRenderable())
context->fillRoundedRect(border, bgColor, style()->colorSpace());
else {
context->save();
clipRoundedInnerRect(context, rect, border);
context->fillRect(border.rect(), bgColor, style()->colorSpace());
context->restore();
}
} else
context->fillRect(pixelSnappedIntRect(rect), bgColor, style()->colorSpace());
return;
}
// BorderFillBox radius clipping is taken care of by BackgroundBleedUseTransparencyLayer
bool clipToBorderRadius = hasRoundedBorder && !(isBorderFill && bleedAvoidance == BackgroundBleedUseTransparencyLayer);
GraphicsContextStateSaver clipToBorderStateSaver(*context, clipToBorderRadius);
if (clipToBorderRadius) {
RoundedRect border = isBorderFill ? backgroundRoundedRectAdjustedForBleedAvoidance(context, rect, bleedAvoidance, box, boxSize, includeLeftEdge, includeRightEdge) : getBackgroundRoundedRect(rect, box, boxSize.width(), boxSize.height(), includeLeftEdge, includeRightEdge);
// Clip to the padding or content boxes as necessary.
if (bgLayer->clip() == ContentFillBox) {
border = style()->getRoundedInnerBorderFor(border.rect(),
paddingTop() + borderTop(), paddingBottom() + borderBottom(), paddingLeft() + borderLeft(), paddingRight() + borderRight(), includeLeftEdge, includeRightEdge);
} else if (bgLayer->clip() == PaddingFillBox)
border = style()->getRoundedInnerBorderFor(border.rect(), includeLeftEdge, includeRightEdge);
clipRoundedInnerRect(context, rect, border);
}
int bLeft = includeLeftEdge ? borderLeft() : 0;
int bRight = includeRightEdge ? borderRight() : 0;
LayoutUnit pLeft = includeLeftEdge ? paddingLeft() : LayoutUnit();
LayoutUnit pRight = includeRightEdge ? paddingRight() : LayoutUnit();
GraphicsContextStateSaver clipWithScrollingStateSaver(*context, clippedWithLocalScrolling);
LayoutRect scrolledPaintRect = rect;
if (clippedWithLocalScrolling) {
// Clip to the overflow area.
RenderBox* thisBox = toRenderBox(this);
context->clip(thisBox->overflowClipRect(rect.location(), paintInfo.renderRegion));
// Adjust the paint rect to reflect a scrolled content box with borders at the ends.
IntSize offset = thisBox->scrolledContentOffset();
scrolledPaintRect.move(-offset);
scrolledPaintRect.setWidth(bLeft + layer()->scrollWidth() + bRight);
scrolledPaintRect.setHeight(borderTop() + layer()->scrollHeight() + borderBottom());
}
GraphicsContextStateSaver backgroundClipStateSaver(*context, false);
OwnPtr<ImageBuffer> maskImage;
IntRect maskRect;
if (bgLayer->clip() == PaddingFillBox || bgLayer->clip() == ContentFillBox) {
// Clip to the padding or content boxes as necessary.
if (!clipToBorderRadius) {
bool includePadding = bgLayer->clip() == ContentFillBox;
LayoutRect clipRect = LayoutRect(scrolledPaintRect.x() + bLeft + (includePadding ? pLeft : LayoutUnit()),
scrolledPaintRect.y() + borderTop() + (includePadding ? paddingTop() : LayoutUnit()),
scrolledPaintRect.width() - bLeft - bRight - (includePadding ? pLeft + pRight : LayoutUnit()),
scrolledPaintRect.height() - borderTop() - borderBottom() - (includePadding ? paddingTop() + paddingBottom() : LayoutUnit()));
backgroundClipStateSaver.save();
context->clip(clipRect);
}
} else if (bgLayer->clip() == TextFillBox) {
// We have to draw our text into a mask that can then be used to clip background drawing.
// First figure out how big the mask has to be. It should be no bigger than what we need
// to actually render, so we should intersect the dirty rect with the border box of the background.
maskRect = pixelSnappedIntRect(rect);
maskRect.intersect(paintInfo.rect);
// Now create the mask.
maskImage = context->createCompatibleBuffer(maskRect.size());
if (!maskImage)
return;
GraphicsContext* maskImageContext = maskImage->context();
maskImageContext->translate(-maskRect.x(), -maskRect.y());
// Now add the text to the clip. We do this by painting using a special paint phase that signals to
// InlineTextBoxes that they should just add their contents to the clip.
PaintInfo info(maskImageContext, maskRect, PaintPhaseTextClip, PaintBehaviorForceBlackText, 0, paintInfo.renderRegion);
if (box) {
RootInlineBox* root = box->root();
box->paint(info, LayoutPoint(scrolledPaintRect.x() - box->x(), scrolledPaintRect.y() - box->y()), root->lineTop(), root->lineBottom());
} else {
LayoutSize localOffset = isBox() ? toRenderBox(this)->locationOffset() : LayoutSize();
paint(info, scrolledPaintRect.location() - localOffset);
}
// The mask has been created. Now we just need to clip to it.
backgroundClipStateSaver.save();
context->clip(maskRect);
context->beginTransparencyLayer(1);
}
// Only fill with a base color (e.g., white) if we're the root document, since iframes/frames with
// no background in the child document should show the parent's background.
bool isOpaqueRoot = false;
if (isRoot) {
isOpaqueRoot = true;
if (!bgLayer->next() && !(bgColor.isValid() && bgColor.alpha() == 255) && view()->frameView()) {
Element* ownerElement = document()->ownerElement();
if (ownerElement) {
if (!ownerElement->hasTagName(frameTag)) {
// Locate the <body> element using the DOM. This is easier than trying
// to crawl around a render tree with potential :before/:after content and
// anonymous blocks created by inline <body> tags etc. We can locate the <body>
// render object very easily via the DOM.
HTMLElement* body = document()->body();
if (body) {
// Can't scroll a frameset document anyway.
isOpaqueRoot = body->hasLocalName(framesetTag);
}
#if ENABLE(SVG)
else {
// SVG documents and XML documents with SVG root nodes are transparent.
isOpaqueRoot = !document()->hasSVGRootNode();
}
#endif
}
} else
isOpaqueRoot = !view()->frameView()->isTransparent();
}
view()->frameView()->setContentIsOpaque(isOpaqueRoot);
}
// Paint the color first underneath all images, culled if background image occludes it.
// FIXME: In the bgLayer->hasFiniteBounds() case, we could improve the culling test
// by verifying whether the background image covers the entire layout rect.
if (!bgLayer->next()) {
IntRect backgroundRect(pixelSnappedIntRect(scrolledPaintRect));
bool boxShadowShouldBeAppliedToBackground = this->boxShadowShouldBeAppliedToBackground(bleedAvoidance, box);
if (boxShadowShouldBeAppliedToBackground || !shouldPaintBackgroundImage || !bgLayer->hasOpaqueImage(this) || !bgLayer->hasRepeatXY()) {
if (!boxShadowShouldBeAppliedToBackground)
backgroundRect.intersect(paintInfo.rect);
// If we have an alpha and we are painting the root element, go ahead and blend with the base background color.
Color baseColor;
bool shouldClearBackground = false;
if (isOpaqueRoot) {
baseColor = view()->frameView()->baseBackgroundColor();
if (!baseColor.alpha())
shouldClearBackground = true;
}
GraphicsContextStateSaver shadowStateSaver(*context, boxShadowShouldBeAppliedToBackground);
if (boxShadowShouldBeAppliedToBackground)
applyBoxShadowForBackground(context, style());
if (baseColor.alpha()) {
if (bgColor.alpha())
baseColor = baseColor.blend(bgColor);
context->fillRect(backgroundRect, baseColor, style()->colorSpace(), CompositeCopy);
} else if (bgColor.alpha()) {
CompositeOperator operation = shouldClearBackground ? CompositeCopy : context->compositeOperation();
context->fillRect(backgroundRect, bgColor, style()->colorSpace(), operation);
} else if (shouldClearBackground)
context->clearRect(backgroundRect);
}
}
// no progressive loading of the background image
if (shouldPaintBackgroundImage) {
BackgroundImageGeometry geometry;
calculateBackgroundImageGeometry(paintInfo.paintContainer, bgLayer, scrolledPaintRect, geometry, backgroundObject);
geometry.clip(paintInfo.rect);
if (!geometry.destRect().isEmpty()) {
CompositeOperator compositeOp = op == CompositeSourceOver ? bgLayer->composite() : op;
RenderObject* clientForBackgroundImage = backgroundObject ? backgroundObject : this;
RefPtr<Image> image = bgImage->image(clientForBackgroundImage, geometry.tileSize());
bool useLowQualityScaling = shouldPaintAtLowQuality(context, image.get(), bgLayer, geometry.tileSize());
context->drawTiledImage(image.get(), style()->colorSpace(), geometry.destRect(), geometry.relativePhase(), geometry.tileSize(),
compositeOp, useLowQualityScaling, bgLayer->blendMode());
}
}
if (bgLayer->clip() == TextFillBox) {
context->drawImageBuffer(maskImage.get(), ColorSpaceDeviceRGB, maskRect, CompositeDestinationIn);
context->endTransparencyLayer();
}
}
static inline int resolveWidthForRatio(int height, const FloatSize& intrinsicRatio)
{
return ceilf(height * intrinsicRatio.width() / intrinsicRatio.height());
}
static inline int resolveHeightForRatio(int width, const FloatSize& intrinsicRatio)
{
return ceilf(width * intrinsicRatio.height() / intrinsicRatio.width());
}
static inline IntSize resolveAgainstIntrinsicWidthOrHeightAndRatio(const IntSize& size, const FloatSize& intrinsicRatio, int useWidth, int useHeight)
{
if (intrinsicRatio.isEmpty()) {
if (useWidth)
return IntSize(useWidth, size.height());
return IntSize(size.width(), useHeight);
}
if (useWidth)
return IntSize(useWidth, resolveHeightForRatio(useWidth, intrinsicRatio));
return IntSize(resolveWidthForRatio(useHeight, intrinsicRatio), useHeight);
}
static inline IntSize resolveAgainstIntrinsicRatio(const IntSize& size, const FloatSize& intrinsicRatio)
{
// Two possible solutions: (size.width(), solutionHeight) or (solutionWidth, size.height())
// "... must be assumed to be the largest dimensions..." = easiest answer: the rect with the largest surface area.
int solutionWidth = resolveWidthForRatio(size.height(), intrinsicRatio);
int solutionHeight = resolveHeightForRatio(size.width(), intrinsicRatio);
if (solutionWidth <= size.width()) {
if (solutionHeight <= size.height()) {
// If both solutions fit, choose the one covering the larger area.
int areaOne = solutionWidth * size.height();
int areaTwo = size.width() * solutionHeight;
if (areaOne < areaTwo)
return IntSize(size.width(), solutionHeight);
return IntSize(solutionWidth, size.height());
}
// Only the first solution fits.
return IntSize(solutionWidth, size.height());
}
// Only the second solution fits, assert that.
