/* * Copyright (C) 2003 Apple Computer, Inc. * * Portions are Copyright (C) 1998 Netscape Communications Corporation. * * Other contributors: * Robert O'Callahan * David Baron * Christian Biesinger * Randall Jesup * Roland Mainz * Josh Soref * Boris Zbarsky * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Alternatively, the contents of this file may be used under the terms * of either the Mozilla Public License Version 1.1, found at * http://www.mozilla.org/MPL/ (the "MPL") or the GNU General Public * License Version 2.0, found at http://www.fsf.org/copyleft/gpl.html * (the "GPL"), in which case the provisions of the MPL or the GPL are * applicable instead of those above. If you wish to allow use of your * version of this file only under the terms of one of those two * licenses (the MPL or the GPL) and not to allow others to use your * version of this file under the LGPL, indicate your decision by * deletingthe provisions above and replace them with the notice and * other provisions required by the MPL or the GPL, as the case may be. * If you do not delete the provisions above, a recipient may use your * version of this file under any of the LGPL, the MPL or the GPL. */ #include "render_layer.h" #include #include #include "khtmlview.h" #include "render_canvas.h" #include "render_arena.h" #include "xml/dom_docimpl.h" #include "xml/dom2_eventsimpl.h" #include "misc/htmltags.h" #include "html/html_blockimpl.h" #include #include using namespace DOM; using namespace khtml; #ifdef APPLE_CHANGES QScrollBar* RenderLayer::gScrollBar = 0; #endif #ifndef NDEBUG static bool inRenderLayerDetach; #endif void RenderScrollMediator::slotValueChanged(int val) { m_layer->updateScrollPositionFromScrollbars(); } RenderLayer::RenderLayer(RenderObject* object) : m_object( object ), m_parent( 0 ), m_previous( 0 ), m_next( 0 ), m_first( 0 ), m_last( 0 ), #ifdef INCREMENTAL_REPAINTING m_relX( 0 ), m_relY( 0 ), #endif m_x( 0 ), m_y( 0 ), m_width( 0 ), m_height( 0 ), m_scrollX( 0 ), m_scrollY( 0 ), m_scrollWidth( 0 ), m_scrollHeight( 0 ), m_hBar( 0 ), m_vBar( 0 ), m_scrollMediator( 0 ), m_posZOrderList( 0 ), m_negZOrderList( 0 ), m_scrollDimensionsDirty( true ), m_zOrderListsDirty( true ), m_usedTransparency( false ), m_marquee( 0 ) { } RenderLayer::~RenderLayer() { // Child layers will be deleted by their corresponding render objects, so // our destructor doesn't have to do anything. delete m_hBar; delete m_vBar; delete m_scrollMediator; delete m_posZOrderList; delete m_negZOrderList; delete m_marquee; } #ifdef INCREMENTAL_REPAINTING void RenderLayer::computeRepaintRects() { // FIXME: Child object could override visibility. if (m_object->style()->visibility() == VISIBLE) m_object->getAbsoluteRepaintRectIncludingFloats(m_repaintRect, m_fullRepaintRect); for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->computeRepaintRects(); } #endif #ifdef INCREMENTAL_REPAINTING void RenderLayer::updateLayerPositions(bool doFullRepaint, bool checkForRepaint) #else void RenderLayer::updateLayerPositions() #endif { #ifdef INCREMENTAL_REPAINTING if (doFullRepaint) { m_object->repaint(); checkForRepaint = doFullRepaint = false; } #endif updateLayerPosition(); // For relpositioned layers or non-positioned layers, // we need to keep in sync, since we may have shifted relative // to our parent layer. #ifdef INCREMENTAL_REPAINTING if (m_hBar || m_vBar) { // Need to position the scrollbars. int x = 0; int y = 0; convertToLayerCoords(root(), x, y); QRect layerBounds = QRect(x,y,width(),height()); positionScrollbars(layerBounds); } // FIXME: Child object could override visibility. if (checkForRepaint && (m_object->style()->visibility() == VISIBLE)) m_object->repaintAfterLayoutIfNeeded(m_repaintRect, m_fullRepaintRect); #endif for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) #ifdef INCREMENTAL_REPAINTING child->updateLayerPositions(doFullRepaint, checkForRepaint); #else child->updateLayerPositions(); #endif // With all our children positioned, now update our marquee if we need to. if (m_marquee) m_marquee->updateMarqueePosition(); } void RenderLayer::updateLayerPosition() { // The canvas is sized to the docWidth/Height over in RenderCanvas::layout, so we // don't need to ever update our layer position here. if (renderer()->isCanvas()) return; int x = m_object->xPos(); int y = m_object->yPos(); if (!m_object->isPositioned()) { // We must adjust our position by walking up the render tree looking for the // nearest enclosing object with a layer. RenderObject* curr = m_object->parent(); while (curr && !curr->layer()) { x += curr->xPos(); y += curr->yPos(); curr = curr->parent(); } } #ifdef INCREMENTAL_REPAINTING m_relX = m_relY = 0; if (m_object->isRelPositioned()) { static_cast(m_object)->relativePositionOffset(m_relX, m_relY); x += m_relX; y += m_relY; } #else if (m_object->isRelPositioned()) static_cast(m_object)->relativePositionOffset(x, y); #endif // Subtract our parent's scroll offset. if (parent()) parent()->subtractScrollOffset(x, y); setPos(x,y); setWidth(m_object->width()); setHeight(m_object->height()); if (!m_object->style()->hidesOverflow()) { if (m_object->overflowWidth() > m_object->width()) setWidth(m_object->overflowWidth()); if (m_object->overflowHeight() > m_object->height()) setHeight(m_object->overflowHeight()); } } RenderLayer *RenderLayer::stackingContext() const { RenderLayer* curr = parent(); for ( ; curr && !curr->m_object->isCanvas() && !curr->m_object->isRoot() && curr->m_object->style()->hasAutoZIndex(); curr = curr->parent()); return curr; } RenderLayer* RenderLayer::enclosingPositionedAncestor() const { RenderLayer* curr = parent(); for ( ; curr && !curr->m_object->isCanvas() && !curr->m_object->isRoot() && !curr->m_object->isPositioned() && !curr->m_object->isRelPositioned(); curr = curr->parent()); return curr; } #if APPLE_CHANGES bool RenderLayer::isTransparent() { return m_object->style()->opacity() < 1.0f; } RenderLayer* RenderLayer::transparentAncestor() { RenderLayer* curr = parent(); for ( ; curr && curr->m_object->style()->opacity() == 1.0f; curr = curr->parent()); return curr; } void RenderLayer::beginTransparencyLayers(QPainter* p) { if (isTransparent() && m_usedTransparency) return; RenderLayer* ancestor = transparentAncestor(); if (ancestor) ancestor->beginTransparencyLayers(p); if (isTransparent()) { m_usedTransparency = true; p->beginTransparencyLayer(renderer()->style()->opacity()); } } #endif void* RenderLayer::operator new(size_t sz, RenderArena* renderArena) throw() { return renderArena->allocate(sz); } void RenderLayer::operator delete(void* ptr, size_t sz) { assert(inRenderLayerDetach); // Stash size where detach can find it. *(size_t *)ptr = sz; } void RenderLayer::detach(RenderArena* renderArena) { #ifndef NDEBUG inRenderLayerDetach = true; #endif delete this; #ifndef NDEBUG inRenderLayerDetach = false; #endif // Recover the size left there for us by operator delete and free the memory. renderArena->free(*(size_t *)this, this); } void RenderLayer::addChild(RenderLayer *child, RenderLayer* beforeChild) { RenderLayer* prevSibling = beforeChild ? beforeChild->previousSibling() : lastChild(); if (prevSibling) { child->setPreviousSibling(prevSibling); prevSibling->setNextSibling(child); } else setFirstChild(child); if (beforeChild) { beforeChild->setPreviousSibling(child); child->setNextSibling(beforeChild); } else setLastChild(child); child->setParent(this); // Dirty the z-order list in which we are contained. The stackingContext() can be null in the // case where we're building up generated content layers. This is ok, since the lists will start // off dirty in that case anyway. RenderLayer* stackingContext = child->stackingContext(); if (stackingContext) stackingContext->dirtyZOrderLists(); } RenderLayer* RenderLayer::removeChild(RenderLayer* oldChild) { // remove the child if (oldChild->previousSibling()) oldChild->previousSibling()->setNextSibling(oldChild->nextSibling()); if (oldChild->nextSibling()) oldChild->nextSibling()->setPreviousSibling(oldChild->previousSibling()); if (m_first == oldChild) m_first = oldChild->nextSibling(); if (m_last == oldChild) m_last = oldChild->previousSibling(); // Dirty the z-order list in which we are contained. When called via the // reattachment process in removeOnlyThisLayer, the layer may already be disconnected // from the main layer tree, so we need to null-check the |stackingContext| value. RenderLayer* stackingContext = oldChild->stackingContext(); if (stackingContext) oldChild->stackingContext()->dirtyZOrderLists(); oldChild->setPreviousSibling(0); oldChild->setNextSibling(0); oldChild->setParent(0); return oldChild; } void RenderLayer::removeOnlyThisLayer() { if (!m_parent) return; // Remove us from the parent. RenderLayer* parent = m_parent; RenderLayer* nextSib = nextSibling(); parent->removeChild(this); // Now walk our kids and reattach them to our parent. RenderLayer* current = m_first; while (current) { RenderLayer* next = current->nextSibling(); removeChild(current); parent->addChild(current, nextSib); current = next; } detach(renderer()->renderArena()); } void RenderLayer::insertOnlyThisLayer() { if (!m_parent && renderer()->parent()) { // We need to connect ourselves when our renderer() has a parent. // Find our enclosingLayer and add ourselves. RenderLayer* parentLayer = renderer()->parent()->enclosingLayer(); if (parentLayer) parentLayer->addChild(this, renderer()->parent()->findNextLayer(parentLayer, renderer())); } // Remove all descendant layers from the hierarchy and add them to the new position. for (RenderObject* curr = renderer()->firstChild(); curr; curr = curr->nextSibling()) curr->moveLayers(m_parent, this); } void RenderLayer::convertToLayerCoords(const RenderLayer* ancestorLayer, int& x, int& y) const { if (ancestorLayer == this) return; if (m_object->style()->position() == FIXED) { // Add in the offset of the view. We can obtain this by calling // absolutePosition() on the RenderCanvas. int xOff, yOff; m_object->absolutePosition(xOff, yOff, true); x += xOff; y += yOff; return; } RenderLayer* parentLayer; if (m_object->style()->position() == ABSOLUTE) parentLayer = enclosingPositionedAncestor(); else parentLayer = parent(); if (!parentLayer) return; parentLayer->convertToLayerCoords(ancestorLayer, x, y); if (m_object->style()->position() == ABSOLUTE && parentLayer->renderer()->style()->position() == RELATIVE && parentLayer->renderer()->isInline() && !parentLayer->renderer()->isReplaced()) { // When we have an enclosing relpositioned inline, we need to add in the offset of the first line // box from the rest of the content, but only in the cases where we know we're positioned // relative to