ASSERT(solutionHeight <= size.height());
return IntSize(size.width(), solutionHeight);
}
IntSize RenderBoxModelObject::calculateImageIntrinsicDimensions(StyleImage* image, const IntSize& positioningAreaSize, ScaleByEffectiveZoomOrNot shouldScaleOrNot) const
{
// A generated image without a fixed size, will always return the container size as intrinsic size.
if (image->isGeneratedImage() && image->usesImageContainerSize())
return IntSize(positioningAreaSize.width(), positioningAreaSize.height());
Length intrinsicWidth;
Length intrinsicHeight;
FloatSize intrinsicRatio;
image->computeIntrinsicDimensions(this, intrinsicWidth, intrinsicHeight, intrinsicRatio);
// Intrinsic dimensions expressed as percentages must be resolved relative to the dimensions of the rectangle
// that establishes the coordinate system for the 'background-position' property.
// FIXME: Remove unnecessary rounding when layout is off ints: webkit.org/b/63656
if (intrinsicWidth.isPercent() && intrinsicHeight.isPercent() && intrinsicRatio.isEmpty()) {
// Resolve width/height percentages against positioningAreaSize, only if no intrinsic ratio is provided.
int resolvedWidth = static_cast<int>(round(positioningAreaSize.width() * intrinsicWidth.percent() / 100));
int resolvedHeight = static_cast<int>(round(positioningAreaSize.height() * intrinsicHeight.percent() / 100));
return IntSize(resolvedWidth, resolvedHeight);
}
IntSize resolvedSize(intrinsicWidth.isFixed() ? intrinsicWidth.value() : 0, intrinsicHeight.isFixed() ? intrinsicHeight.value() : 0);
IntSize minimumSize(resolvedSize.width() > 0 ? 1 : 0, resolvedSize.height() > 0 ? 1 : 0);
if (shouldScaleOrNot == ScaleByEffectiveZoom)
resolvedSize.scale(style()->effectiveZoom());
resolvedSize.clampToMinimumSize(minimumSize);
if (!resolvedSize.isEmpty())
return resolvedSize;
// If the image has one of either an intrinsic width or an intrinsic height:
// * and an intrinsic aspect ratio, then the missing dimension is calculated from the given dimension and the ratio.
// * and no intrinsic aspect ratio, then the missing dimension is assumed to be the size of the rectangle that
// establishes the coordinate system for the 'background-position' property.
if (resolvedSize.width() > 0 || resolvedSize.height() > 0)
return resolveAgainstIntrinsicWidthOrHeightAndRatio(positioningAreaSize, intrinsicRatio, resolvedSize.width(), resolvedSize.height());
// If the image has no intrinsic dimensions and has an intrinsic ratio the dimensions must be assumed to be the
// largest dimensions at that ratio such that neither dimension exceeds the dimensions of the rectangle that
// establishes the coordinate system for the 'background-position' property.
if (!intrinsicRatio.isEmpty())
return resolveAgainstIntrinsicRatio(positioningAreaSize, intrinsicRatio);
// If the image has no intrinsic ratio either, then the dimensions must be assumed to be the rectangle that
// establishes the coordinate system for the 'background-position' property.
return positioningAreaSize;
}
static inline void applySubPixelHeuristicForTileSize(LayoutSize& tileSize, const IntSize& positioningAreaSize)
{
tileSize.setWidth(positioningAreaSize.width() - tileSize.width() <= 1 ? tileSize.width().ceil() : tileSize.width().floor());
tileSize.setHeight(positioningAreaSize.height() - tileSize.height() <= 1 ? tileSize.height().ceil() : tileSize.height().floor());
}
IntSize RenderBoxModelObject::calculateFillTileSize(const FillLayer* fillLayer, const IntSize& positioningAreaSize) const
{
StyleImage* image = fillLayer->image();
EFillSizeType type = fillLayer->size().type;
IntSize imageIntrinsicSize = calculateImageIntrinsicDimensions(image, positioningAreaSize, ScaleByEffectiveZoom);
imageIntrinsicSize.scale(1 / image->imageScaleFactor(), 1 / image->imageScaleFactor());
RenderView* renderView = view();
switch (type) {
case SizeLength: {
LayoutSize tileSize = positioningAreaSize;
Length layerWidth = fillLayer->size().size.width();
Length layerHeight = fillLayer->size().size.height();
if (layerWidth.isFixed())
tileSize.setWidth(layerWidth.value());
else if (layerWidth.isPercent() || layerWidth.isViewportPercentage())
tileSize.setWidth(valueForLength(layerWidth, positioningAreaSize.width(), renderView));
if (layerHeight.isFixed())
tileSize.setHeight(layerHeight.value());
else if (layerHeight.isPercent() || layerHeight.isViewportPercentage())
tileSize.setHeight(valueForLength(layerHeight, positioningAreaSize.height(), renderView));
applySubPixelHeuristicForTileSize(tileSize, positioningAreaSize);
// If one of the values is auto we have to use the appropriate
// scale to maintain our aspect ratio.
if (layerWidth.isAuto() && !layerHeight.isAuto()) {
if (imageIntrinsicSize.height())
tileSize.setWidth(imageIntrinsicSize.width() * tileSize.height() / imageIntrinsicSize.height());
} else if (!layerWidth.isAuto() && layerHeight.isAuto()) {
if (imageIntrinsicSize.width())
tileSize.setHeight(imageIntrinsicSize.height() * tileSize.width() / imageIntrinsicSize.width());
} else if (layerWidth.isAuto() && layerHeight.isAuto()) {
// If both width and height are auto, use the image's intrinsic size.
tileSize = imageIntrinsicSize;
}
tileSize.clampNegativeToZero();
return flooredIntSize(tileSize);
}
case SizeNone: {
// If both values are ‘auto’ then the intrinsic width and/or height of the image should be used, if any.
if (!imageIntrinsicSize.isEmpty())
return imageIntrinsicSize;
// If the image has neither an intrinsic width nor an intrinsic height, its size is determined as for ‘contain’.
type = Contain;
}
case Contain:
case Cover: {
float horizontalScaleFactor = imageIntrinsicSize.width()
? static_cast<float>(positioningAreaSize.width()) / imageIntrinsicSize.width() : 1;
float verticalScaleFactor = imageIntrinsicSize.height()
? static_cast<float>(positioningAreaSize.height()) / imageIntrinsicSize.height() : 1;
float scaleFactor = type == Contain ? min(horizontalScaleFactor, verticalScaleFactor) : max(horizontalScaleFactor, verticalScaleFactor);
return IntSize(max(1, static_cast<int>(imageIntrinsicSize.width() * scaleFactor)), max(1, static_cast<int>(imageIntrinsicSize.height() * scaleFactor)));
}
}
ASSERT_NOT_REACHED();
return IntSize();
}
void RenderBoxModelObject::BackgroundImageGeometry::setNoRepeatX(int xOffset)
{
m_destRect.move(max(xOffset, 0), 0);
m_phase.setX(-min(xOffset, 0));
m_destRect.setWidth(m_tileSize.width() + min(xOffset, 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::setNoRepeatY(int yOffset)
{
m_destRect.move(0, max(yOffset, 0));
m_phase.setY(-min(yOffset, 0));
m_destRect.setHeight(m_tileSize.height() + min(yOffset, 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::useFixedAttachment(const IntPoint& attachmentPoint)
{
IntPoint alignedPoint = attachmentPoint;
m_phase.move(max(alignedPoint.x() - m_destRect.x(), 0), max(alignedPoint.y() - m_destRect.y(), 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::clip(const IntRect& clipRect)
{
m_destRect.intersect(clipRect);
}
IntPoint RenderBoxModelObject::BackgroundImageGeometry::relativePhase() const
{
IntPoint phase = m_phase;
phase += m_destRect.location() - m_destOrigin;
return phase;
}
bool RenderBoxModelObject::fixedBackgroundPaintsInLocalCoordinates() const
{
#if USE(ACCELERATED_COMPOSITING)
if (!isRoot())
return false;
if (view()->frameView() && view()->frameView()->paintBehavior() & PaintBehaviorFlattenCompositingLayers)
return false;
RenderLayer* rootLayer = view()->layer();
if (!rootLayer || !rootLayer->isComposited())
return false;
return rootLayer->backing()->backgroundLayerPaintsFixedRootBackground();
#else
return false;
#endif
}
void RenderBoxModelObject::calculateBackgroundImageGeometry(const RenderLayerModelObject* paintContainer, const FillLayer* fillLayer, const LayoutRect& paintRect,
BackgroundImageGeometry& geometry, RenderObject* backgroundObject) const
{
LayoutUnit left = 0;
LayoutUnit top = 0;
IntSize positioningAreaSize;
IntRect snappedPaintRect = pixelSnappedIntRect(paintRect);
// Determine the background positioning area and set destRect to the background painting area.
// destRect will be adjusted later if the background is non-repeating.
// FIXME: transforms spec says that fixed backgrounds behave like scroll inside transforms. https://bugs.webkit.org/show_bug.cgi?id=15679
bool fixedAttachment = fillLayer->attachment() == FixedBackgroundAttachment;
#if ENABLE(FAST_MOBILE_SCROLLING)
if (view()->frameView() && view()->frameView()->canBlitOnScroll()) {
// As a side effect of an optimization to blit on scroll, we do not honor the CSS
// property "background-attachment: fixed" because it may result in rendering
// artifacts. Note, these artifacts only appear if we are blitting on scroll of
// a page that has fixed background images.
fixedAttachment = false;
}
#endif
if (!fixedAttachment) {
geometry.setDestRect(snappedPaintRect);
LayoutUnit right = 0;
LayoutUnit bottom = 0;
// Scroll and Local.
if (fillLayer->origin() != BorderFillBox) {
left = borderLeft();
right = borderRight();
top = borderTop();
bottom = borderBottom();
if (fillLayer->origin() == ContentFillBox) {
left += paddingLeft();
right += paddingRight();
top += paddingTop();
bottom += paddingBottom();
}
}
// The background of the box generated by the root element covers the entire canvas including
// its margins. Since those were added in already, we have to factor them out when computing
// the background positioning area.
if (isRoot()) {
positioningAreaSize = pixelSnappedIntSize(toRenderBox(this)->size() - LayoutSize(left + right, top + bottom), toRenderBox(this)->location());
left += marginLeft();
top += marginTop();
} else
positioningAreaSize = pixelSnappedIntSize(paintRect.size() - LayoutSize(left + right, top + bottom), paintRect.location());
} else {
geometry.setHasNonLocalGeometry();
IntRect viewportRect = pixelSnappedIntRect(viewRect());
if (fixedBackgroundPaintsInLocalCoordinates())
viewportRect.setLocation(IntPoint());
else if (FrameView* frameView = view()->frameView())
viewportRect.setLocation(IntPoint(frameView->scrollOffsetForFixedPosition()));
if (paintContainer) {
IntPoint absoluteContainerOffset = roundedIntPoint(paintContainer->localToAbsolute(FloatPoint()));
viewportRect.moveBy(-absoluteContainerOffset);
}
geometry.setDestRect(pixelSnappedIntRect(viewportRect));
positioningAreaSize = geometry.destRect().size();
}
const RenderObject* clientForBackgroundImage = backgroundObject ? backgroundObject : this;
IntSize fillTileSize = calculateFillTileSize(fillLayer, positioningAreaSize);
fillLayer->image()->setContainerSizeForRenderer(clientForBackgroundImage, fillTileSize, style()->effectiveZoom());
geometry.setTileSize(fillTileSize);
EFillRepeat backgroundRepeatX = fillLayer->repeatX();
EFillRepeat backgroundRepeatY = fillLayer->repeatY();
RenderView* renderView = view();
int availableWidth = positioningAreaSize.width() - geometry.tileSize().width();
int availableHeight = positioningAreaSize.height() - geometry.tileSize().height();
LayoutUnit computedXPosition = minimumValueForLength(fillLayer->xPosition(), availableWidth, renderView, true);
if (backgroundRepeatX == RoundFill && positioningAreaSize.width() > 0 && fillTileSize.width() > 0) {
int nrTiles = ceil((double)positioningAreaSize.width() / fillTileSize.width());
if (fillLayer->size().size.height().isAuto() && backgroundRepeatY != RoundFill)
fillTileSize.setHeight(fillTileSize.height() * positioningAreaSize.width() / (nrTiles * fillTileSize.width()));
fillTileSize.setWidth(positioningAreaSize.width() / nrTiles);
geometry.setTileSize(fillTileSize);
geometry.setPhaseX(geometry.tileSize().width() ? geometry.tileSize().width() - roundToInt(computedXPosition + left) % geometry.tileSize().width() : 0);
}
LayoutUnit computedYPosition = minimumValueForLength(fillLayer->yPosition(), availableHeight, renderView, true);
if (backgroundRepeatY == RoundFill && positioningAreaSize.height() > 0 && fillTileSize.height() > 0) {
int nrTiles = ceil((double)positioningAreaSize.height() / fillTileSize.height());
if (fillLayer->size().size.width().isAuto() && backgroundRepeatX != RoundFill)
fillTileSize.setWidth(fillTileSize.width() * positioningAreaSize.height() / (nrTiles * fillTileSize.height()));
fillTileSize.setHeight(positioningAreaSize.height() / nrTiles);
geometry.setTileSize(fillTileSize);
geometry.setPhaseY(geometry.tileSize().height() ? geometry.tileSize().height() - roundToInt(computedYPosition + top) % geometry.tileSize().height() : 0);
}
if (backgroundRepeatX == RepeatFill)
geometry.setPhaseX(geometry.tileSize().width() ? geometry.tileSize().width() - roundToInt(computedXPosition + left) % geometry.tileSize().width() : 0);
else if (backgroundRepeatX == NoRepeatFill) {
int xOffset = fillLayer->backgroundXOrigin() == RightEdge ? availableWidth - computedXPosition : computedXPosition;
geometry.setNoRepeatX(left + xOffset);
}
if (backgroundRepeatY == RepeatFill)
geometry.setPhaseY(geometry.tileSize().height() ? geometry.tileSize().height() - roundToInt(computedYPosition + top) % geometry.tileSize().height() : 0);
else if (backgroundRepeatY == NoRepeatFill) {
int yOffset = fillLayer->backgroundYOrigin() == BottomEdge ? availableHeight - computedYPosition : computedYPosition;
geometry.setNoRepeatY(top + yOffset);
}
if (fixedAttachment)
geometry.useFixedAttachment(snappedPaintRect.location());
geometry.clip(snappedPaintRect);
geometry.setDestOrigin(geometry.destRect().location());
}
void RenderBoxModelObject::getGeometryForBackgroundImage(const RenderLayerModelObject* paintContainer, IntRect& destRect, IntPoint& phase, IntSize& tileSize) const
{
const FillLayer* backgroundLayer = style()->backgroundLayers();
BackgroundImageGeometry geometry;
calculateBackgroundImageGeometry(paintContainer, backgroundLayer, destRect, geometry);
phase = geometry.phase();
tileSize = geometry.tileSize();
destRect = geometry.destRect();
}
static LayoutUnit computeBorderImageSide(Length borderSlice, LayoutUnit borderSide, LayoutUnit imageSide, LayoutUnit boxExtent, RenderView* renderView)
{
if (borderSlice.isRelative())
return borderSlice.value() * borderSide;
if (borderSlice.isAuto())
return imageSide;
return valueForLength(borderSlice, boxExtent, renderView);
}
bool RenderBoxModelObject::paintNinePieceImage(GraphicsContext* graphicsContext, const LayoutRect& rect, const RenderStyle* style,
const NinePieceImage& ninePieceImage, CompositeOperator op)
{
StyleImage* styleImage = ninePieceImage.image();
if (!styleImage)
return false;
if (!styleImage->isLoaded())
return true; // Never paint a nine-piece image incrementally, but don't paint the fallback borders either.
if (!styleImage->canRender(this, style->effectiveZoom()))
return false;
// FIXME: border-image is broken with full page zooming when tiling has to happen, since the tiling function
// doesn't have any understanding of the zoom that is in effect on the tile.
LayoutRect rectWithOutsets = rect;
rectWithOutsets.expand(style->imageOutsets(ninePieceImage));
IntRect borderImageRect = pixelSnappedIntRect(rectWithOutsets);
IntSize imageSize = calculateImageIntrinsicDimensions(styleImage, borderImageRect.size(), DoNotScaleByEffectiveZoom);
// If both values are ‘auto’ then the intrinsic width and/or height of the image should be used, if any.
styleImage->setContainerSizeForRenderer(this, imageSize, style->effectiveZoom());
int imageWidth = imageSize.width();
int imageHeight = imageSize.height();
RenderView* renderView = view();
float imageScaleFactor = styleImage->imageScaleFactor();
int topSlice = min<int>(imageHeight, valueForLength(ninePieceImage.imageSlices().top(), imageHeight, renderView)) * imageScaleFactor;
int rightSlice = min<int>(imageWidth, valueForLength(ninePieceImage.imageSlices().right(), imageWidth, renderView)) * imageScaleFactor;
int bottomSlice = min<int>(imageHeight, valueForLength(ninePieceImage.imageSlices().bottom(), imageHeight, renderView)) * imageScaleFactor;
int leftSlice = min<int>(imageWidth, valueForLength(ninePieceImage.imageSlices().left(), imageWidth, renderView)) * imageScaleFactor;
ENinePieceImageRule hRule = ninePieceImage.horizontalRule();
ENinePieceImageRule vRule = ninePieceImage.verticalRule();
int topWidth = computeBorderImageSide(ninePieceImage.borderSlices().top(), style->borderTopWidth(), topSlice, borderImageRect.height(), renderView);
int rightWidth = computeBorderImageSide(ninePieceImage.borderSlices().right(), style->borderRightWidth(), rightSlice, borderImageRect.width(), renderView);
int bottomWidth = computeBorderImageSide(ninePieceImage.borderSlices().bottom(), style->borderBottomWidth(), bottomSlice, borderImageRect.height(), renderView);
int leftWidth = computeBorderImageSide(ninePieceImage.borderSlices().left(), style->borderLeftWidth(), leftSlice, borderImageRect.width(), renderView);
// Reduce the widths if they're too large.
// The spec says: Given Lwidth as the width of the border image area, Lheight as its height, and Wside as the border image width
// offset for the side, let f = min(Lwidth/(Wleft+Wright), Lheight/(Wtop+Wbottom)). If f < 1, then all W are reduced by
// multiplying them by f.
int borderSideWidth = max(1, leftWidth + rightWidth);
int borderSideHeight = max(1, topWidth + bottomWidth);
float borderSideScaleFactor = min((float)borderImageRect.width() / borderSideWidth, (float)borderImageRect.height() / borderSideHeight);
if (borderSideScaleFactor < 1) {
topWidth *= borderSideScaleFactor;
rightWidth *= borderSideScaleFactor;
bottomWidth *= borderSideScaleFactor;
leftWidth *= borderSideScaleFactor;
}
bool drawLeft = leftSlice > 0 && leftWidth > 0;
bool drawTop = topSlice > 0 && topWidth > 0;
bool drawRight = rightSlice > 0 && rightWidth > 0;
bool drawBottom = bottomSlice > 0 && bottomWidth > 0;
bool drawMiddle = ninePieceImage.fill() && (imageWidth - leftSlice - rightSlice) > 0 && (borderImageRect.width() - leftWidth - rightWidth) > 0
&& (imageHeight - topSlice - bottomSlice) > 0 && (borderImageRect.height() - topWidth - bottomWidth) > 0;
RefPtr<Image> image = styleImage->image(this, imageSize);
ColorSpace colorSpace = style->colorSpace();
float destinationWidth = borderImageRect.width() - leftWidth - rightWidth;
float destinationHeight = borderImageRect.height() - topWidth - bottomWidth;
float sourceWidth = imageWidth - leftSlice - rightSlice;
float sourceHeight = imageHeight - topSlice - bottomSlice;
float leftSideScale = drawLeft ? (float)leftWidth / leftSlice : 1;
float rightSideScale = drawRight ? (float)rightWidth / rightSlice : 1;
float topSideScale = drawTop ? (float)topWidth / topSlice : 1;
float bottomSideScale = drawBottom ? (float)bottomWidth / bottomSlice : 1;
if (drawLeft) {
// Paint the top and bottom left corners.
// The top left corner rect is (tx, ty, leftWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(borderImageRect.location(), IntSize(leftWidth, topWidth)),
LayoutRect(0, 0, leftSlice, topSlice), op);
// The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth)
// The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice)
if (drawBottom)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(borderImageRect.x(), borderImageRect.maxY() - bottomWidth, leftWidth, bottomWidth),
LayoutRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice), op);
// Paint the left edge.
// Have to scale and tile into the border rect.
if (sourceHeight > 0)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(borderImageRect.x(), borderImageRect.y() + topWidth, leftWidth,
destinationHeight),
IntRect(0, topSlice, leftSlice, sourceHeight),
FloatSize(leftSideScale, leftSideScale), Image::StretchTile, (Image::TileRule)vRule, op);
}
if (drawRight) {
// Paint the top and bottom right corners
// The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.y(), rightWidth, topWidth),
LayoutRect(imageWidth - rightSlice, 0, rightSlice, topSlice), op);
// The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth)
// The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice)
if (drawBottom)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.maxY() - bottomWidth, rightWidth, bottomWidth),
LayoutRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice), op);
// Paint the right edge.
if (sourceHeight > 0)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.y() + topWidth, rightWidth,
destinationHeight),
IntRect(imageWidth - rightSlice, topSlice, rightSlice, sourceHeight),
FloatSize(rightSideScale, rightSideScale),
Image::StretchTile, (Image::TileRule)vRule, op);
}
// Paint the top edge.
if (drawTop && sourceWidth > 0)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(borderImageRect.x() + leftWidth, borderImageRect.y(), destinationWidth, topWidth),
IntRect(leftSlice, 0, sourceWidth, topSlice),
FloatSize(topSideScale, topSideScale), (Image::TileRule)hRule, Image::StretchTile, op);
// Paint the bottom edge.
if (drawBottom && sourceWidth > 0)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(borderImageRect.x() + leftWidth, borderImageRect.maxY() - bottomWidth,
destinationWidth, bottomWidth),
IntRect(leftSlice, imageHeight - bottomSlice, sourceWidth, bottomSlice),
FloatSize(bottomSideScale, bottomSideScale),
(Image::TileRule)hRule, Image::StretchTile, op);
// Paint the middle.
if (drawMiddle) {
FloatSize middleScaleFactor(1, 1);
if (drawTop)
middleScaleFactor.setWidth(topSideScale);
else if (drawBottom)
middleScaleFactor.setWidth(bottomSideScale);
if (drawLeft)
middleScaleFactor.setHeight(leftSideScale);
else if (drawRight)
middleScaleFactor.setHeight(rightSideScale);
// For "stretch" rules, just override the scale factor and replace. We only had to do this for the
// center tile, since sides don't even use the scale factor unless they have a rule other than "stretch".