the inline itself. RenderFlow* flow = static_cast(parentLayer->renderer()); if (flow->firstLineBox()) { bool isInlineType = m_object->style()->isOriginalDisplayInlineType(); if (!m_object->hasStaticX() || (m_object->hasStaticX() && !isInlineType)) x += flow->firstLineBox()->xPos(); if (!m_object->hasStaticY()) y += flow->firstLineBox()->yPos(); } } x += xPos(); y += yPos(); } void RenderLayer::scrollOffset(int& x, int& y) { x += scrollXOffset(); y += scrollYOffset(); } void RenderLayer::subtractScrollOffset(int& x, int& y) { x -= scrollXOffset(); y -= scrollYOffset(); } void RenderLayer::scrollToOffset(int x, int y, bool updateScrollbars, bool repaint) { if (renderer()->style()->overflow() != OMARQUEE) { if (x < 0) x = 0; if (y < 0) y = 0; // Call the scrollWidth/Height functions so that the dimensions will be computed if they need // to be (for overflow:hidden blocks). int maxX = scrollWidth() - m_object->clientWidth(); int maxY = scrollHeight() - m_object->clientHeight(); if (x > maxX) x = maxX; if (y > maxY) y = maxY; } // FIXME: Eventually, we will want to perform a blit. For now never // blit, since the check for blitting is going to be very // complicated (since it will involve testing whether our layer // is either occluded by another layer or clipped by an enclosing // layer or contains fixed backgrounds, etc.). m_scrollX = x; m_scrollY = y; // Update the positions of our child layers. for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->updateLayerPositions(); #if APPLE_CHANGES // Move our widgets. m_object->updateWidgetPositions(); #endif // Fire the scroll DOM event. m_object->element()->dispatchHTMLEvent(EventImpl::SCROLL_EVENT, true, false); // Just schedule a full repaint of our object. if (repaint) m_object->repaint(true); if (updateScrollbars) { if (m_hBar) m_hBar->setValue(m_scrollX); if (m_vBar) m_vBar->setValue(m_scrollY); } } void RenderLayer::updateScrollPositionFromScrollbars() { bool needUpdate = false; int newX = m_scrollX; int newY = m_scrollY; if (m_hBar) { newX = m_hBar->value(); if (newX != m_scrollX) needUpdate = true; } if (m_vBar) { newY = m_vBar->value(); if (newY != m_scrollY) needUpdate = true; } if (needUpdate) scrollToOffset(newX, newY, false); } void RenderLayer::setHasHorizontalScrollbar(bool hasScrollbar) { if (hasScrollbar && !m_hBar) { QScrollView* scrollView = m_object->element()->getDocument()->view(); m_hBar = new QScrollBar(Qt::Horizontal, scrollView); scrollView->addChild(m_hBar, 0, -50000); if (!m_scrollMediator) m_scrollMediator = new RenderScrollMediator(this); m_scrollMediator->connect(m_hBar, SIGNAL(valueChanged(int)), SLOT(slotValueChanged(int))); } else if (!hasScrollbar && m_hBar) { m_scrollMediator->disconnect(m_hBar, SIGNAL(valueChanged(int)), m_scrollMediator, SLOT(slotValueChanged(int))); delete m_hBar; m_hBar = 0; } } void RenderLayer::setHasVerticalScrollbar(bool hasScrollbar) { if (hasScrollbar && !m_vBar) { QScrollView* scrollView = m_object->element()->getDocument()->view(); m_vBar = new QScrollBar(Qt::Vertical, scrollView); scrollView->addChild(m_vBar, 0, -50000); if (!m_scrollMediator) m_scrollMediator = new RenderScrollMediator(this); m_scrollMediator->connect(m_vBar, SIGNAL(valueChanged(int)), SLOT(slotValueChanged(int))); } else if (!hasScrollbar && m_vBar) { m_scrollMediator->disconnect(m_vBar, SIGNAL(valueChanged(int)), m_scrollMediator, SLOT(slotValueChanged(int))); delete m_vBar; m_vBar = 0; } } int RenderLayer::verticalScrollbarWidth() { if (!m_vBar) return 0; return m_vBar->width(); } int RenderLayer::horizontalScrollbarHeight() { if (!m_hBar) return 0; return m_hBar->height(); } void RenderLayer::moveScrollbarsAside() { if (m_hBar) m_hBar->move(0, -50000); if (m_vBar) m_vBar->move(0, -50000); } void RenderLayer::positionScrollbars(const QRect& absBounds) { if (m_vBar) { m_vBar->move(absBounds.x()+absBounds.width()-m_object->borderRight()-m_vBar->width(), absBounds.y()+m_object->borderTop()); m_vBar->resize(m_vBar->width(), absBounds.height() - (m_object->borderTop()+m_object->borderBottom()) - (m_hBar ? m_hBar->height()-1 : 0)); } if (m_hBar) { m_hBar->move(absBounds.x()+m_object->borderLeft(), absBounds.y()+absBounds.height()-m_object->borderBottom()-m_hBar->height()); m_hBar->resize(absBounds.width() - (m_object->borderLeft()+m_object->borderRight()) - (m_vBar ? m_vBar->width()-1 : 0), m_hBar->height()); } } #define LINE_STEP 10 #define PAGE_KEEP 40 short RenderLayer::scrollWidth() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollWidth; } int RenderLayer::scrollHeight() { if (m_scrollDimensionsDirty) computeScrollDimensions(); return m_scrollHeight; } void RenderLayer::computeScrollDimensions(bool* needHBar, bool* needVBar) { m_scrollDimensionsDirty = false; int rightPos = m_object->rightmostPosition(true, false) - m_object->borderLeft(); int bottomPos = m_object->lowestPosition(true, false) - m_object->borderTop(); int clientWidth = m_object->clientWidth(); int clientHeight = m_object->clientHeight(); m_scrollWidth = kMax(rightPos, clientWidth); m_scrollHeight = kMax(bottomPos, clientHeight); if (needHBar) *needHBar = rightPos > clientWidth; if (needVBar) *needVBar = bottomPos > clientHeight; } void RenderLayer::updateScrollInfoAfterLayout() { m_scrollDimensionsDirty = true; if (m_object->style()->overflow() == OHIDDEN) return; // All we had to do was