// The middle however can have "stretch" specified in one axis but not the other, so we have to
// correct the scale here.
if (hRule == StretchImageRule)
middleScaleFactor.setWidth(destinationWidth / sourceWidth);
if (vRule == StretchImageRule)
middleScaleFactor.setHeight(destinationHeight / sourceHeight);
graphicsContext->drawTiledImage(image.get(), colorSpace,
IntRect(borderImageRect.x() + leftWidth, borderImageRect.y() + topWidth, destinationWidth, destinationHeight),
IntRect(leftSlice, topSlice, sourceWidth, sourceHeight),
middleScaleFactor, (Image::TileRule)hRule, (Image::TileRule)vRule, op);
}
return true;
}
class BorderEdge {
public:
BorderEdge(int edgeWidth, const Color& edgeColor, EBorderStyle edgeStyle, bool edgeIsTransparent, bool edgeIsPresent = true)
: width(edgeWidth)
, color(edgeColor)
, style(edgeStyle)
, isTransparent(edgeIsTransparent)
, isPresent(edgeIsPresent)
{
if (style == DOUBLE && edgeWidth < 3)
style = SOLID;
}
BorderEdge()
: width(0)
, style(BHIDDEN)
, isTransparent(false)
, isPresent(false)
{
}
bool hasVisibleColorAndStyle() const { return style > BHIDDEN && !isTransparent; }
bool shouldRender() const { return isPresent && width && hasVisibleColorAndStyle(); }
bool presentButInvisible() const { return usedWidth() && !hasVisibleColorAndStyle(); }
bool obscuresBackgroundEdge(float scale) const
{
if (!isPresent || isTransparent || (width * scale) < 2 || color.hasAlpha() || style == BHIDDEN)
return false;
if (style == DOTTED || style == DASHED)
return false;
if (style == DOUBLE)
return width >= 5 * scale; // The outer band needs to be >= 2px wide at unit scale.
return true;
}
bool obscuresBackground() const
{
if (!isPresent || isTransparent || color.hasAlpha() || style == BHIDDEN)
return false;
if (style == DOTTED || style == DASHED || style == DOUBLE)
return false;
return true;
}
int usedWidth() const { return isPresent ? width : 0; }
void getDoubleBorderStripeWidths(int& outerWidth, int& innerWidth) const
{
int fullWidth = usedWidth();
outerWidth = fullWidth / 3;
innerWidth = fullWidth * 2 / 3;
// We need certain integer rounding results
if (fullWidth % 3 == 2)
outerWidth += 1;
if (fullWidth % 3 == 1)
innerWidth += 1;
}
int width;
Color color;
EBorderStyle style;
bool isTransparent;
bool isPresent;
};
static bool allCornersClippedOut(const RoundedRect& border, const LayoutRect& clipRect)
{
LayoutRect boundingRect = border.rect();
if (clipRect.contains(boundingRect))
return false;
RoundedRect::Radii radii = border.radii();
LayoutRect topLeftRect(boundingRect.location(), radii.topLeft());
if (clipRect.intersects(topLeftRect))
return false;
LayoutRect topRightRect(boundingRect.location(), radii.topRight());
topRightRect.setX(boundingRect.maxX() - topRightRect.width());
if (clipRect.intersects(topRightRect))
return false;
LayoutRect bottomLeftRect(boundingRect.location(), radii.bottomLeft());
bottomLeftRect.setY(boundingRect.maxY() - bottomLeftRect.height());
if (clipRect.intersects(bottomLeftRect))
return false;
LayoutRect bottomRightRect(boundingRect.location(), radii.bottomRight());
bottomRightRect.setX(boundingRect.maxX() - bottomRightRect.width());
bottomRightRect.setY(boundingRect.maxY() - bottomRightRect.height());
if (clipRect.intersects(bottomRightRect))
return false;
return true;
}
static bool borderWillArcInnerEdge(const LayoutSize& firstRadius, const FloatSize& secondRadius)
{
return !firstRadius.isZero() || !secondRadius.isZero();
}
enum BorderEdgeFlag {
TopBorderEdge = 1 << BSTop,
RightBorderEdge = 1 << BSRight,
BottomBorderEdge = 1 << BSBottom,
LeftBorderEdge = 1 << BSLeft,
AllBorderEdges = TopBorderEdge | BottomBorderEdge | LeftBorderEdge | RightBorderEdge
};
static inline BorderEdgeFlag edgeFlagForSide(BoxSide side)
{
return static_cast<BorderEdgeFlag>(1 << side);
}
static inline bool includesEdge(BorderEdgeFlags flags, BoxSide side)
{
return flags & edgeFlagForSide(side);
}
static inline bool includesAdjacentEdges(BorderEdgeFlags flags)
{
return (flags & (TopBorderEdge | RightBorderEdge)) == (TopBorderEdge | RightBorderEdge)
|| (flags & (RightBorderEdge | BottomBorderEdge)) == (RightBorderEdge | BottomBorderEdge)
|| (flags & (BottomBorderEdge | LeftBorderEdge)) == (BottomBorderEdge | LeftBorderEdge)
|| (flags & (LeftBorderEdge | TopBorderEdge)) == (LeftBorderEdge | TopBorderEdge);
}
inline bool edgesShareColor(const BorderEdge& firstEdge, const BorderEdge& secondEdge)
{
return firstEdge.color == secondEdge.color;
}
inline bool styleRequiresClipPolygon(EBorderStyle style)
{
return style == DOTTED || style == DASHED; // These are drawn with a stroke, so we have to clip to get corner miters.
}
static bool borderStyleFillsBorderArea(EBorderStyle style)
{
return !(style == DOTTED || style == DASHED || style == DOUBLE);
}
static bool borderStyleHasInnerDetail(EBorderStyle style)
{
return style == GROOVE || style == RIDGE || style == DOUBLE;
}
static bool borderStyleIsDottedOrDashed(EBorderStyle style)
{
return style == DOTTED || style == DASHED;
}
// OUTSET darkens the bottom and right (and maybe lightens the top and left)
// INSET darkens the top and left (and maybe lightens the bottom and right)
static inline bool borderStyleHasUnmatchedColorsAtCorner(EBorderStyle style, BoxSide side, BoxSide adjacentSide)
{
// These styles match at the top/left and bottom/right.
if (style == INSET || style == GROOVE || style == RIDGE || style == OUTSET) {
const BorderEdgeFlags topRightFlags = edgeFlagForSide(BSTop) | edgeFlagForSide(BSRight);
const BorderEdgeFlags bottomLeftFlags = edgeFlagForSide(BSBottom) | edgeFlagForSide(BSLeft);
BorderEdgeFlags flags = edgeFlagForSide(side) | edgeFlagForSide(adjacentSide);
return flags == topRightFlags || flags == bottomLeftFlags;
}
return false;
}
static inline bool colorsMatchAtCorner(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[])
{
if (edges[side].shouldRender() != edges[adjacentSide].shouldRender())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return false;
return !borderStyleHasUnmatchedColorsAtCorner(edges[side].style, side, adjacentSide);
}
static inline bool colorNeedsAntiAliasAtCorner(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[])
{
if (!edges[side].color.hasAlpha())
return false;
if (edges[side].shouldRender() != edges[adjacentSide].shouldRender())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return true;
return borderStyleHasUnmatchedColorsAtCorner(edges[side].style, side, adjacentSide);
}
// This assumes that we draw in order: top, bottom, left, right.
static inline bool willBeOverdrawn(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[])
{
switch (side) {
case BSTop:
case BSBottom:
if (edges[adjacentSide].presentButInvisible())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]) && edges[adjacentSide].color.hasAlpha())
return false;
if (!borderStyleFillsBorderArea(edges[adjacentSide].style))
return false;
return true;
case BSLeft:
case BSRight:
// These draw last, so are never overdrawn.
return false;
}
return false;
}
static inline bool borderStylesRequireMitre(BoxSide side, BoxSide adjacentSide, EBorderStyle style, EBorderStyle adjacentStyle)
{
if (style == DOUBLE || adjacentStyle == DOUBLE || adjacentStyle == GROOVE || adjacentStyle == RIDGE)
return true;
if (borderStyleIsDottedOrDashed(style) != borderStyleIsDottedOrDashed(adjacentStyle))
return true;
if (style != adjacentStyle)
return true;
return borderStyleHasUnmatchedColorsAtCorner(style, side, adjacentSide);
}
static bool joinRequiresMitre(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[], bool allowOverdraw)
{
if ((edges[side].isTransparent && edges[adjacentSide].isTransparent) || !edges[adjacentSide].isPresent)
return false;
if (allowOverdraw && willBeOverdrawn(side, adjacentSide, edges))
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return true;
if (borderStylesRequireMitre(side, adjacentSide, edges[side].style, edges[adjacentSide].style))
return true;
return false;
}
void RenderBoxModelObject::paintOneBorderSide(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedRect& outerBorder, const RoundedRect& innerBorder,
const IntRect& sideRect, BoxSide side, BoxSide adjacentSide1, BoxSide adjacentSide2, const BorderEdge edges[], const Path* path,
BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias, const Color* overrideColor)
{
const BorderEdge& edgeToRender = edges[side];
ASSERT(edgeToRender.width);
const BorderEdge& adjacentEdge1 = edges[adjacentSide1];
const BorderEdge& adjacentEdge2 = edges[adjacentSide2];
bool mitreAdjacentSide1 = joinRequiresMitre(side, adjacentSide1, edges, !antialias);
bool mitreAdjacentSide2 = joinRequiresMitre(side, adjacentSide2, edges, !antialias);
bool adjacentSide1StylesMatch = colorsMatchAtCorner(side, adjacentSide1, edges);
bool adjacentSide2StylesMatch = colorsMatchAtCorner(side, adjacentSide2, edges);
const Color& colorToPaint = overrideColor ? *overrideColor : edgeToRender.color;
if (path) {
GraphicsContextStateSaver stateSaver(*graphicsContext);
if (innerBorder.isRenderable())
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side, adjacentSide1StylesMatch, adjacentSide2StylesMatch);
else
clipBorderSideForComplexInnerPath(graphicsContext, outerBorder, innerBorder, side, edges);
float thickness = max(max(edgeToRender.width, adjacentEdge1.width), adjacentEdge2.width);
drawBoxSideFromPath(graphicsContext, outerBorder.rect(), *path, edges, edgeToRender.width, thickness, side, style,
colorToPaint, edgeToRender.style, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
} else {
bool clipForStyle = styleRequiresClipPolygon(edgeToRender.style) && (mitreAdjacentSide1 || mitreAdjacentSide2);
bool clipAdjacentSide1 = colorNeedsAntiAliasAtCorner(side, adjacentSide1, edges) && mitreAdjacentSide1;
bool clipAdjacentSide2 = colorNeedsAntiAliasAtCorner(side, adjacentSide2, edges) && mitreAdjacentSide2;
bool shouldClip = clipForStyle || clipAdjacentSide1 || clipAdjacentSide2;
GraphicsContextStateSaver clipStateSaver(*graphicsContext, shouldClip);
if (shouldClip) {
bool aliasAdjacentSide1 = clipAdjacentSide1 || (clipForStyle && mitreAdjacentSide1);
bool aliasAdjacentSide2 = clipAdjacentSide2 || (clipForStyle && mitreAdjacentSide2);
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side, !aliasAdjacentSide1, !aliasAdjacentSide2);
// Since we clipped, no need to draw with a mitre.
mitreAdjacentSide1 = false;
mitreAdjacentSide2 = false;
}
drawLineForBoxSide(graphicsContext, sideRect.x(), sideRect.y(), sideRect.maxX(), sideRect.maxY(), side, colorToPaint, edgeToRender.style,
mitreAdjacentSide1 ? adjacentEdge1.width : 0, mitreAdjacentSide2 ? adjacentEdge2.width : 0, antialias);
}
}
static IntRect calculateSideRect(const RoundedRect& outerBorder, const BorderEdge edges[], int side)
{
IntRect sideRect = outerBorder.rect();
int width = edges[side].width;
if (side == BSTop)
sideRect.setHeight(width);
else if (side == BSBottom)
sideRect.shiftYEdgeTo(sideRect.maxY() - width);
else if (side == BSLeft)
sideRect.setWidth(width);
else
sideRect.shiftXEdgeTo(sideRect.maxX() - width);
return sideRect;
}
void RenderBoxModelObject::paintBorderSides(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedRect& outerBorder, const RoundedRect& innerBorder,
const IntPoint& innerBorderAdjustment, const BorderEdge edges[], BorderEdgeFlags edgeSet, BackgroundBleedAvoidance bleedAvoidance,
bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias, const Color* overrideColor)
{
bool renderRadii = outerBorder.isRounded();
Path roundedPath;
if (renderRadii)
roundedPath.addRoundedRect(outerBorder);
// The inner border adjustment for bleed avoidance mode BackgroundBleedBackgroundOverBorder
// is only applied to sideRect, which is okay since BackgroundBleedBackgroundOverBorder
// is only to be used for solid borders and the shape of the border painted by drawBoxSideFromPath
// only depends on sideRect when painting solid borders.
if (edges[BSTop].shouldRender() && includesEdge(edgeSet, BSTop)) {
IntRect sideRect = outerBorder.rect();
sideRect.setHeight(edges[BSTop].width + innerBorderAdjustment.y());
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSTop].style) || borderWillArcInnerEdge(innerBorder.radii().topLeft(), innerBorder.radii().topRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSTop, BSLeft, BSRight, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSBottom].shouldRender() && includesEdge(edgeSet, BSBottom)) {
IntRect sideRect = outerBorder.rect();
sideRect.shiftYEdgeTo(sideRect.maxY() - edges[BSBottom].width - innerBorderAdjustment.y());
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSBottom].style) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().bottomRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSBottom, BSLeft, BSRight, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSLeft].shouldRender() && includesEdge(edgeSet, BSLeft)) {
IntRect sideRect = outerBorder.rect();
sideRect.setWidth(edges[BSLeft].width + innerBorderAdjustment.x());
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSLeft].style) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().topLeft()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSLeft, BSTop, BSBottom, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSRight].shouldRender() && includesEdge(edgeSet, BSRight)) {
IntRect sideRect = outerBorder.rect();
sideRect.shiftXEdgeTo(sideRect.maxX() - edges[BSRight].width - innerBorderAdjustment.x());
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSRight].style) || borderWillArcInnerEdge(innerBorder.radii().bottomRight(), innerBorder.radii().topRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSRight, BSTop, BSBottom, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
}
void RenderBoxModelObject::paintTranslucentBorderSides(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedRect& outerBorder, const RoundedRect& innerBorder, const IntPoint& innerBorderAdjustment,
const BorderEdge edges[], BorderEdgeFlags edgesToDraw, BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias)
{
// willBeOverdrawn assumes that we draw in order: top, bottom, left, right.
// This is different from BoxSide enum order.
static BoxSide paintOrder[] = { BSTop, BSBottom, BSLeft, BSRight };
while (edgesToDraw) {
// Find undrawn edges sharing a color.
Color commonColor;
BorderEdgeFlags commonColorEdgeSet = 0;
for (size_t i = 0; i < sizeof(paintOrder) / sizeof(paintOrder[0]); ++i) {
BoxSide currSide = paintOrder[i];
if (!includesEdge(edgesToDraw, currSide))
continue;
bool includeEdge;
if (!commonColorEdgeSet) {
commonColor = edges[currSide].color;
includeEdge = true;
} else
includeEdge = edges[currSide].color == commonColor;
if (includeEdge)
commonColorEdgeSet |= edgeFlagForSide(currSide);
}
bool useTransparencyLayer = includesAdjacentEdges(commonColorEdgeSet) && commonColor.hasAlpha();
if (useTransparencyLayer) {
graphicsContext->beginTransparencyLayer(static_cast<float>(commonColor.alpha()) / 255);
commonColor = Color(commonColor.red(), commonColor.green(), commonColor.blue());
}
paintBorderSides(graphicsContext, style, outerBorder, innerBorder, innerBorderAdjustment, edges, commonColorEdgeSet, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, &commonColor);
if (useTransparencyLayer)
graphicsContext->endTransparencyLayer();
edgesToDraw &= ~commonColorEdgeSet;
}
}
void RenderBoxModelObject::paintBorder(const PaintInfo& info, const LayoutRect& rect, const RenderStyle* style,
BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
GraphicsContext* graphicsContext = info.context;
// border-image is not affected by border-radius.
if (paintNinePieceImage(graphicsContext, rect, style, style->borderImage()))
return;
if (graphicsContext->paintingDisabled())
return;
BorderEdge edges[4];
getBorderEdgeInfo(edges, style, includeLogicalLeftEdge, includeLogicalRightEdge);
RoundedRect outerBorder = style->getRoundedBorderFor(rect, view(), includeLogicalLeftEdge, includeLogicalRightEdge);
RoundedRect innerBorder = style->getRoundedInnerBorderFor(borderInnerRectAdjustedForBleedAvoidance(graphicsContext, rect, bleedAvoidance), includeLogicalLeftEdge, includeLogicalRightEdge);
bool haveAlphaColor = false;
bool haveAllSolidEdges = true;
bool haveAllDoubleEdges = true;
int numEdgesVisible = 4;
bool allEdgesShareColor = true;
int firstVisibleEdge = -1;
BorderEdgeFlags edgesToDraw = 0;
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (edges[i].shouldRender())
edgesToDraw |= edgeFlagForSide(static_cast<BoxSide>(i));
if (currEdge.presentButInvisible()) {
--numEdgesVisible;
allEdgesShareColor = false;
continue;
}
if (!currEdge.width) {
--numEdgesVisible;
continue;
}
if (firstVisibleEdge == -1)
firstVisibleEdge = i;
else if (currEdge.color != edges[firstVisibleEdge].color)
allEdgesShareColor = false;
if (currEdge.color.hasAlpha())
haveAlphaColor = true;
if (currEdge.style != SOLID)
haveAllSolidEdges = false;
if (currEdge.style != DOUBLE)
haveAllDoubleEdges = false;
}
// If no corner intersects the clip region, we can pretend outerBorder is
// rectangular to improve performance.
if (haveAllSolidEdges && outerBorder.isRounded() && allCornersClippedOut(outerBorder, info.rect))
outerBorder.setRadii(RoundedRect::Radii());
// isRenderable() check avoids issue described in https://bugs.webkit.org/show_bug.cgi?id=38787
if ((haveAllSolidEdges || haveAllDoubleEdges) && allEdgesShareColor && innerBorder.isRenderable()) {
// Fast path for drawing all solid edges and all unrounded double edges
if (numEdgesVisible == 4 && (outerBorder.isRounded() || haveAlphaColor)
&& (haveAllSolidEdges || (!outerBorder.isRounded() && !innerBorder.isRounded()))) {
Path path;
if (outerBorder.isRounded() && bleedAvoidance != BackgroundBleedUseTransparencyLayer)
path.addRoundedRect(outerBorder);
else
path.addRect(outerBorder.rect());
if (haveAllDoubleEdges) {
IntRect innerThirdRect = outerBorder.rect();
IntRect outerThirdRect = outerBorder.rect();
for (int side = BSTop; side <= BSLeft; ++side) {
int outerWidth;
int innerWidth;
edges[side].getDoubleBorderStripeWidths(outerWidth, innerWidth);
if (side == BSTop) {
innerThirdRect.shiftYEdgeTo(innerThirdRect.y() + innerWidth);
outerThirdRect.shiftYEdgeTo(outerThirdRect.y() + outerWidth);
} else if (side == BSBottom) {
innerThirdRect.setHeight(innerThirdRect.height() - innerWidth);
outerThirdRect.setHeight(outerThirdRect.height() - outerWidth);
} else if (side == BSLeft) {
innerThirdRect.shiftXEdgeTo(innerThirdRect.x() + innerWidth);
outerThirdRect.shiftXEdgeTo(outerThirdRect.x() + outerWidth);
} else {
innerThirdRect.setWidth(innerThirdRect.width() - innerWidth);
outerThirdRect.setWidth(outerThirdRect.width() - outerWidth);
}
}
RoundedRect outerThird = outerBorder;
RoundedRect innerThird = innerBorder;
innerThird.setRect(innerThirdRect);
outerThird.setRect(outerThirdRect);
if (outerThird.isRounded() && bleedAvoidance != BackgroundBleedUseTransparencyLayer)
path.addRoundedRect(outerThird);
else
path.addRect(outerThird.rect());
if (innerThird.isRounded() && bleedAvoidance != BackgroundBleedUseTransparencyLayer)
path.addRoundedRect(innerThird);
else
path.addRect(innerThird.rect());
}
if (innerBorder.isRounded())
path.addRoundedRect(innerBorder);
else
path.addRect(innerBorder.rect());
graphicsContext->setFillRule(RULE_EVENODD);
graphicsContext->setFillColor(edges[firstVisibleEdge].color, style->colorSpace());
graphicsContext->fillPath(path);
return;
}
// Avoid creating transparent layers
if (haveAllSolidEdges && numEdgesVisible != 4 && !outerBorder.isRounded() && haveAlphaColor) {
Path path;
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (currEdge.shouldRender()) {
IntRect sideRect = calculateSideRect(outerBorder, edges, i);
path.addRect(sideRect);
}
}
graphicsContext->setFillRule(RULE_NONZERO);
graphicsContext->setFillColor(edges[firstVisibleEdge].color, style->colorSpace());
graphicsContext->fillPath(path);
return;
}
}
bool clipToOuterBorder = outerBorder.isRounded();
GraphicsContextStateSaver stateSaver(*graphicsContext, clipToOuterBorder);
if (clipToOuterBorder) {
// Clip to the inner and outer radii rects.
if (bleedAvoidance != BackgroundBleedUseTransparencyLayer)
graphicsContext->clipRoundedRect(outerBorder);
// isRenderable() check avoids issue described in https://bugs.webkit.org/show_bug.cgi?id=38787
// The inside will be clipped out later (in clipBorderSideForComplexInnerPath)
if (innerBorder.isRenderable())
graphicsContext->clipOutRoundedRect(innerBorder);
}
// If only one edge visible antialiasing doesn't create seams
bool antialias = shouldAntialiasLines(graphicsContext) || numEdgesVisible == 1;
RoundedRect unadjustedInnerBorder = (bleedAvoidance == BackgroundBleedBackgroundOverBorder) ? style->getRoundedInnerBorderFor(rect, includeLogicalLeftEdge, includeLogicalRightEdge) : innerBorder;
IntPoint innerBorderAdjustment(innerBorder.rect().x() - unadjustedInnerBorder.rect().x(), innerBorder.rect().y() - unadjustedInnerBorder.rect().y());
if (haveAlphaColor)
paintTranslucentBorderSides(graphicsContext, style, outerBorder, unadjustedInnerBorder, innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
else
paintBorderSides(graphicsContext, style, outerBorder, unadjustedInnerBorder, innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
}
void RenderBoxModelObject::drawBoxSideFromPath(GraphicsContext* graphicsContext, const LayoutRect& borderRect, const Path& borderPath, const BorderEdge edges[],
float thickness, float drawThickness, BoxSide side, const RenderStyle* style,
Color color, EBorderStyle borderStyle, BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
if (thickness <= 0)
return;
if (borderStyle == DOUBLE && thickness < 3)
borderStyle = SOLID;
switch (borderStyle) {
case BNONE:
case BHIDDEN:
return;
case DOTTED:
case DASHED: {
graphicsContext->setStrokeColor(color, style->colorSpace());
// The stroke is doubled here because the provided path is the
// outside edge of the border so half the stroke is clipped off.