dirty. bool needHorizontalBar, needVerticalBar; computeScrollDimensions(&needHorizontalBar, &needVerticalBar); bool haveHorizontalBar = m_hBar; bool haveVerticalBar = m_vBar; // overflow:scroll should just enable/disable. if (m_object->style()->overflow() == OSCROLL) { m_hBar->setEnabled(needHorizontalBar); m_vBar->setEnabled(needVerticalBar); } // overflow:auto may need to lay out again if scrollbars got added/removed. bool scrollbarsChanged = (m_object->style()->overflow() == OAUTO) && (haveHorizontalBar != needHorizontalBar || haveVerticalBar != needVerticalBar); if (scrollbarsChanged) { setHasHorizontalScrollbar(needHorizontalBar); setHasVerticalScrollbar(needVerticalBar); m_object->setNeedsLayout(true); if (m_object->isRenderBlock()) static_cast(m_object)->layoutBlock(true); else m_object->layout(); return; } // Set up the range (and page step/line step). if (m_hBar) { int clientWidth = m_object->clientWidth(); int pageStep = (clientWidth-PAGE_KEEP); if (pageStep < 0) pageStep = clientWidth; m_hBar->setSteps(LINE_STEP, pageStep); #ifdef APPLE_CHANGES m_hBar->setKnobProportion(clientWidth, m_scrollWidth); #else m_hBar->setRange(0, m_scrollWidth-clientWidth); #endif } if (m_vBar) { int clientHeight = m_object->clientHeight(); int pageStep = (clientHeight-PAGE_KEEP); if (pageStep < 0) pageStep = clientHeight; m_vBar->setSteps(LINE_STEP, pageStep); #ifdef APPLE_CHANGES m_vBar->setKnobProportion(clientHeight, m_scrollHeight); #else m_vBar->setRange(0, m_scrollHeight-clientHeight); #endif } } #if APPLE_CHANGES void RenderLayer::paintScrollbars(QPainter* p, const QRect& damageRect) { if (m_hBar) m_hBar->paint(p, damageRect); if (m_vBar) m_vBar->paint(p, damageRect); } #endif void RenderLayer::paint(QPainter *p, const QRect& damageRect, bool selectionOnly) { paintLayer(this, p, damageRect, false, selectionOnly); } static void setClip(QPainter* p, const QRect& paintDirtyRect, const QRect& clipRect) { if (paintDirtyRect == clipRect) return; p->save(); #if APPLE_CHANGES p->addClip(clipRect); #else QRect clippedRect = p->xForm(clipRect); QRegion creg(clippedRect); QRegion old = p->clipRegion(); if (!old.isNull()) creg = old.intersect(creg); p->setClipRegion(creg); #endif } static void restoreClip(QPainter* p, const QRect& paintDirtyRect, const QRect& clipRect) { if (paintDirtyRect == clipRect) return; p->restore(); } void RenderLayer::paintLayer(RenderLayer* rootLayer, QPainter *p, const QRect& paintDirtyRect, bool haveTransparency, bool selectionOnly) { // Calculate the clip rects we should use. QRect layerBounds, damageRect, clipRectToApply; calculateRects(rootLayer, paintDirtyRect, layerBounds, damageRect, clipRectToApply); int x = layerBounds.x(); int y = layerBounds.y(); // Ensure our z-order lists are up-to-date. updateZOrderLists(); #if APPLE_CHANGES if (isTransparent()) haveTransparency = true; #endif // We want to paint our layer, but only if we intersect the damage rect. bool shouldPaint = intersectsDamageRect(layerBounds, damageRect); if (shouldPaint && !selectionOnly && !damageRect.isEmpty()) { #if APPLE_CHANGES // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p); #endif // Paint our background first, before painting any child layers. // Establish the clip used to paint our background. setClip(p, paintDirtyRect, damageRect); // Paint the background. renderer()->paint(p, damageRect.x(), damageRect.y(), damageRect.width(), damageRect.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionElementBackground); #ifndef INCREMENTAL_REPAINTING // Position our scrollbars. positionScrollbars(layerBounds); #endif #if APPLE_CHANGES // Our scrollbar widgets paint exactly when we tell them to, so that they work properly with // z-index. We paint after we painted the background/border, so that the scrollbars will // sit above the background/border. paintScrollbars(p, damageRect); #endif // Restore the clip. restoreClip(p, paintDirtyRect, damageRect); } // Now walk the sorted list of children with negative z-indices. if (m_negZOrderList) { uint count = m_negZOrderList->count(); for (uint i = 0; i < count; i++) { RenderLayer* child = m_negZOrderList->at(i); child->paintLayer(rootLayer, p, paintDirtyRect, haveTransparency, selectionOnly); } } // Now establish the appropriate clip and paint our child RenderObjects. if (shouldPaint && !clipRectToApply.isEmpty()) { #if APPLE_CHANGES // Begin transparency layers lazily now that we know we have to paint something. if (haveTransparency) beginTransparencyLayers(p); #endif // Set up the clip used when painting our children. setClip(p, paintDirtyRect, clipRectToApply); if (selectionOnly) renderer()->paint(p, clipRectToApply.x(), clipRectToApply.y(), clipRectToApply.width(), clipRectToApply.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionSelection); else { renderer()->paint(p, clipRectToApply.x(), clipRectToApply.y(), clipRectToApply.width(), clipRectToApply.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionChildBackgrounds); renderer()->paint(p, clipRectToApply.x(), clipRectToApply.y(), clipRectToApply.width(), clipRectToApply.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionFloat); renderer()->paint(p, clipRectToApply.x(), clipRectToApply.y(), clipRectToApply.width(), clipRectToApply.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionForeground); renderer()->paint(p, clipRectToApply.x(), clipRectToApply.y(), clipRectToApply.width(), clipRectToApply.height(), x - renderer()->xPos(), y - renderer()->yPos(), PaintActionOutline); } // Now restore our clip. restoreClip(p, paintDirtyRect, clipRectToApply); } // Now walk the sorted list of children with positive z-indices. if (m_posZOrderList) { uint count = m_posZOrderList->count(); for (uint i = 0; i < count; i++) { RenderLayer* child = m_posZOrderList->at(i); child->paintLayer(rootLayer, p, paintDirtyRect, haveTransparency, selectionOnly); } } #if APPLE_CHANGES // End our transparency layer if (isTransparent() && m_usedTransparency) { p->endTransparencyLayer(); m_usedTransparency = false; } #endif } bool RenderLayer::nodeAtPoint(RenderObject::NodeInfo& info, int x, int y) { #if APPLE_CHANGES // Clear our our scrollbar variable RenderLayer::gScrollBar = 0; #endif QRect damageRect(m_x, m_y, width(), height()); RenderLayer* insideLayer = nodeAtPointForLayer(this, info, x, y, damageRect); // Now determine if the result is inside an anchor; make sure an image map wins if // it already set URLElement and only use the innermost. DOM::NodeImpl* node = info.innerNode(); while (node) { if (node->hasAnchor()&& !info.URLElement()) info.setURLElement(node); node = node->parentNode(); } // Next set up the correct :hover/:active state along the new chain. updateHoverActiveState(info); // Now return whether we were inside this layer (this will always be true for the root // layer). return insideLayer; } RenderLayer* RenderLayer::nodeAtPointForLayer(RenderLayer* rootLayer, RenderObject::NodeInfo& info, int xMousePos, int yMousePos, const QRect& hitTestRect) { // Calculate the clip rects we should use. QRect layerBounds, bgRect, fgRect; calculateRects(rootLayer, hitTestRect, layerBounds, bgRect, fgRect); // Ensure our z-order lists are up-to-date. updateZOrderLists(); // This variable tracks which layer the mouse ends up being inside. The minute we find an insideLayer, // we are done and can return it. RenderLayer* insideLayer = 0; // Begin by walking our list of positive layers from highest z-index down to the lowest // z-index. if (m_posZOrderList) { uint count = m_posZOrderList->count(); for (int i = count-1; i >= 0; i--) { RenderLayer* child = m_posZOrderList->at(i); insideLayer = child->nodeAtPointForLayer(rootLayer, info, xMousePos, yMousePos, hitTestRect); if (insideLayer) return insideLayer; } } // Next we want to see if the mouse pos is inside the child RenderObjects of the layer. if (containsPoint(xMousePos, yMousePos, fgRect) && renderer()->nodeAtPoint(info, xMousePos, yMousePos, layerBounds.x() - renderer()->xPos(), layerBounds.y() - renderer()->yPos(), HitTestChildrenOnly)) { // for positioned generated content, we might still not have a // node by the time we get to the layer level, since none of // the content in the layer has an element. So just walk up // the tree. if (!info.innerNode()) { for (RenderObject *r = renderer(); r != NULL; r = r->parent()) { if (r->element()) { info.setInnerNode(r->element()); break; } } } if (!info.innerNonSharedNode()) { for (RenderObject *r = renderer(); r != NULL; r = r->parent()) { if (r->element()) { info.setInnerNonSharedNode(r->element()); break; } } } return this; } // Now check our negative z-index children. if (m_negZOrderList) { uint count = m_negZOrderList->count(); for (int i = count-1; i >= 0; i--) { RenderLayer* child = m_negZOrderList->at(i); insideLayer = child->nodeAtPointForLayer(rootLayer, info, xMousePos, yMousePos, hitTestRect); if (insideLayer) return insideLayer; } } // Next we want to see if the mouse pos is inside this layer but not any of its children. if (containsPoint(xMousePos, yMousePos, bgRect) && renderer()->nodeAtPoint(info, xMousePos, yMousePos, layerBounds.x() - renderer()->xPos(), layerBounds.y() - renderer()->yPos(), HitTestSelfOnly)) return this; // No luck. return 0; } void RenderLayer::calculateClipRects(const RenderLayer* rootLayer, QRect& overflowClipRect, QRect& posClipRect, QRect& fixedClipRect) { if (parent()) parent()->calculateClipRects(rootLayer, overflowClipRect, posClipRect, fixedClipRect); // A fixed object is essentially the root of its containing block hierarchy, so when // we encounter such an object, we reset our clip rects to the fixedClipRect. if (m_object->style()->position() == FIXED) { posClipRect = fixedClipRect; overflowClipRect = fixedClipRect; } else if (m_object->style()->position() == RELATIVE) posClipRect = overflowClipRect; // Update the clip rects that will be passed to child layers. if (m_object->hasOverflowClip() || m_object->hasClip()) { // This layer establishes a clip of some kind. int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); if (m_object->hasOverflowClip()) { QRect newOverflowClip = m_object->getOverflowClipRect(x,y); overflowClipRect = newOverflowClip.intersect(overflowClipRect); if (m_object->isPositioned() || m_object->isRelPositioned()) posClipRect = newOverflowClip.intersect(posClipRect); } if (m_object->hasClip()) { QRect newPosClip = m_object->getClipRect(x,y); posClipRect = posClipRect.intersect(newPosClip); overflowClipRect = overflowClipRect.intersect(newPosClip); fixedClipRect = fixedClipRect.intersect(newPosClip); } } } void RenderLayer::calculateRects(const RenderLayer* rootLayer, const QRect& paintDirtyRect, QRect& layerBounds, QRect& backgroundRect, QRect& foregroundRect) { QRect