// The extra multiplier is so that the clipping mask can antialias
// the edges to prevent jaggies.
graphicsContext->setStrokeThickness(drawThickness * 2 * 1.1f);
graphicsContext->setStrokeStyle(borderStyle == DASHED ? DashedStroke : DottedStroke);
// If the number of dashes that fit in the path is odd and non-integral then we
// will have an awkwardly-sized dash at the end of the path. To try to avoid that
// here, we simply make the whitespace dashes ever so slightly bigger.
// FIXME: This could be even better if we tried to manipulate the dash offset
// and possibly the gapLength to get the corners dash-symmetrical.
float dashLength = thickness * ((borderStyle == DASHED) ? 3.0f : 1.0f);
float gapLength = dashLength;
float numberOfDashes = borderPath.length() / dashLength;
// Don't try to show dashes if we have less than 2 dashes + 2 gaps.
// FIXME: should do this test per side.
if (numberOfDashes >= 4) {
bool evenNumberOfFullDashes = !((int)numberOfDashes % 2);
bool integralNumberOfDashes = !(numberOfDashes - (int)numberOfDashes);
if (!evenNumberOfFullDashes && !integralNumberOfDashes) {
float numberOfGaps = numberOfDashes / 2;
gapLength += (dashLength / numberOfGaps);
}
DashArray lineDash;
lineDash.append(dashLength);
lineDash.append(gapLength);
graphicsContext->setLineDash(lineDash, dashLength);
}
// FIXME: stroking the border path causes issues with tight corners:
// https://bugs.webkit.org/show_bug.cgi?id=58711
// Also, to get the best appearance we should stroke a path between the two borders.
graphicsContext->strokePath(borderPath);
return;
}
case DOUBLE: {
// Get the inner border rects for both the outer border line and the inner border line
int outerBorderTopWidth;
int innerBorderTopWidth;
edges[BSTop].getDoubleBorderStripeWidths(outerBorderTopWidth, innerBorderTopWidth);
int outerBorderRightWidth;
int innerBorderRightWidth;
edges[BSRight].getDoubleBorderStripeWidths(outerBorderRightWidth, innerBorderRightWidth);
int outerBorderBottomWidth;
int innerBorderBottomWidth;
edges[BSBottom].getDoubleBorderStripeWidths(outerBorderBottomWidth, innerBorderBottomWidth);
int outerBorderLeftWidth;
int innerBorderLeftWidth;
edges[BSLeft].getDoubleBorderStripeWidths(outerBorderLeftWidth, innerBorderLeftWidth);
// Draw inner border line
{
GraphicsContextStateSaver stateSaver(*graphicsContext);
RoundedRect innerClip = style->getRoundedInnerBorderFor(borderRect,
innerBorderTopWidth, innerBorderBottomWidth, innerBorderLeftWidth, innerBorderRightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->clipRoundedRect(innerClip);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, SOLID, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
}
// Draw outer border line
{
GraphicsContextStateSaver stateSaver(*graphicsContext);
LayoutRect outerRect = borderRect;
if (bleedAvoidance == BackgroundBleedUseTransparencyLayer) {
outerRect.inflate(1);
++outerBorderTopWidth;
++outerBorderBottomWidth;
++outerBorderLeftWidth;
++outerBorderRightWidth;
}
RoundedRect outerClip = style->getRoundedInnerBorderFor(outerRect,
outerBorderTopWidth, outerBorderBottomWidth, outerBorderLeftWidth, outerBorderRightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->clipOutRoundedRect(outerClip);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, SOLID, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
}
return;
}
case RIDGE:
case GROOVE:
{
EBorderStyle s1;
EBorderStyle s2;
if (borderStyle == GROOVE) {
s1 = INSET;
s2 = OUTSET;
} else {
s1 = OUTSET;
s2 = INSET;
}
// Paint full border
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, s1, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
// Paint inner only
GraphicsContextStateSaver stateSaver(*graphicsContext);
LayoutUnit topWidth = edges[BSTop].usedWidth() / 2;
LayoutUnit bottomWidth = edges[BSBottom].usedWidth() / 2;
LayoutUnit leftWidth = edges[BSLeft].usedWidth() / 2;
LayoutUnit rightWidth = edges[BSRight].usedWidth() / 2;
RoundedRect clipRect = style->getRoundedInnerBorderFor(borderRect,
topWidth, bottomWidth, leftWidth, rightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->clipRoundedRect(clipRect);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, s2, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
return;
}
case INSET:
if (side == BSTop || side == BSLeft)
color = color.dark();
break;
case OUTSET:
if (side == BSBottom || side == BSRight)
color = color.dark();
break;
default:
break;
}
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(color, style->colorSpace());
graphicsContext->drawRect(pixelSnappedIntRect(borderRect));
}
static void findInnerVertex(const FloatPoint& outerCorner, const FloatPoint& innerCorner, const FloatPoint& centerPoint, FloatPoint& result)
{
// If the line between outer and inner corner is towards the horizontal, intersect with a vertical line through the center,
// otherwise with a horizontal line through the center. The points that form this line are arbitrary (we use 0, 100).
// Note that if findIntersection fails, it will leave result untouched.
float diffInnerOuterX = fabs(innerCorner.x() - outerCorner.x());
float diffInnerOuterY = fabs(innerCorner.y() - outerCorner.y());
float diffCenterOuterX = fabs(centerPoint.x() - outerCorner.x());
float diffCenterOuterY = fabs(centerPoint.y() - outerCorner.y());
if (diffInnerOuterY * diffCenterOuterX < diffCenterOuterY * diffInnerOuterX)
findIntersection(outerCorner, innerCorner, FloatPoint(centerPoint.x(), 0), FloatPoint(centerPoint.x(), 100), result);
else
findIntersection(outerCorner, innerCorner, FloatPoint(0, centerPoint.y()), FloatPoint(100, centerPoint.y()), result);
}
void RenderBoxModelObject::clipBorderSidePolygon(GraphicsContext* graphicsContext, const RoundedRect& outerBorder, const RoundedRect& innerBorder,
BoxSide side, bool firstEdgeMatches, bool secondEdgeMatches)
{
FloatPoint quad[4];
const LayoutRect& outerRect = outerBorder.rect();
const LayoutRect& innerRect = innerBorder.rect();
FloatPoint centerPoint(innerRect.location().x() + static_cast<float>(innerRect.width()) / 2, innerRect.location().y() + static_cast<float>(innerRect.height()) / 2);
// For each side, create a quad that encompasses all parts of that side that may draw,
// including areas inside the innerBorder.
//
// 0----------------3
// 0 \ / 0
// |\ 1----------- 2 /|
// | 1 1 |
// | | | |
// | | | |
// | 2 2 |
// |/ 1------------2 \|
// 3 / \ 3
// 0----------------3
//
switch (side) {
case BSTop:
quad[0] = outerRect.minXMinYCorner();
quad[1] = innerRect.minXMinYCorner();
quad[2] = innerRect.maxXMinYCorner();
quad[3] = outerRect.maxXMinYCorner();
if (!innerBorder.radii().topLeft().isZero())
findInnerVertex(outerRect.minXMinYCorner(), innerRect.minXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().topRight().isZero())
findInnerVertex(outerRect.maxXMinYCorner(), innerRect.maxXMinYCorner(), centerPoint, quad[2]);
break;
case BSLeft:
quad[0] = outerRect.minXMinYCorner();
quad[1] = innerRect.minXMinYCorner();
quad[2] = innerRect.minXMaxYCorner();
quad[3] = outerRect.minXMaxYCorner();
if (!innerBorder.radii().topLeft().isZero())
findInnerVertex(outerRect.minXMinYCorner(), innerRect.minXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomLeft().isZero())
findInnerVertex(outerRect.minXMaxYCorner(), innerRect.minXMaxYCorner(), centerPoint, quad[2]);
break;
case BSBottom:
quad[0] = outerRect.minXMaxYCorner();
quad[1] = innerRect.minXMaxYCorner();
quad[2] = innerRect.maxXMaxYCorner();
quad[3] = outerRect.maxXMaxYCorner();
if (!innerBorder.radii().bottomLeft().isZero())
findInnerVertex(outerRect.minXMaxYCorner(), innerRect.minXMaxYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomRight().isZero())
findInnerVertex(outerRect.maxXMaxYCorner(), innerRect.maxXMaxYCorner(), centerPoint, quad[2]);
break;
case BSRight:
quad[0] = outerRect.maxXMinYCorner();
quad[1] = innerRect.maxXMinYCorner();
quad[2] = innerRect.maxXMaxYCorner();
quad[3] = outerRect.maxXMaxYCorner();
if (!innerBorder.radii().topRight().isZero())
findInnerVertex(outerRect.maxXMinYCorner(), innerRect.maxXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomRight().isZero())
findInnerVertex(outerRect.maxXMaxYCorner(), innerRect.maxXMaxYCorner(), centerPoint, quad[2]);
break;
}
// If the border matches both of its adjacent sides, don't anti-alias the clip, and
// if neither side matches, anti-alias the clip.
if (firstEdgeMatches == secondEdgeMatches) {
graphicsContext->clipConvexPolygon(4, quad, !firstEdgeMatches);
return;
}
// Square off the end which shouldn't be affected by antialiasing, and clip.
FloatPoint firstQuad[4];
firstQuad[0] = quad[0];
firstQuad[1] = quad[1];
firstQuad[2] = side == BSTop || side == BSBottom ? FloatPoint(quad[3].x(), quad[2].y())
: FloatPoint(quad[2].x(), quad[3].y());
firstQuad[3] = quad[3];
graphicsContext->clipConvexPolygon(4, firstQuad, !firstEdgeMatches);
FloatPoint secondQuad[4];
secondQuad[0] = quad[0];
secondQuad[1] = side == BSTop || side == BSBottom ? FloatPoint(quad[0].x(), quad[1].y())
: FloatPoint(quad[1].x(), quad[0].y());
secondQuad[2] = quad[2];
secondQuad[3] = quad[3];
// Antialiasing affects the second side.
graphicsContext->clipConvexPolygon(4, secondQuad, !secondEdgeMatches);
}
static IntRect calculateSideRectIncludingInner(const RoundedRect& outerBorder, const BorderEdge edges[], BoxSide side)
{
IntRect sideRect = outerBorder.rect();
int width;
switch (side) {
case BSTop:
width = sideRect.height() - edges[BSBottom].width;
sideRect.setHeight(width);
break;
case BSBottom:
width = sideRect.height() - edges[BSTop].width;
sideRect.shiftYEdgeTo(sideRect.maxY() - width);
break;
case BSLeft:
width = sideRect.width() - edges[BSRight].width;
sideRect.setWidth(width);
break;
case BSRight:
width = sideRect.width() - edges[BSLeft].width;
sideRect.shiftXEdgeTo(sideRect.maxX() - width);
break;
}
return sideRect;
}
static RoundedRect calculateAdjustedInnerBorder(const RoundedRect&innerBorder, BoxSide side)
{
// Expand the inner border as necessary to make it a rounded rect (i.e. radii contained within each edge).
// This function relies on the fact we only get radii not contained within each edge if one of the radii
// for an edge is zero, so we can shift the arc towards the zero radius corner.
RoundedRect::Radii newRadii = innerBorder.radii();
IntRect newRect = innerBorder.rect();
float overshoot;
float maxRadii;
switch (side) {
case BSTop:
overshoot = newRadii.topLeft().width() + newRadii.topRight().width() - newRect.width();
if (overshoot > 0) {
ASSERT(!(newRadii.topLeft().width() && newRadii.topRight().width()));
newRect.setWidth(newRect.width() + overshoot);
if (!newRadii.topLeft().width())
newRect.move(-overshoot, 0);
}
newRadii.setBottomLeft(IntSize(0, 0));
newRadii.setBottomRight(IntSize(0, 0));
maxRadii = max(newRadii.topLeft().height(), newRadii.topRight().height());
if (maxRadii > newRect.height())
newRect.setHeight(maxRadii);
break;
case BSBottom:
overshoot = newRadii.bottomLeft().width() + newRadii.bottomRight().width() - newRect.width();
if (overshoot > 0) {
ASSERT(!(newRadii.bottomLeft().width() && newRadii.bottomRight().width()));
newRect.setWidth(newRect.width() + overshoot);
if (!newRadii.bottomLeft().width())
newRect.move(-overshoot, 0);
}
newRadii.setTopLeft(IntSize(0, 0));
newRadii.setTopRight(IntSize(0, 0));
maxRadii = max(newRadii.bottomLeft().height(), newRadii.bottomRight().height());
if (maxRadii > newRect.height()) {
newRect.move(0, newRect.height() - maxRadii);
newRect.setHeight(maxRadii);
}
break;
case BSLeft:
overshoot = newRadii.topLeft().height() + newRadii.bottomLeft().height() - newRect.height();
if (overshoot > 0) {
ASSERT(!(newRadii.topLeft().height() && newRadii.bottomLeft().height()));
newRect.setHeight(newRect.height() + overshoot);
if (!newRadii.topLeft().height())
newRect.move(0, -overshoot);
}
newRadii.setTopRight(IntSize(0, 0));
newRadii.setBottomRight(IntSize(0, 0));
maxRadii = max(newRadii.topLeft().width(), newRadii.bottomLeft().width());
if (maxRadii > newRect.width())
newRect.setWidth(maxRadii);
break;
case BSRight:
overshoot = newRadii.topRight().height() + newRadii.bottomRight().height() - newRect.height();
if (overshoot > 0) {
ASSERT(!(newRadii.topRight().height() && newRadii.bottomRight().height()));
newRect.setHeight(newRect.height() + overshoot);
if (!newRadii.topRight().height())
newRect.move(0, -overshoot);
}
newRadii.setTopLeft(IntSize(0, 0));
newRadii.setBottomLeft(IntSize(0, 0));
maxRadii = max(newRadii.topRight().width(), newRadii.bottomRight().width());
if (maxRadii > newRect.width()) {
newRect.move(newRect.width() - maxRadii, 0);
newRect.setWidth(maxRadii);
}
break;
}
return RoundedRect(newRect, newRadii);
}
void RenderBoxModelObject::clipBorderSideForComplexInnerPath(GraphicsContext* graphicsContext, const RoundedRect& outerBorder, const RoundedRect& innerBorder,
BoxSide side, const class BorderEdge edges[])
{
graphicsContext->clip(calculateSideRectIncludingInner(outerBorder, edges, side));
graphicsContext->clipOutRoundedRect(calculateAdjustedInnerBorder(innerBorder, side));
}
void RenderBoxModelObject::getBorderEdgeInfo(BorderEdge edges[], const RenderStyle* style, bool includeLogicalLeftEdge, bool includeLogicalRightEdge) const
{
bool horizontal = style->isHorizontalWritingMode();
edges[BSTop] = BorderEdge(style->borderTopWidth(),
style->visitedDependentColor(CSSPropertyBorderTopColor),
style->borderTopStyle(),
style->borderTopIsTransparent(),
horizontal || includeLogicalLeftEdge);
edges[BSRight] = BorderEdge(style->borderRightWidth(),
style->visitedDependentColor(CSSPropertyBorderRightColor),
style->borderRightStyle(),
style->borderRightIsTransparent(),
!horizontal || includeLogicalRightEdge);
edges[BSBottom] = BorderEdge(style->borderBottomWidth(),
style->visitedDependentColor(CSSPropertyBorderBottomColor),
style->borderBottomStyle(),
style->borderBottomIsTransparent(),
horizontal || includeLogicalRightEdge);
edges[BSLeft] = BorderEdge(style->borderLeftWidth(),
style->visitedDependentColor(CSSPropertyBorderLeftColor),
style->borderLeftStyle(),
style->borderLeftIsTransparent(),
!horizontal || includeLogicalLeftEdge);
}
bool RenderBoxModelObject::borderObscuresBackgroundEdge(const FloatSize& contextScale) const
{
BorderEdge edges[4];
getBorderEdgeInfo(edges, style());
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
// FIXME: for vertical text
float axisScale = (i == BSTop || i == BSBottom) ? contextScale.height() : contextScale.width();
if (!currEdge.obscuresBackgroundEdge(axisScale))
return false;
}
return true;
}
bool RenderBoxModelObject::borderObscuresBackground() const
{
if (!style()->hasBorder())
return false;
// Bail if we have any border-image for now. We could look at the image alpha to improve this.
if (style()->borderImage().image())
return false;
BorderEdge edges[4];
getBorderEdgeInfo(edges, style());
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (!currEdge.obscuresBackground())
return false;
}
return true;
}
bool RenderBoxModelObject::boxShadowShouldBeAppliedToBackground(BackgroundBleedAvoidance bleedAvoidance, InlineFlowBox* inlineFlowBox) const
{
if (bleedAvoidance != BackgroundBleedNone)
return false;
if (style()->hasAppearance())
return false;
bool hasOneNormalBoxShadow = false;
for (const ShadowData* currentShadow = style()->boxShadow(); currentShadow; currentShadow = currentShadow->next()) {
if (currentShadow->style() != Normal)
continue;
if (hasOneNormalBoxShadow)
return false;
hasOneNormalBoxShadow = true;
if (currentShadow->spread())
return false;
}
if (!hasOneNormalBoxShadow)
return false;
Color backgroundColor = style()->visitedDependentColor(CSSPropertyBackgroundColor);
if (!backgroundColor.isValid() || backgroundColor.hasAlpha())
return false;
const FillLayer* lastBackgroundLayer = style()->backgroundLayers();
for (const FillLayer* next = lastBackgroundLayer->next(); next; next = lastBackgroundLayer->next())
lastBackgroundLayer = next;
if (lastBackgroundLayer->clip() != BorderFillBox)
return false;
if (lastBackgroundLayer->image() && style()->hasBorderRadius())
return false;
if (inlineFlowBox && !inlineFlowBox->boxShadowCanBeAppliedToBackground(*lastBackgroundLayer))
return false;
if (hasOverflowClip() && lastBackgroundLayer->attachment() == LocalBackgroundAttachment)
return false;
return true;
}
static inline IntRect areaCastingShadowInHole(const IntRect& holeRect, int shadowExtent, int shadowSpread, const IntSize& shadowOffset)
{
IntRect bounds(holeRect);
bounds.inflate(shadowExtent);
if (shadowSpread < 0)
bounds.inflate(-shadowSpread);
IntRect offsetBounds = bounds;
offsetBounds.move(-shadowOffset);
return unionRect(bounds, offsetBounds);
}
void RenderBoxModelObject::paintBoxShadow(const PaintInfo& info, const LayoutRect& paintRect, const RenderStyle* s, ShadowStyle shadowStyle, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
// FIXME: Deal with border-image. Would be great to use border-image as a mask.
GraphicsContext* context = info.context;
if (context->paintingDisabled() || !s->boxShadow())
return;
RoundedRect border = (shadowStyle == Inset) ? s->getRoundedInnerBorderFor(paintRect, includeLogicalLeftEdge, includeLogicalRightEdge)
: s->getRoundedBorderFor(paintRect, view(), includeLogicalLeftEdge, includeLogicalRightEdge);
bool hasBorderRadius = s->hasBorderRadius();
bool isHorizontal = s->isHorizontalWritingMode();
bool hasOpaqueBackground = s->visitedDependentColor(CSSPropertyBackgroundColor).isValid() && s->visitedDependentColor(CSSPropertyBackgroundColor).alpha() == 255;
for (const ShadowData* shadow = s->boxShadow(); shadow; shadow = shadow->next()) {
if (shadow->style() != shadowStyle)
continue;
IntSize shadowOffset(shadow->x(), shadow->y());
int shadowRadius = shadow->radius();
int shadowPaintingExtent = shadow->paintingExtent();
int shadowSpread = shadow->spread();
if (shadowOffset.isZero() && !shadowRadius && !shadowSpread)
continue;
const Color& shadowColor = shadow->color();
if (shadow->style() == Normal) {
RoundedRect fillRect = border;
fillRect.inflate(shadowSpread);
if (fillRect.isEmpty())
continue;
IntRect shadowRect(border.rect());
shadowRect.inflate(shadowPaintingExtent + shadowSpread);
shadowRect.move(shadowOffset);
GraphicsContextStateSaver stateSaver(*context);
context->clip(shadowRect);
// Move the fill just outside the clip, adding 1 pixel separation so that the fill does not
// bleed in (due to antialiasing) if the context is transformed.