overflowClipRect = paintDirtyRect; QRect posClipRect = paintDirtyRect; QRect fixedClipRect = paintDirtyRect; if (parent()) parent()->calculateClipRects(rootLayer, overflowClipRect, posClipRect, fixedClipRect); int x = 0; int y = 0; convertToLayerCoords(rootLayer, x, y); layerBounds = QRect(x,y,width(),height()); backgroundRect = m_object->style()->position() == FIXED ? fixedClipRect : (m_object->isPositioned() ? posClipRect : overflowClipRect); foregroundRect = backgroundRect; // Update the clip rects that will be passed to child layers. if (m_object->hasOverflowClip() || m_object->hasClip()) { // This layer establishes a clip of some kind. if (m_object->hasOverflowClip()) foregroundRect = foregroundRect.intersect(m_object->getOverflowClipRect(x,y)); if (m_object->hasClip()) { // Clip applies to *us* as well, so go ahead and update the damageRect. QRect newPosClip = m_object->getClipRect(x,y); backgroundRect = backgroundRect.intersect(newPosClip); foregroundRect = foregroundRect.intersect(newPosClip); } // If we establish a clip at all, then go ahead and make sure our background // rect is intersected with our layer's bounds. backgroundRect = backgroundRect.intersect(layerBounds); } } bool RenderLayer::intersectsDamageRect(const QRect& layerBounds, const QRect& damageRect) const { return (renderer()->isCanvas() || renderer()->isRoot() || renderer()->isBody() || (renderer()->hasOverhangingFloats() && !renderer()->style()->hidesOverflow()) || (renderer()->isInline() && !renderer()->isReplaced()) || layerBounds.intersects(damageRect)); } bool RenderLayer::containsPoint(int x, int y, const QRect& damageRect) const { return (renderer()->isCanvas() || renderer()->isRoot() || renderer()->isBody() || (renderer()->hasOverhangingFloats() && !renderer()->style()->hidesOverflow()) || (renderer()->isInline() && !renderer()->isReplaced()) || damageRect.contains(x, y)); } // This code has been written to anticipate the addition of CSS3-::outside and ::inside generated // content (and perhaps XBL). That's why it uses the render tree and not the DOM tree. static RenderObject* hoverAncestor(RenderObject* obj) { return (!obj->isInline() && obj->continuation()) ? obj->continuation() : obj->parent(); } static RenderObject* commonAncestor(RenderObject* obj1, RenderObject* obj2) { if (!obj1 || !obj2) return 0; for (RenderObject* currObj1 = obj1; currObj1; currObj1 = hoverAncestor(currObj1)) for (RenderObject* currObj2 = obj2; currObj2; currObj2 = hoverAncestor(currObj2)) if (currObj1 == currObj2) return currObj1; return 0; } void RenderLayer::updateHoverActiveState(RenderObject::NodeInfo& info) { // We don't update :hover/:active state when the info is marked as readonly. if (info.readonly()) return; // Check to see if the hovered node has changed. If not, then we don't need to // do anything. An exception is if we just went from :hover into :hover:active, // in which case we need to update to get the new :active state. DOM::DocumentImpl* doc = renderer()->document(); DOM::NodeImpl* oldHoverNode = doc ? doc->hoverNode() : 0; DOM::NodeImpl* newHoverNode = info.innerNode(); // Update our current hover node. if (doc) doc->setHoverNode(newHoverNode); // We have two different objects. Fetch their renderers. RenderObject* oldHoverObj = oldHoverNode ? oldHoverNode->renderer() : 0; RenderObject* newHoverObj = newHoverNode ? newHoverNode->renderer() : 0; // Locate the common ancestor render object for the two renderers. RenderObject* ancestor = commonAncestor(oldHoverObj, newHoverObj); if (oldHoverObj != newHoverObj) { // The old hover path only needs to be cleared up to (and not including) the common ancestor; for (RenderObject* curr = oldHoverObj; curr && curr != ancestor; curr = hoverAncestor(curr)) { curr->setMouseInside(false); if (curr->element() && !curr->isText()) { bool oldActive = curr->element()->active(); curr->element()->setActive(false); if (curr->style()->affectedByHoverRules() || (curr->style()->affectedByActiveRules() && oldActive)) curr->element()->setChanged(); } } } // Now set the hover state for our new object up to the root. for (RenderObject* curr = newHoverObj; curr; curr = hoverAncestor(curr)) { bool oldInside = curr->mouseInside(); curr->setMouseInside(true); if (curr->element() && !curr->isText()) { bool oldActive = curr->element()->active(); curr->element()->setActive(info.active()); if ((curr->style()->affectedByHoverRules() && !oldInside) || (curr->style()->affectedByActiveRules() && oldActive != info.active())) curr->element()->setChanged(); } } } // Sort the buffer from lowest z-index to highest. The common scenario will have // most z-indices equal, so we optimize for that case (i.e., the list will be mostly // sorted already). static void sortByZOrder(QPtrVector* buffer, QPtrVector* mergeBuffer, uint start, uint end) { if (start >= end) return; // Sanity check. if (end - start <= 6) { // Apply a bubble sort for smaller lists. for (uint i = end-1; i > start; i--) { bool sorted = true; for (uint j = start; j < i; j++) { RenderLayer* elt = buffer->at(j); RenderLayer* elt2 = buffer->at(j+1); if (elt->zIndex() > elt2->zIndex()) { sorted = false; buffer->insert(j, elt2); buffer->insert(j+1, elt); } } if (sorted) return; } } else { // Peform a merge sort for larger lists. uint mid = (start+end)/2; sortByZOrder(buffer, mergeBuffer, start, mid); sortByZOrder(buffer, mergeBuffer, mid, end); RenderLayer* elt = buffer->at(mid-1); RenderLayer* elt2 = buffer->at(mid); // Handle the fast common case (of equal z-indices). The list may already // be completely sorted. if (elt->zIndex() <= elt2->zIndex()) return; // We have to merge sort. Ensure our merge buffer is big enough to hold // all the items. mergeBuffer->resize(end - start); uint i1 = start; uint i2 = mid; elt = buffer->at(i1); elt2 = buffer->at(i2); while (i1 < mid || i2 < end) { if (i1 < mid && (i2 == end || elt->zIndex() <= elt2->zIndex())) { mergeBuffer->insert(mergeBuffer->count(), elt); i1++; if (i1 < mid) elt = buffer->at(i1); } else { mergeBuffer->insert(mergeBuffer->count(), elt2); i2++; if (i2 < end) elt2 = buffer->at(i2); } } for (uint i = start; i < end; i++) buffer->insert(i, mergeBuffer->at(i-start)); mergeBuffer->clear(); } } void RenderLayer::dirtyZOrderLists() { if (m_posZOrderList) m_posZOrderList->clear(); if (m_negZOrderList) m_negZOrderList->clear(); m_zOrderListsDirty = true; } void RenderLayer::updateZOrderLists() { if (!isStackingContext() || !m_zOrderListsDirty) return; for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(m_posZOrderList, m_negZOrderList); // Sort the two lists. if (m_posZOrderList) { QPtrVector mergeBuffer; sortByZOrder(m_posZOrderList, &mergeBuffer, 0, m_posZOrderList->count()); } if (m_negZOrderList) { QPtrVector mergeBuffer; sortByZOrder(m_negZOrderList, &mergeBuffer, 0, m_negZOrderList->count()); } m_zOrderListsDirty = false; } void RenderLayer::collectLayers(QPtrVector*& posBuffer, QPtrVector*& negBuffer) { // FIXME: A child render object or layer could override visibility. Don't remove this // optimization though until RenderObject's nodeAtPoint is patched to understand what to do // when visibility is overridden by a child. if (renderer()->style()->visibility() != VISIBLE) return; // Determine which buffer the child should be in. QPtrVector*& buffer = (zIndex() >= 0) ? posBuffer : negBuffer; // Create the buffer if it doesn't exist yet. if (!buffer) buffer = new QPtrVector(); // Resize by a power of 2 when our buffer fills up. if (buffer->count() == buffer->size()) buffer->resize(2*(buffer->size()+1)); // Append ourselves at the end of the appropriate buffer. buffer->insert(buffer->count(), this); // Recur into our children to collect more layers, but only if we don't establish // a stacking context. if (!isStackingContext()) { for (RenderLayer* child = firstChild(); child; child = child->nextSibling()) child->collectLayers(posBuffer, negBuffer); } } void RenderLayer::styleChanged() { if (m_object->style()->overflow() == OMARQUEE && m_object->style()->marqueeBehavior() != MNONE) { if (!m_marquee) m_marquee = new Marquee(this); m_marquee->updateMarqueeStyle(); } else if (m_marquee) { delete m_marquee; m_marquee = 0; } } void RenderLayer::suspendMarquees() { if (m_marquee) m_marquee->suspend(); for (RenderLayer* curr = firstChild(); curr; curr = curr->nextSibling()) curr->suspendMarquees(); } // -------------------------------------------------------------------------- // Marquee implementation Marquee::Marquee(RenderLayer* l) :m_layer(l), m_currentLoop(0), m_timerId(0), m_start(0), m_end(0), m_speed(0), m_unfurlPos(0), m_reset(false), m_suspended(false), m_whiteSpace(NORMAL), m_direction(MAUTO) { } int Marquee::marqueeSpeed() const { int result = m_layer->renderer()->style()->marqueeSpeed(); DOM::NodeImpl* elt = m_layer->renderer()->element(); if (elt && elt->id() == ID_MARQUEE) { HTMLMarqueeElementImpl* marqueeElt = static_cast(elt); result = kMax(result, marqueeElt->minimumDelay()); } return result; } EMarqueeDirection Marquee::direction() const { // FIXME: Support the CSS3 "auto" value for determining the direction of the marquee. // For now just map MAUTO to MBACKWARD EMarqueeDirection result = m_layer->renderer()->style()->marqueeDirection(); EDirection dir = m_layer->renderer()->style()->direction(); if (result == MAUTO) result = MBACKWARD; if (result == MFORWARD) result = (dir == LTR) ? MRIGHT : MLEFT; if (result == MBACKWARD) result = (dir == LTR) ? MLEFT : MRIGHT; // Now we have the real direction. Next we check to see if the increment is negative. // If so, then we reverse the direction. Length increment = m_layer->renderer()->style()->marqueeIncrement(); if (increment.value < 0) result = static_cast(-result); return result; } bool Marquee::isHorizontal() const { return direction() == MLEFT || direction() == MRIGHT; } bool Marquee::isUnfurlMarquee() const { EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); return (behavior == MUNFURL); } int Marquee::computePosition(EMarqueeDirection dir, bool stopAtContentEdge) { RenderObject* o = m_layer->renderer(); RenderStyle* s = o->style(); if (isHorizontal()) { bool ltr = s->direction() == LTR; int clientWidth = o->clientWidth(); int contentWidth = ltr ? o->rightmostPosition(true, false) : o->leftmostPosition(true, false); if (ltr) contentWidth += (o->paddingRight() - o->borderLeft()); else { contentWidth = o->width() - contentWidth; contentWidth += (o->paddingLeft() - o->borderRight()); } if (dir == MRIGHT) { if (stopAtContentEdge) return kMax(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? contentWidth : clientWidth; } else { if (stopAtContentEdge) return kMin(0, ltr ? (contentWidth - clientWidth) : (clientWidth - contentWidth)); else return ltr ? -clientWidth : -contentWidth; } } else { int contentHeight = m_layer->renderer()->lowestPosition(true, false) - m_layer->renderer()->borderTop() + m_layer->renderer()->paddingBottom(); int clientHeight = m_layer->renderer()->clientHeight(); if (dir == MUP) { if (stopAtContentEdge) return kMin(contentHeight - clientHeight, 0); else return -clientHeight; } else { if (stopAtContentEdge) return kMax(contentHeight - clientHeight, 0); else return contentHeight; } } } void Marquee::start() { if (m_timerId || m_layer->renderer()->style()->marqueeIncrement().value == 0) return; if (!m_suspended) { if (isUnfurlMarquee()) { bool forward = direction() == MDOWN || direction() == MRIGHT; bool isReversed = (forward && m_currentLoop % 2) || (!forward && !(m_currentLoop % 2)); m_unfurlPos = isReversed ? m_end : m_start; m_layer->renderer()->setChildNeedsLayout(true); } else { if (isHorizontal()) m_layer->scrollToOffset(m_start, 0, false, false); else m_layer->scrollToOffset(0, m_start, false, false); } } else m_suspended = false; m_timerId = startTimer(speed()); } void Marquee::suspend() { if (m_timerId) { killTimer(m_timerId); m_timerId = 0; } m_suspended = true; } void Marquee::updateMarqueePosition() { bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate) { if (isUnfurlMarquee()) { if (m_unfurlPos < m_start) { m_unfurlPos = m_start; m_layer->renderer()->setChildNeedsLayout(true); } else if (m_unfurlPos > m_end) { m_unfurlPos = m_end; m_layer->renderer()->setChildNeedsLayout(true); } } else { EMarqueeBehavior behavior = m_layer->renderer()->style()->marqueeBehavior(); m_start = computePosition(direction(), behavior == MALTERNATE); m_end = computePosition(reverseDirection(), behavior == MALTERNATE || behavior == MSLIDE); } start(); } } void Marquee::updateMarqueeStyle() { RenderStyle* s = m_layer->renderer()->style(); if (m_direction != s->marqueeDirection() || (m_totalLoops != s->marqueeLoopCount() && m_currentLoop >= m_totalLoops)) m_currentLoop = 0; // When direction changes or our loopCount is a smaller number than our current loop, reset our loop. m_totalLoops = s->marqueeLoopCount(); m_direction = s->marqueeDirection(); m_whiteSpace = s->whiteSpace(); if (m_layer->renderer()->isHTMLMarquee()) { // Hack for WinIE. In WinIE, a value of 0 or lower for the loop count for SLIDE means to only do // one loop. if (m_totalLoops <= 0 && (s->marqueeBehavior() == MSLIDE || s->marqueeBehavior() == MUNFURL)) m_totalLoops = 1; // Hack alert: Set the white-space value to nowrap for horizontal marquees with inline children, thus ensuring // all the text ends up on one line by default. Limit this hack to the element to emulate // WinIE's behavior. Someone using CSS3 can use white-space: nowrap on their own to get this effect. // Second hack alert: Set the text-align back to auto. WinIE completely ignores text-align on the // marquee element. // FIXME: Bring these up with the CSS WG. if (isHorizontal() && m_layer->renderer()->childrenInline()) { s->setWhiteSpace(NOWRAP); s->setTextAlign(TAAUTO); } } if (speed() != marqueeSpeed()) { m_speed = marqueeSpeed(); if (m_timerId) { killTimer(m_timerId); m_timerId = startTimer(speed()); } } // Check the loop count to see if we should now stop. bool activate = (m_totalLoops <= 0 || m_currentLoop < m_totalLoops); if (activate && !m_timerId) m_layer->renderer()->setNeedsLayout(true); else if (!activate && m_timerId) { // Destroy the timer. killTimer(m_timerId); m_timerId = 0; } } void Marquee::timerEvent(QTimerEvent* evt) { if (m_layer->renderer()->needsLayout()) return; if (m_reset) { m_reset = false; if (isHorizontal()) m_layer->scrollToXOffset(m_start); else m_layer->scrollToYOffset(m_start); return; } RenderStyle* s = m_layer->renderer()->style(); int endPoint = m_end; int range = m_end - m_start; int newPos; if (range == 0) newPos = m_end; else { bool addIncrement = direction() == MUP || direction() == MLEFT; bool isReversed = s->marqueeBehavior() == MALTERNATE && m_currentLoop % 2; if (isUnfurlMarquee()) { isReversed = (!addIncrement && m_currentLoop % 2) || (addIncrement && !(m_currentLoop % 2)); addIncrement = !isReversed; } if (isReversed) { // We're going in the reverse direction. endPoint = m_start; range = -range; if (!isUnfurlMarquee()) addIncrement = !addIncrement; } bool positive = range > 0; int clientSize = isUnfurlMarquee() ? abs(range) : (isHorizontal() ? m_layer->renderer()->clientWidth() : m_layer->renderer()->clientHeight()); int increment = kMax(1, abs(m_layer->renderer()->style()->marqueeIncrement().width(clientSize))); int currentPos = isUnfurlMarquee() ? m_unfurlPos : (isHorizontal() ? m_layer->scrollXOffset() : m_layer->scrollYOffset()); newPos = currentPos + (addIncrement ? increment : -increment); if (positive) newPos = kMin(newPos, endPoint); else newPos = kMax(newPos, endPoint); } if (newPos == endPoint) { m_currentLoop++; if (m_totalLoops > 0 && m_currentLoop >= m_totalLoops) { killTimer(m_timerId); m_timerId = 0; } else if (s->marqueeBehavior() != MALTERNATE && s->marqueeBehavior() != MUNFURL) m_reset = true; } if (isUnfurlMarquee()) { m_unfurlPos = newPos; m_layer->renderer()->setChildNeedsLayout(true); } else { if (isHorizontal()) m_layer->scrollToXOffset(newPos); else m_layer->scrollToYOffset(newPos); } }