IntSize extraOffset(paintRect.pixelSnappedWidth() + max(0, shadowOffset.width()) + shadowPaintingExtent + 2 * shadowSpread + 1, 0);
shadowOffset -= extraOffset;
fillRect.move(extraOffset);
if (shadow->isWebkitBoxShadow())
context->setLegacyShadow(shadowOffset, shadowRadius, shadowColor, s->colorSpace());
else
context->setShadow(shadowOffset, shadowRadius, shadowColor, s->colorSpace());
if (hasBorderRadius) {
RoundedRect rectToClipOut = border;
// If the box is opaque, it is unnecessary to clip it out. However, doing so saves time
// when painting the shadow. On the other hand, it introduces subpixel gaps along the
// corners. Those are avoided by insetting the clipping path by one pixel.
if (hasOpaqueBackground) {
rectToClipOut.inflateWithRadii(-1);
}
if (!rectToClipOut.isEmpty())
context->clipOutRoundedRect(rectToClipOut);
RoundedRect influenceRect(shadowRect, border.radii());
influenceRect.expandRadii(2 * shadowPaintingExtent + shadowSpread);
if (allCornersClippedOut(influenceRect, info.rect))
context->fillRect(fillRect.rect(), Color::black, s->colorSpace());
else {
fillRect.expandRadii(shadowSpread);
if (!fillRect.isRenderable())
fillRect.adjustRadii();
context->fillRoundedRect(fillRect, Color::black, s->colorSpace());
}
} else {
IntRect rectToClipOut = border.rect();
// If the box is opaque, it is unnecessary to clip it out. However, doing so saves time
// when painting the shadow. On the other hand, it introduces subpixel gaps along the
// edges if they are not pixel-aligned. Those are avoided by insetting the clipping path
// by one pixel.
if (hasOpaqueBackground) {
// FIXME: The function to decide on the policy based on the transform should be a named function.
// FIXME: It's not clear if this check is right. What about integral scale factors?
AffineTransform transform = context->getCTM();
if (transform.a() != 1 || (transform.d() != 1 && transform.d() != -1) || transform.b() || transform.c())
rectToClipOut.inflate(-1);
}
if (!rectToClipOut.isEmpty())
context->clipOut(rectToClipOut);
context->fillRect(fillRect.rect(), Color::black, s->colorSpace());
}
} else {
// Inset shadow.
IntRect holeRect(border.rect());
holeRect.inflate(-shadowSpread);
if (holeRect.isEmpty()) {
if (hasBorderRadius)
context->fillRoundedRect(border, shadowColor, s->colorSpace());
else
context->fillRect(border.rect(), shadowColor, s->colorSpace());
continue;
}
if (!includeLogicalLeftEdge) {
if (isHorizontal) {
holeRect.move(-max(shadowOffset.width(), 0) - shadowPaintingExtent, 0);
holeRect.setWidth(holeRect.width() + max(shadowOffset.width(), 0) + shadowPaintingExtent);
} else {
holeRect.move(0, -max(shadowOffset.height(), 0) - shadowPaintingExtent);
holeRect.setHeight(holeRect.height() + max(shadowOffset.height(), 0) + shadowPaintingExtent);
}
}
if (!includeLogicalRightEdge) {
if (isHorizontal)
holeRect.setWidth(holeRect.width() - min(shadowOffset.width(), 0) + shadowPaintingExtent);
else
holeRect.setHeight(holeRect.height() - min(shadowOffset.height(), 0) + shadowPaintingExtent);
}
Color fillColor(shadowColor.red(), shadowColor.green(), shadowColor.blue(), 255);
IntRect outerRect = areaCastingShadowInHole(border.rect(), shadowPaintingExtent, shadowSpread, shadowOffset);
RoundedRect roundedHole(holeRect, border.radii());
GraphicsContextStateSaver stateSaver(*context);
if (hasBorderRadius) {
Path path;
path.addRoundedRect(border);
context->clip(path);
roundedHole.shrinkRadii(shadowSpread);
} else
context->clip(border.rect());
IntSize extraOffset(2 * paintRect.pixelSnappedWidth() + max(0, shadowOffset.width()) + shadowPaintingExtent - 2 * shadowSpread + 1, 0);
context->translate(extraOffset.width(), extraOffset.height());
shadowOffset -= extraOffset;
if (shadow->isWebkitBoxShadow())
context->setLegacyShadow(shadowOffset, shadowRadius, shadowColor, s->colorSpace());
else
context->setShadow(shadowOffset, shadowRadius, shadowColor, s->colorSpace());
context->fillRectWithRoundedHole(outerRect, roundedHole, fillColor, s->colorSpace());
}
}
}
LayoutUnit RenderBoxModelObject::containingBlockLogicalWidthForContent() const
{
return containingBlock()->availableLogicalWidth();
}
RenderBoxModelObject* RenderBoxModelObject::continuation() const
{
if (!continuationMap)
return 0;
return continuationMap->get(this);
}
void RenderBoxModelObject::setContinuation(RenderBoxModelObject* continuation)
{
if (continuation) {
if (!continuationMap)
continuationMap = new ContinuationMap;
continuationMap->set(this, continuation);
} else {
if (continuationMap)
continuationMap->remove(this);
}
}
RenderObject* RenderBoxModelObject::firstLetterRemainingText() const
{
if (!firstLetterRemainingTextMap)
return 0;
return firstLetterRemainingTextMap->get(this);
}
void RenderBoxModelObject::setFirstLetterRemainingText(RenderObject* remainingText)
{
if (remainingText) {
if (!firstLetterRemainingTextMap)
firstLetterRemainingTextMap = new FirstLetterRemainingTextMap;
firstLetterRemainingTextMap->set(this, remainingText);
} else if (firstLetterRemainingTextMap)
firstLetterRemainingTextMap->remove(this);
}
LayoutRect RenderBoxModelObject::localCaretRectForEmptyElement(LayoutUnit width, LayoutUnit textIndentOffset)
{
ASSERT(!firstChild());
// FIXME: This does not take into account either :first-line or :first-letter
// However, as soon as some content is entered, the line boxes will be
// constructed and this kludge is not called any more. So only the caret size
// of an empty :first-line'd block is wrong. I think we can live with that.
RenderStyle* currentStyle = firstLineStyle();
LayoutUnit height = lineHeight(true, currentStyle->isHorizontalWritingMode() ? HorizontalLine : VerticalLine);
enum CaretAlignment { alignLeft, alignRight, alignCenter };
CaretAlignment alignment = alignLeft;
switch (currentStyle->textAlign()) {
case LEFT:
case WEBKIT_LEFT:
break;
case CENTER:
case WEBKIT_CENTER:
alignment = alignCenter;
break;
case RIGHT:
case WEBKIT_RIGHT:
alignment = alignRight;
break;
case JUSTIFY:
case TASTART:
if (!currentStyle->isLeftToRightDirection())
alignment = alignRight;
break;
case TAEND:
if (currentStyle->isLeftToRightDirection())
alignment = alignRight;
break;
}
LayoutUnit x = borderLeft() + paddingLeft();
LayoutUnit maxX = width - borderRight() - paddingRight();
switch (alignment) {
case alignLeft:
if (currentStyle->isLeftToRightDirection())
x += textIndentOffset;
break;
case alignCenter:
x = (x + maxX) / 2;
if (currentStyle->isLeftToRightDirection())
x += textIndentOffset / 2;
else
x -= textIndentOffset / 2;
break;
case alignRight:
x = maxX - caretWidth;
if (!currentStyle->isLeftToRightDirection())
x -= textIndentOffset;
break;
}
x = min(x, max<LayoutUnit>(maxX - caretWidth, 0));
LayoutUnit y = paddingTop() + borderTop();
return currentStyle->isHorizontalWritingMode() ? LayoutRect(x, y, caretWidth, height) : LayoutRect(y, x, height, caretWidth);
}
bool RenderBoxModelObject::shouldAntialiasLines(GraphicsContext* context)
{
// FIXME: We may want to not antialias when scaled by an integral value,
// and we may want to antialias when translated by a non-integral value.
return !context->getCTM().isIdentityOrTranslationOrFlipped();
}
void RenderBoxModelObject::mapAbsoluteToLocalPoint(MapCoordinatesFlags mode, TransformState& transformState) const
{
RenderObject* o = container();
if (!o)
return;
// The point inside a box that's inside a region has its coordinates relative to the region,
// not the FlowThread that is its container in the RenderObject tree.
if (o->isRenderFlowThread() && isRenderBlock()) {
// FIXME (CSSREGIONS): switch to Box instead of Block when we'll have range information
// for boxes as well, not just for blocks.
RenderRegion* startRegion;
RenderRegion* endRegion;
toRenderFlowThread(o)->getRegionRangeForBox(toRenderBlock(this), startRegion, endRegion);
if (startRegion)
o = startRegion;
}
o->mapAbsoluteToLocalPoint(mode, transformState);
LayoutSize containerOffset = offsetFromContainer(o, LayoutPoint());
if (!style()->hasOutOfFlowPosition() && o->hasColumns()) {
RenderBlock* block = toRenderBlock(o);
LayoutPoint point(roundedLayoutPoint(transformState.mappedPoint()));
point -= containerOffset;
block->adjustForColumnRect(containerOffset, point);
}
bool preserve3D = mode & UseTransforms && (o->style()->preserves3D() || style()->preserves3D());
if (mode & UseTransforms && shouldUseTransformFromContainer(o)) {
TransformationMatrix t;
getTransformFromContainer(o, containerOffset, t);
transformState.applyTransform(t, preserve3D ? TransformState::AccumulateTransform : TransformState::FlattenTransform);
} else
transformState.move(containerOffset.width(), containerOffset.height(), preserve3D ? TransformState::AccumulateTransform : TransformState::FlattenTransform);
}
void RenderBoxModelObject::moveChildTo(RenderBoxModelObject* toBoxModelObject, RenderObject* child, RenderObject* beforeChild, bool fullRemoveInsert)
{
// We assume that callers have cleared their positioned objects list for child moves (!fullRemoveInsert) so the
// positioned renderer maps don't become stale. It would be too slow to do the map lookup on each call.
ASSERT(!fullRemoveInsert || !isRenderBlock() || !toRenderBlock(this)->hasPositionedObjects());
ASSERT(this == child->parent());
ASSERT(!beforeChild || toBoxModelObject == beforeChild->parent());
if (fullRemoveInsert && (toBoxModelObject->isRenderBlock() || toBoxModelObject->isRenderInline())) {
// Takes care of adding the new child correctly if toBlock and fromBlock
// have different kind of children (block vs inline).
toBoxModelObject->addChild(virtualChildren()->removeChildNode(this, child), beforeChild);
} else
toBoxModelObject->virtualChildren()->insertChildNode(toBoxModelObject, virtualChildren()->removeChildNode(this, child, fullRemoveInsert), beforeChild, fullRemoveInsert);
}
void RenderBoxModelObject::moveChildrenTo(RenderBoxModelObject* toBoxModelObject, RenderObject* startChild, RenderObject* endChild, RenderObject* beforeChild, bool fullRemoveInsert)
{
// This condition is rarely hit since this function is usually called on
// anonymous blocks which can no longer carry positioned objects (see r120761)
// or when fullRemoveInsert is false.
if (fullRemoveInsert && isRenderBlock()) {
RenderBlock* block = toRenderBlock(this);
block->removePositionedObjects(0);
block->removeFloatingObjects();
}
ASSERT(!beforeChild || toBoxModelObject == beforeChild->parent());
for (RenderObject* child = startChild; child && child != endChild; ) {
// Save our next sibling as moveChildTo will clear it.
RenderObject* nextSibling = child->nextSibling();
moveChildTo(toBoxModelObject, child, beforeChild, fullRemoveInsert);
child = nextSibling;
}
}
} // namespace WebCore
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